Meteorfall: Krumit's Tale on Steam - User reviews, Price & Information

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Krumit's Tale, the second game in the Meteorfall universe, is a new take on the deckbuilding roguelike genre. Use your cards to clear dungeons, then upgrade your deck with new cards and perks to press forward. The fate of the world is in your hands.

Meteorfall: Krumit's Tale is a card game, rogue-lite and deckbuilding game developed by Slothwerks and published by Slothwerks and indienova.
Released on July 22nd 2020 is available on Windows and MacOS in 9 languages: English, Simplified Chinese, Spanish - Spain, Spanish - Latin America, Japanese, Polish, Russian, Czech and Korean.

It has received 843 reviews of which 763 were positive and 80 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 12.49€ on Steam, but you can find it for 0.62€ on Eneba.


The Steam community has classified Meteorfall: Krumit's Tale into these genres:

Media & Screenshots

Get an in-depth look at Meteorfall: Krumit's Tale through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Memory: 4 GB RAM
  • Storage: 500 MB available space
MacOS
  • OS: OS X
  • Memory: 4 GB RAM
  • Storage: 500 MB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2026
This is a strange game to talk about, as it largely feels abandoned at this point. Don't get me wrong, this is a finished product, and one that has some decent stuff going for it, but if you try to search information about this game, you'll most find dead wikis and posts from 5+ years ago. Meterorfall: Krumit's Tale is a deck-building rogue-like that was released before the genre became as oversaturated as it is today. You're goal is to survive a series of 9 "areas", defeating the Uberlich final boss. While you may initially unlock other heroes to play as or cards to find in future journeys, ala Slay the Spire, you'll most just unlock new difficulty levels, meaning that how much you get out of the game will boil down to your enjoyment of the core systems. There's no "ending", and that's by design, as has been stated by the Slothworks team in the past. The way in which this game plays is the most noteworthy aspect of it; rather than players drawing a hand of cards from their deck, their deck and cards that represent enemies are shuffled together and slowly trickled out into a 3x3 grid. You can interact with any of the 9 cards on the board, allowing you to equip items (if you have the cash) and fight enemies (which earns you cash). Combat shows a series of actions the enemy will take, with different enemies retaining the same attack patterns across runs. You'll need to find ways to defeat these enemies while taking as little damage as possible, which often requires thoughtful use of equipment, which has limited uses. Each hero will engage with equipment differently, allowing you to engage with the puzzle differently depending on who you're piloting. This aspect of the game is familiar and not worth lingering on too much, as you'll naturally discover the heroes you have a predilection for. At best, the grid system leads to interesting choices, as you'll find interesting ways to ping-pong between defeating weaker enemies to afford equipment you couldn't otherwise grab to then defeating bigger enemies. The more efficiently you clear a grid, the more gems you'll get, which allows you to afford adding stronger cards to your deck. Between areas, you'll also get perks (passive effects) and a card from a selection of 3 that you don't need to pay for. Most of my issues with the game comes from the length and at times crummy RNG. Each run of this game feels like a bit of a drag, with each area becoming a longer commitment to fight through due to the stronger enemies and the more thoughtful decisions you'll often need to make to survive. While it's great to have tough decisions to make, there often is a "correct" answer that you can find if you look hard enough. Between the perks, your hero's base ability, and the cards you've bought during the run, you'll have a solid gameplan by the time you reach the last area. What makes this tough is how cards are randomly thrown into the grid. At the start of each area, you'll get a random assortment of enemies and equipment (presumably balanced in some way to not completely screw the player over). Because you have no cash at the start, you'll need to be able to defeat weaker enemies without dying or willing to throw away enough stuff on the grind to have the money to afford equipment. This can lead to situations where you run out of equipment before the end of the area and succumb because you had a bad "opening hand" if you will, or it can lead to every enemy on the board being overwhelmingly tough when you have no tools at your disposal. Often, you'll need to lean far more on your perks to build up momentum if you have a chance of lasting in the last few areas of a run, and often there are perks that are outright better than others. It can lead to the game feeling grindy at points, especially as you rank up difficulty levels. But when you're doing well, it can be really easy to just coast through entire areas. In the last game I played as Bruno, the traditional knight character, I got a combo of perks that healed me each time I defeated and enemy and froze enemies once per fight so they don't deal damage for a turn. This allowed me to, without equipment, demolish certain enemy types without losing any resources or health (or minimal health that I could easily make up for), meaning that there were certain areas where I didn't need to think or try. This is further exacerbated by the fact that every action an enemy will do is public knowledge before you start the fight. Where something like Slay the Spire only shows an enemy's next activation, here you can see the full gamut of what to expect, meaning that you can perfectly map out how a fight will go and how much health you expect to lose. In other words, every fight is in a state where either you know you will win or you know you can't lose, so your choices feel streamlined in that sense. Once you get a mathematical sense of the game, there's no tension, and it becomes something of a therapeutic experience more than anything else. With all that being said, I do think the game is fun enough, and if you find the primary gameplay loop compelling, it's a solid game within the genre for a decent price. The art style and tone, cribbing from Adventure Time's ledger, is charming and still brings smiles to my face. While this isn't a game I will visit often, I do see it as a game I would be willing to return to occasionally.
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March 2026
A well made grid deck builder. I enjoyed my time with it, though later levels could get a bit stressful. Not quiet on the Deskstop Dungeons level, but it's still a good game.
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Sept. 2025
A stunning game with a unique formula: tactical puzzle + deckbuilding Your goal is to defeat all enemies in each dungeon. Enemy “cards” are mixed with your “deck” of items and abilities, then drop onto a 3×3 grid in random order. As a tactical puzzle the game challenges you to decide in which order to interact with the cards on the grid, taking into account many factors: enemy traits and special attacks, what card might drop next and where you’d prefer it to land, which item to pick up, which to destroy to heal yourself — and much more. Tactical play becomes especially important when playing as the rogue, where separating and picking off isolated enemies is key. As a deckbuilder you’ll not only grow your build in the direction you choose but also adjust it to the next dungeon (you’re shown which enemies and boss debuffs await you). The better you play the more resources you’ll have to develop your deck — you gain bonuses for each remaining card on the grid and in your equipment. The game also features an excellent health and item economy. A particularly clever touch is that you can destroy an item on the field to gain a little gold and health. In other reviews I often see this game being compared to all sorts of titles: Slay the Spire, Monster Train, Desktop Dungeons, Ring of Pain. These comparisons are inaccurate and can be misleading — especially when they’re as vague as "Game A is better than Game B" Meteorfall: Krumit’s Tale is a fundamentally different game with its own unique challenges for the player.
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Aug. 2025
Casual deck-building dungeon crawler with interesting mechanics and enjoyable art. A good balance between strategy and randomness
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July 2025
I love Krumit so much, he is my spirit animal, he yaps so I don't have to💜. I strongly believe that using the less chatty Krumit setting is Krumit-cruelty.
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Frequently Asked Questions

Meteorfall: Krumit's Tale is currently priced at 12.49€ on Steam.

Meteorfall: Krumit's Tale is currently not on sale. You can purchase it for 12.49€ on Steam.

Meteorfall: Krumit's Tale received 763 positive votes out of a total of 843 achieving a rating of 8.52.
😎

Meteorfall: Krumit's Tale was developed by Slothwerks and published by Slothwerks and indienova.

Meteorfall: Krumit's Tale is playable and fully supported on Windows.

Meteorfall: Krumit's Tale is playable and fully supported on MacOS.

Meteorfall: Krumit's Tale is not playable on Linux.

Meteorfall: Krumit's Tale is a single-player game.

There are 2 DLCs available for Meteorfall: Krumit's Tale. Explore additional content available for Meteorfall: Krumit's Tale on Steam.

Meteorfall: Krumit's Tale does not support mods via Steam Workshop.

Meteorfall: Krumit's Tale does not support Steam Remote Play.

Meteorfall: Krumit's Tale is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Meteorfall: Krumit's Tale.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 18 April 2026 16:27
SteamSpy data 24 April 2026 12:12
Steam price 29 April 2026 04:49
Steam reviews 27 April 2026 09:56

If you'd like to dive deeper into the details about Meteorfall: Krumit's Tale, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Meteorfall: Krumit's Tale
  • SteamCharts - Analysis of Meteorfall: Krumit's Tale concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Meteorfall: Krumit's Tale compatibility
Meteorfall: Krumit's Tale
Rating
8.5
763
80
Game modes
Features
Online players
1
Developer
Slothwerks
Publisher
Slothwerks, indienova
Release 22 Jul 2020
Platforms
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