Battle the likes of sozzled bearbearians and nuke-addled snotwolves to protect our glowing green world from the sweaty hands of the Uberlich! Krumit's Tale involves the same core deck building mechanics as Meteorfall: Journeys and the same cast of overly optimistic heroes, but expands the ‘swipe’ mechanic into a dynamic grid based system. This means more depth and longevity – our heroes will have to choose perks to complement their deck-building strategy and carefully manage the board if they wish to triumph.
+ A follow-up to the popular mobile solo deckbuilding card game - Meteorfall: Journeys!
+ The brave heroes of Meteorfall return! Play as five different heroes - Bruno, Greybeard, Mischief, Muldorf, and Rose - each with their own cards and a distinct playstyle
+ In true roguelike fashion, each run is different! Your journey is built from 20+ unique dungeons, 25+ fully animated enemies, more than 50+ perks (passive bonuses), and more than 300+ cards
+ More than 30 achievements to unlock
+ Feeling competitive? Check out the daily challenge mode! Each day has a different set of modifiers which tweak the rules of the game in radical ways.
+ Mobile optimized gameplay. The game can be played one-handed in portrait mode and auto-saves frequently
+ Play across multiple devices with iCloud save support
+ Offline play. If you want to enjoy Krumit's Tale on your daily commute or on an airplane ride - go for it! No online connection is required
+ Join an active community of players on Reddit (http://www.reddit.com/r/KrumitsTale) and Discord (http://www.bit.ly/krumit-discord)
Version 1.0.208 (Explorer)
Introducing Explorer Mode! Struggling and need a little extra help? Customize the difficulty to your liking by adding a few buffs in Explorer Mode
Added Czech and Korean translations
Fixed a bug where Run History didn’t sync via iCloud
#1121 - Fixed an issue where player's scores wouldn't show up on the Daily Challenge scoreboard until later, as well as an issue where the rank shown was one higher than it should be
#1125 - Megaton no longer triggers Blessing of Magic
#1127 - Fixed an issue where a player's name might show as 'Uninitialized'
#1136 - Opening Settings no longer hides the score for the remainder of the run
#1145 - Blessing of Magic properly triggers Bounty
#1146 - The 'Intelligent' perk now works properly with the Boss Rush mutation
#1149 - Apprentice Cap no longer makes Megaton cost gold
#1152 - Dark Ritual no longer takes an extra health to use
#1158 - Cull can no longer be used against hidden enemies (Trickster, Jackals)
#1177 - Holy Fury no longer soft locks when acquired in 'dual class' Mutations
Ratings and ReviewsSee All
Good game and some advice
First of all, it is a really nice game, thank you!
Here are my advices
Right now after lv4 all the leveling stoped, but i would definitely enjoy some more character building. So why not reward some additional improvement after we achieved certain criteria, e.g. after finishing normal stage, upgrade the intrinsic perk (e.g. Mischief perk: stealth attack has +2 dmg and apply poison(1); Muldorf perk: skeletons attacks do 2 then 3 dmg in rotation, etc)
Moreover, the ability to merge inventories, e.g. when you have 2 copies of a weapon, each having 1 durability left, then the 2 icons can be drag ontop of each other and merge into 1. Any extra durability will be lost. This will be a extremely fun feature for minions too, e.g. 2 skeletons can be merged to make a new one with +1 attack and +3 max hp (this can stack up to 5 dmg and 15 hp, further merges will heal the skeleton by 5 hp)
Furthermore i would like to suggest for a momentary system that converts unused gems into a currency that can be taken outside dungeons at the end of games. Which can be used to purchase upgrades for intrinsic decks, new cards, skins and new characters (if any in the future).
Preserves the stuff that made Slay the Spire great, and I’d say even improves on it. These deck-builders have a way of becoming stale when you realize the optimum “slim” deck, and try to get rid of as many cards as you can. This results in players ignoring the vast majority of the game cards (even the original Meteorfall had this problem).
Here, you want to acquire as many cards as you can, and you’ll end up with some wild synergies that really add to the fun. The other fun layer is knowing what you’re up against in each dungeon...this lets you plan the overall room, instead of just battle by battle. Throw in the fun, animated cards and superb voice work and this is pretty much a perfect mobile game.
I’ve been playing this game since early access on steam and insta-purchased once I found out they ported it to IOS. Each run is different from the last and that means the replay ability is through the roof. No in-app purchase THANK YOU it’s so rare in the app marketplace now. Great strategy deck building kind of game and easy to pick up but fun and challenging to get good at.
- Eric Farraro
- 508.4 MB
Requires iOS 13.0 or later. Compatible with iPhone, iPad, and iPod touch.
English, Czech, Japanese, Korean, Polish, Russian, Simplified Chinese, Spanish
- Age Rating
- Infrequent/Mild Alcohol, Tobacco, or Drug Use or References
- Infrequent/Mild Cartoon or Fantasy Violence
- © Copyright Slothwerks 2018-2020
Challenge friends and check leaderboards and achievements.
With Family Sharing set up, up to six family members can use this app.