
Kaamos is a bite-sized turn-based puzzle roguelike where battles are fought by matching tiles on a grid with looping rows and columns. Build your character and deck of tiles by looting equipment from your foes. Traverse a dark medieval world where the Sun went down and never rose again.
Modeled estimate, not a reported figure. How we estimate →
About
Kaamos is a bite-sized turn-based puzzle roguelike where battles are fought by matching tiles on a grid with looping rows and columns. Build your character and deck of tiles by looting equipment from your foes. Traverse a dark medieval world where the Sun went down and never rose again.

Face hostile opponents in duels to the death where you see enemy actions in advance. Match tiles of the same color on a grid where dragging a row or column loops it back on the other side in order to counter the incoming onslaught of enemy attacks. Stab, crush and cleave your way to victory.

Equip powerful weapons, armor, and rings to change your tactics and tile selection for battles. Want to be a dual-wielding berserker, an evasive duelist, or a knight clad in heavy armor? With over 180 items there are interesting build choices and playstyles for every player.

Navigate a randomly generated dark medieval world filled with madness. Unravel the mystery behind the disappearance of the Sun or fade into the darkness. You are not alone. There’s always something lurking in the dark behind every fork in the path.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I've completed this game. I have seen everything it contains. I saw everything this game contained by hour 5, maybe 7. From there, it was mindless grinding for completion because i'm dumb. I did not enjoy this game past hour 5. This game does not have much content, none of the items do anything interesting. All of the items change the number of tiles in your deck, weapons might change the number of attacks you can make. I kept playing this game looking for the sauce, there is a lot of potential for interesting and very unique mechanics, unfortunately none of it is used. A run takes anywhere from 40-80 minutes for a successful run, you will have gained maybe 15 tiles for your deck from what you started with, maybe. Your build will never be interesting, it will only be defined by your character's favorite tile type. Your build will never engage with anything differently than how another build will. In fact, your build should always consider whatever you saw last run, because aside from loot drops and maybe where your healing is placed (if you need it), your run will encounter the same enemies and the same bosses every time. I wish I could recommend, as this game is an entertaining idea for a couple hours or 5, but fails to live up to it's own potential and has no re-playability past your first win.
I wanted to like this game, I really did. But as it currently sits, it feels unrewarding and bland. You can get stuck in long drawn out battles if you build defensive, so just go full damage. The game has very little variance, the bosses are always the same, most fights are always the same, even the gear is almost always the same. The art style and music are good, but otherwise I cant recommend it. I've played better games on itch.io recently for free, so its a hard sell for $10.
The TL;DR version: If this looks like your thing, you will enjoy it. It has a simple set of mechanics and only really one system, everything is on display, and you can run the numbers on paper they're that simple. the long version: It doesn't outstay its welcome. It does not distract you with flashy tricks or multipliers, nor huge combo chains, nor splashy effects you hope to pick up and carry your run with. The numbers are not huge. The grid is only 5x5. You only slide one row or column on your turn. There is one single "power" for each class, and you have it all game long. To those expecting some surprise masterwork of psychological writing, or a whole extra layer of new game, or some fourth-wall stuff - no, that is not here. Here, there is only the long night. You can feel a rhythm to everything. You can see the way things are going before the conclusion arrives, barring unexpected twists or streaks of ill fortune. You walk slowly into an unfriendly night, and you will often die a slow death, but you will go down fighting with your last breath. I say this with love: This game is exceedingly Finnish.
[b]TL; DR[/b] tile-matching roguelike set in the apocalypse, runs are short enough that losing progress is annoying rather than frustrating, and since it is paired with fun mechanics it makes for a fun game. [b]Note[/b] do not play this with a mouse that cannot right-click and hold properly or you will feel some frustration. [h1]Story & Presentation [/h1] In [i]Kaamos[/i] the sun ceased to rise, the world was thrown into darkness and her people descended into madness. You have kept your faculties in check, whether driven by old oaths, a chance for redemption or bloody vengeance you are free to venture into the darkness, and perhaps see the sun rise once more. [i]Kaamos[/i], like a lot of roguelikes, is not heavy on the story, it offers a short motivation for each character-class, and some plot-encounters here and there. While the writing is a bit sparse it is also quite decent, and more importantly it suits the setting and the visuals since they are also on a more spartan side. A world thrown into perpetual darkness ought to be a bit bleak, right? So, it makes sense to keep the colours to a minimum, putting all the focus on you, your enemy, and the gameplay. Even with that in mind the visuals can be strikingly effective if you pay attention especially the ruined battlefields, and decapitated warriors. A tiny splash of colour here and there can make a huge difference. [h1]Gameplay [/h1] The above is all fine and well, but frankly it is a minuscule portion of the title, [i]Kaamos[/i] like most games is about the combat. In truth, the gameplay is deceptively simple, you match-three or more tiles from a five-by-five board, and their colour determines your action(s). However, you can only slide one row or one column each turn, so you are forced to consider the opportunity cost, sometimes it might be better to extend a battle on the off chance that the next turn offers more favourable tiles, and therefore conserves your heath, while at other times you want to finish things as quickly as possible Add to it: three ways to avoid damage, and the possibility of a multi-attack if you happen to match separate groups of attack tiles, and you are left with a very fun game, that can feel rather addictive. However, your actual options are determined by your equipment and highly influenced by your starting class. Certain characters favour dodge, while others prefer attack, and playing to their strengths typically rewards you with bonus damage. Even so I feel that not all tiles are built equal, Dodge is especially hit-or-miss, it is rather useful in the early game, but as you get further and further enemies start hitting you several times in a turn, but Dodge can only avoid one attack, and so it might be more beneficial to instead stack Armour and Defence, or at the very least not put all your thought into dodging. So, as you slowly make your way though the darkness you have to consider what you want out of your character, when do I want to pivot away from dodge, when do I want to multi-attack &cetera. Sometimes your path diverges, and choosing one path over another will decide several encounters in a row, that can be problematic, but it is fun to think about, typically I favour flexibility and will generally choose a path that reconnects faster, but it all depends on the strength of my build, and how much health I have at present. There are also bosses, they, like you, have special mechanics and that is what makes them the most fun fights in [i]Kaamos[/i]. They are quite easy to learn, and to master, but the second one in particular makes-or-breaks a run, much more so than the final boss which is rather easy once you look past the crazy damage-per-turn. What makes the second boss difficult is partly the damage, but also the fact that it is early enough that your equipment can be subpar. Other than that the bosses are simply enjoyable challenges to put your build through a wringer.
Kaamos, developed by Pepperbox Studios and published by indie.io, is a distinctive indie roguelike that skillfully combines turn-based strategy with innovative tile-matching mechanics. Set in a bleak medieval world engulfed in eternal darkness, the game offers a unique blend of tactical combat and puzzle-solving that challenges players to think carefully about every move. From the moment you step into this shadowy realm, Kaamos immerses you in an atmosphere thick with tension and mystery, where the absence of sunlight amplifies the feeling of isolation and urgency as you venture deeper into the unknown. The gameplay of Kaamos revolves around a clever system where battles take place on a looping grid of tiles, and success depends on matching patterns to launch attacks, defend, or manipulate the battlefield. This approach forces players to constantly adapt their strategies, balancing short-term gains with long-term planning. Unlike typical turn-based combat, Kaamos requires you to consider both the spatial and strategic aspects of each move, making every encounter feel like a complex puzzle. The roguelike elements—procedurally generated maps, permadeath, and randomized enemy encounters—ensure that no two playthroughs feel the same, maintaining a high level of replayability and keeping players on their toes. Customization and progression are central to the experience, with a rich loot system that rewards you with over 180 different items. These items modify your tile deck, allowing for a variety of playstyles, from aggressive offense to careful defense or tactical control. This level of depth encourages experimentation, as you refine your approach to overcome the ever-changing challenges presented by the game. Each piece of equipment or ability you acquire shapes how you interact with the tile-matching mechanics, adding layers of strategy and personalization that keep the gameplay fresh and engaging. Visually, Kaamos adopts a minimalist pixel art style that perfectly suits its dark, foreboding setting. The muted color palette, dominated by deep shadows and limited highlights, enhances the oppressive mood of the world cloaked in darkness. This simplicity in design does not detract from immersion; rather, it complements the game’s atmosphere by focusing attention on gameplay and narrative tension. Accompanying this is an evocative 8-bit soundtrack that underscores the bleakness and solitude of the environment, deepening the emotional impact and reinforcing the sense of a harsh, unforgiving world. That said, Kaamos is not a game for the faint of heart. Its unique combat system and challenging roguelike elements present a steep learning curve, especially for players new to tile-matching strategy games. The permadeath mechanic can be unforgiving, and some may find the random elements frustrating at times. However, these aspects contribute to the game’s overall depth and satisfaction, rewarding players who persist with a truly strategic and rewarding experience. The sense of accomplishment that comes with mastering its systems and navigating the dark world is a key part of its appeal. In sum, Kaamos stands out as a thoughtful and innovative addition to the indie roguelike genre. Its blend of strategic tile-matching combat, deep customization, and immersive atmosphere offers a refreshing and challenging experience. For players who enjoy tactical depth wrapped in a mysterious and haunting world, Kaamos provides a compelling journey into darkness and strategy that is well worth exploring. Rating: 8/10
It's going to be a cautious recommendation on my side, and while I don't feel like finishing it, the time spent on the game was enjoyable. It's just that it's too minimalistic on pretty much every front for my liking.
A bit to slow and repetetive for me.
Lovely little game for puzzle enjoyers. Pixel art is nice to look at and the music is banging. For gameplay, the idea is simple, but it's strangely addictive to minmax your deck and find huge combos in battles. I was pleasantly surprised how well different builds can work. Each character guides your deck to a certain direction and so far I've found success with each one of them. One downside worth mentioning would be a lack of variety between the runs. For me, just hearing the music pick up during the final boss was already worth the price.
I love the style, the game looks and sounds great, and it’s all really fitting to the theme. The gameplay is pretty fun, and it’s quite a unique concept for a rogue like. The unique abilities of each character you can play as do genuinely make each of them an interesting experience to play, with different strategies working for each. However, the game lacks overall depth, and is way too easy right now. I’ve played 4 games so far, the first I made it to the final boss and lost, and the other 3 I all won with. I should not be making it to the final boss right away, let alone beating it on my second try. I can’t help but compare it to Inscryption, where there’s an inherent difficulty in the gameplay and deckbuilding that you have to learn through practice. Here, different equipment doesn’t offer meaningful differences, it’s just small stat changes, so you just take the one with the bigger number. And there’s usually an obvious best move each turn during fights, so (outside the special mechanics of the bosses) it doesn’t feel like there’s really any challenge to individual fights, and there’s a somewhat lack of agency given you’re just picking the best move each turn. I don’t necessarily have an issue with having a fixed boss structure, always fighting the same 4 in order. But, since the game is so easy, it just feels very same-y each run. Though I do really like the special abilities of the bosses, they meaningfully add something to those fights to make you think a little more. (Though boss #3 I don’t actually know if you can lose to, definitely the easiest encounter due to the predictability, literally more so than regular fights.) I don’t know what the solution is. Though having a pool of bosses to choose from, rather than The same fixed few, would certainly be a step in the right direction. Another thing that could help would be some kind of challenge modifier system, similar to the challenges in Kacyee’s Mod. Just to allow you to optionally make the game harder. One idea might be giving all encounters some kind of special ability, like a toned down version of the bosses perhaps. Anyway, I think the game has potential, I just don’t think it’s quite there just now. I’ll update this review later if things change.
The night is never-ending and full of danger. What the night doesn't know is, I have a huge ♥♥♥♥♥♥♥ axe. Perfect brain-scratcher that you can play for 15 mins at a time or 2 hours at a time and leaves you wanting more. Combat feels punishing but fair, so you're encouraged to explore your options on each set of tiles. The system itself is very satisfying (especially when you get a crazy multi attack & defence combo at just the clutch moment) and the sound design helps massively. There's nothing more enjoyable than the retro inspired CRUNCH when you smash an enemy through their defence. The class and item system are excellent. There's enough customisation that you feel you can get really specialised into certain builds, but also the items you pick aren't so overwhelmingly important that you feel like you can't progress because you didn't RNG the item you needed for your build. My only criticism would be of the story. What there is of it is great and very intriguing, but I wish there were more to flesh it out. Maybe some unlockables or random drops that flesh out the world a bit more (a world which has a lot of potential).
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Don't Starve Together | $164.6M | 539.5K | 95% | $14.99 |
| Mount & Blade: Warband | $101.9M | 171.6K | 98% | $19.99 |
| The Scroll of Taiwu : Beyond The Dome | $62.2M | 69.6K | 66% | $29.99 |
| The Isle | $59.9M | 116.6K | 80% | $19.99 |
Related
| Etherborn | $10.5K | 100 | 78% | $6.79 |
| BANZAI ROYALE | $10.5K | 85 | 93% | $5.99 |
| Super Catboy | $10.5K | 378 | 76% | $1.49 |
| The Narrator Is a DICK | $10.5K | 131 | 79% | $4.99 |
| Commando Hero | $10.5K | 196 | 88% | $2.99 |
| Cribbish | $10.5K | 79 | 85% | $4.99 |