
Raise your shield. Indulge Lady Tallowmere and her lovingly violent dungeons. New rooms are created every time you play. How deep can you delve?
Modeled estimate, not a reported figure. How we estimate →
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Indulge Lady Tallowmere. See how far through her lovingly violent dungeons you can delve in this 2D indie action roguelike-inspired platformer. New rooms are procedurally generated every time you play, meaning you'll have to be on your guard for every randomly-placed enemy, elite, boss, and treasure chest you'll come across.
Each room gets progressively bigger, harder, and more rewarding the further you go.
The concept is simple yet hard to master:
Raise your shield to block enemy attacks.
Lower your shield and strike your foes when the timing is right.
Jump or move to avoid traps, or use your shield to reduce damage taken.
Find the key to advance to the next room.
Collect weapons, outfits, headgear, and shields of various rarities to aid your journey.
Turn in souls from slain enemies to increase your base stats and passive abilities.
Stay alive as long as you can.
Brace yourself as you learn the quirks of each foe, trap, and room type so you can strive for that "one more run" high-score victory. Each dungeon is infinite in length so it's up to you to push your limits; local scoreboards and online leaderboards let you track your greatest efforts.
Play with keyboard (and optionally mouse buttons), or use your favourite gamepad/controller.
Tallowmere offers single-player and local co-op madness (up to 4 players sharing the same screen) for fun frantic couch gaming.

Action roguelite platformer with randomly-generated levels, each room bigger than the last
Wreak havoc with trusty axes, hefty clubs, teleporting katanas, stealth-enabling emerald daggers, freezing ice wands, bouncing grenades, embroiling flamethrowers, and powerful rocket launchers
Find and equip outfits, headgear, shields, and more
Hunt for power with 7 tiers of item rarities ranging from Basic to Otherworldly
Learn to conquer multiple enemy types with elite variations, including fire mages, archers, leapers, conductors, ogres, flail knights, feelers, bloats, and zaeries
Satisfying combat with persistent bloodsplats and gibs
Tactical shield blocking
Infinite jumping
Deadly traps and obstacles to try and avoid, such as spinning pinwheels, acid clouds, and extremely pointy spikes
Coins, hearts, souls, and keys to collect from slain foes
Hardcore permadeath to keep your adrenaline going
Treasure chests to loot
Potions to keep you alive
Room events and bosses to master
Passive abilities for you to gain strength and then some
Coin-loving merchants
Difficulty settings to match your pain threshold
Challenge modes
Combat log
Soft savegame system (so you can quit and resume later) and personal high-score system with cross-platform Steam Cloud support
Global Steam leaderboards for speedruns and bragging rights
Dev console for cheats
Sacrificial kittens
You're not afraid... or are you?
To those who will be lured into Lady Tallowmere's dungeons: good luck.

English
Finnish (Suomi) – Tomi Turkki & Olli-Samuli Lehmus
French (Français) – Christophe Braguy
German (Deutsch) – Spiffosi, sePL, & John Westfield
Italian (Italiano) – Luca Pattarini
Japanese (日本語) – Teyon Japan
Korean (한국어) – The Balance
Polish (Polski) – Maciej Ułanowicz
Portuguese-Brazil (Português-Brasil) – Lucas Videla
Russian (Русский) – Tycho Davidianus
Simplified Chinese (简体中文) – Kai Shao
Slovenian (Slovenski jezik) – Alen Korez
Spanish (Español) – Jose M. Gaspar
Turkish (Türkçe) – A. Ozkal

Note:
• "Local Co-op" means you can connect up to 4 controllers and play with your friends in the same room sharing the same screen. Network/LAN co-op is not available.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
通关后就索然无味
Deceptively fun! I thought it started to wear thin around the 3h point. I played to about 4 hours and by that point I had figured out the mechanics, so it became very repetitive. 100% fun though and worth the asking price! Like it enough that I just bought the sequel.
If you enjoy randomly generated ridiculous, with a handful of laughs thrown in, all mixed together with the dying screams of flamethrown fairies, you are in the right place. Sure, the graphics are simple. Sure, the game play loop is endless. Sure, dying sucks. But it all comes together in a great game.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English*, Simplified Chinese, Polish, French, Russian, Italian, Turkish, German, Finnish, Japanese, Portuguese - Brazil, Korean +1 more
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
No. Just no. The game fancies itself cleverer than it is. The game is possibly the jankiest roguelike I have ever played (and I have played probably too many). As some have said, if you're a massive masochist, then maybe this is your miserable cup of tea. I, however, am not.
Good game!
很纯粹的Roguelike的感觉,随机的地图随机的装备,玩起来就是 死了又死,死了还想再来,即使到后期装备很好了也可能一不小心被秒了,很有意思很好玩
质量可以,单买3.6内推荐入库。Ach need cn too. 成就也需要中文。 202401,steam,steam掉卡抵扣,它处自定义包入的本体约6元。爱人如己,目前就这,看以后追评。
Tallowmere is a brutal and strangely captivating indie roguelike that fuses chaotic combat, dark humor, and old-school design into a surprisingly addictive experience. Developed and published by Chris McFarland, it presents a simple but effective premise: delve into a procedurally generated dungeon, conquer its endless rooms, and survive for as long as possible. What makes this game stand out is how it embraces absurdity and challenge in equal measure. It is at once punishing and liberating, minimalist and explosive, familiar yet utterly unpredictable. At its core, Tallowmere is a love letter to the roguelike genre, filtered through a warped sense of humor and a penchant for fast-paced, bloody action. The gameplay loop is straightforward but endlessly replayable. Each run begins in a quiet sanctuary where you can purchase equipment, speak to NPCs, or—if you’re feeling morally flexible—sacrifice kittens to gain additional health. From there, you venture into a procedurally generated labyrinth, room by room, where enemies, traps, and treasure await. Every chamber is a self-contained challenge, often packed with monsters, spikes, fire traps, and explosive barrels. The goal is to defeat all enemies, grab the key, and move forward to the next room, repeating the process until inevitable death claims you. This simple structure hides surprising depth: success depends not just on reflexes, but on resource management, situational awareness, and the willingness to take calculated risks. The game’s procedural generation ensures that no two runs are identical, keeping you constantly on edge and forcing you to adapt to whatever chaos awaits in the next chamber. One of Tallowmere’s most distinctive mechanics is its movement system. Unlike most platformers that limit jumping, here you can jump infinitely, propelling yourself higher and higher through the air without restriction. This strange design choice completely changes how you approach combat and exploration. Dodging projectiles, escaping traps, or raining attacks down from above all become part of your strategy. The freedom of movement pairs beautifully with the game’s shield mechanic, which allows you to block attacks if timed correctly. Together, these two elements make every encounter feel like a frantic dance between precision and improvisation. You can soar through the air to dodge an incoming fireball, then drop down to deliver a devastating strike—only to be caught off guard by a hidden spike trap seconds later. Tallowmere demands quick reflexes, but it also rewards experimentation, allowing players to find their own rhythm in its unpredictable chaos. Combat is gloriously unhinged. The game’s arsenal is eclectic, ranging from traditional melee weapons like swords and axes to bizarre implements of destruction like flamethrowers, rocket launchers, and grenades. Each weapon comes with its own quirks, and discovering how to best wield them against the dungeon’s diverse array of enemies is part of the fun. Battles are fast, bloody, and full of visual feedback—enemies explode into chunks, debris scatters, and fire spreads wildly across the screen. The sheer carnage feels satisfying, amplified by the pixelated art style that turns every encounter into a violent spectacle. Despite its rough edges and limited animation detail, Tallowmere’s aesthetic has a certain charm. The blood-splattered floors, gloomy corridors, and flickering torches create a grim but oddly playful atmosphere. It doesn’t try to impress with realism; instead, it embraces the grotesque and uses its simplicity to focus the player’s attention on the action. As with any roguelike, Tallowmere thrives on unpredictability. Every new room is a gamble—you never know whether you’ll find a blessing in the form of powerful loot or a gauntlet of nearly impossible enemies. The difficulty ramps up quickly, and death can come at any moment, often from a single careless move. Yet failure never feels final; it feels instructive. Each death teaches you something new about enemy patterns, weapon capabilities, or trap timing. The game encourages learning through repetition, rewarding players who adapt and persist. There are also optional challenges, called “Punishments,” which can be toggled to make runs harder in exchange for greater rewards. These modifiers let experienced players push their limits, adding a layer of replayability and risk-reward balance that keeps the experience engaging long after the first few hours. Despite its strengths, Tallowmere is not without flaws. The controls can occasionally feel floaty, particularly during platforming sections, and the procedural generation sometimes produces room layouts that border on unfair. The difficulty can spike unpredictably, leading to runs that feel doomed from the start due to bad luck rather than poor play. The visual presentation, while functional, can also feel inconsistent; some backgrounds and textures lack cohesion compared to the crispness of the character sprites. And while the soundtrack and sound effects complement the grim tone, they can become repetitive over long sessions. Still, these shortcomings rarely diminish the game’s overall appeal. Tallowmere’s roughness is part of its personality—it feels handmade, unfiltered, and unapologetically focused on gameplay over polish. Perhaps the most infamous element in Tallowmere is its kitten sacrifice mechanic. To increase your maximum health, you must choose whether to kill adorable kittens in the starting area. This darkly humorous feature has become one of the game’s trademarks, perfectly encapsulating its irreverent tone. It is equal parts shocking and comedic, daring players to weigh their desire for power against their moral discomfort. It also cleverly disables achievements if you indulge in the act, punishing your cruelty with a subtle reminder of consequence. This kind of twisted humor runs throughout the game, turning moments of brutality into bizarre punchlines that make Tallowmere feel distinct from its peers. In the end, Tallowmere is a game about risk, resilience, and chaos. It is unforgiving yet fair, silly yet sincere in its devotion to challenge. Every run feels like a story in itself—one of triumphs, blunders, and glorious defeats. Beneath its pixelated violence lies a smartly designed roguelike that understands the thrill of discovery and the satisfaction of survival. For those who crave relentless action and unpredictable dungeon crawling, Tallowmere delivers a potent dose of both. It is the kind of game that will frustrate you, make you laugh, and keep you coming back for one more run long after you’ve sworn to quit. Rough-edged but undeniably memorable, it stands as a testament to how much creativity and heart a single developer can pack into a world of endless danger and infinite jumps. Rating: 8/10
o jogo é repetitivo e chato pra krl, não é desafiador nem um pouco, é só tu pegar uma katana (que é basicamente a arma mais roubada desse jogo na minha opinião) e ficar spammando a seta direita do teclado que nem maluco, o jogo é enjoativo e chato e demorado pra krl, ainda sim colocarei no recomendo por causa que o jogo é barato e super acessivel e eu acredito q seja otimizado pq não tive nenhum problema como queda de fps, é isso
La taille du HUD est ridicule !
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.
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