It’s been a weird year!

Following the Early Access release of Krumit’s Tale in November 2019, I was excited to finish it and get to the mobile release. By March or so, I had released the third hero, Mischief, and was starting work on the next hero, Muldorf.

Spoiler alert — it’s Muldorf

Around that time was when the COVID-19 lockdowns started. About a month later in April, I was laid off from my ‘real’ job. After 13 years of working full-time, I decided to take advantage of the unusual situation and work on games full-time before looking for a job. …


In this post I reference ‘revenue’ which I take to mean ‘proceeds’ (the amount of revenue seen by the developer *after* the app store takes its cut)

The Mobile Release

A few weeks ago, I talked about the Steam 1.0 launch and Krumit’s Tale Project Retrospective.

Since then, we’ve released Krumit’s Tale on iOS and Android and I wanted to share a quick update about how the game has sold on those platforms.

What Happened with the Google Play launch?

On August 27, the announced date of the mobile release, iOS went off without a hitch. Android — not so much. According the Play console, the app had been rolled…


I’ve gotten a few questions about localization in Krumit’s Tale, so I wanted to write up a bit about how it was done.

I’ll talk a bit about the tools used, the impact on sales, and finally, some of the challenges I ran into with the localization.

Using Localizor.com

I wanted to start off by talking about Localizor, which was an essential part of getting Krumit’s Tale localized in 7 different languages (so far!)

Prior to using Localizor, I’d used Google Sheets to organize the translations for Chinese. It worked ok but it quickly became a mess as I iterated and tweaked…


Last time (Meteorfall 2019 — By the Numbers) I left off on Krumit’s Tale, we’d just launched into early access in November 2019. Since then, a lot has changed! Now that we’ve launched the 1.0 version and have turned our sights to mobile, I thought it’d be a good opportunity to take a look at where we’re at.

Finishing Early Access

When we first entered Early Access in November 2019, I’d put 991 hours into the project. By the time we left Early Access on July 23, 2020, I’d nearly doubled that — a whopping 1887 hours. …


Another year’s gone by, and it’s time to take a look at how Meteorfall: Journeys and Meteorfall: Krumit’s Tale have done this year.

Meteorfall Journeys: Updates

Since launching in January 2018, Meteorfall: Journeys has continued to get free content updates. In 2019, I launched two major content updates. All-in-all, I spent 122 hours on Journeys in 2019.

The Daily Challenge Update

In March, we delivered one of my favorite updates — the Daily Challenge update. The Daily Challenge is a new game mode which features twists on the regular game. For instance, one of the most popular mode is one called ‘Loot Hoarder’…


Meteorfall: Krumit’s Tale is my second ‘big’ game (the first being Meteorfall: Journeys) and my first ever Steam release. If you haven’t checked it out — take a look at our Steam page.


Meteorfall: Krumit’s Tale [Steam] is inspired deck building card games like Slay the Spire and Dream Quest, but plays *very* differently. As a result, much of the conventional wisdom of how to play similar games doesn’t apply in Krumit’s Tale. This guide is aimed at helping new players get comfortable with the mechanics, and understand some of the basic strategies.

The Goal

The goal of each dungeon in Krumit’s Tale is to clear the dungeon of all monsters. When the dungeon begins, all the monsters that reside in that dungeon are shuffled with all the cards (items & abilities) in your deck…


Hi everyone! I wanted to try doing a dev log to talk a bit more about the progress on the two Meteorfall games (Journeys and Krumit’s Tale). It remains to me seen if I have time to actually to monthly updates, but let’s give it a try.

Steam Page Launch

In June, we finally launched our Steam page for Krumit’s Tale. I know from reading the experiences of other indies that getting your Steam page up early and starting to collect Wishlists is important for the launch and long-term success on Steam.

Trailer Released


A couple months after the release of Meteorfall, while working on the Necrodude update, I started brainstorming some new designs for a game that eventually became Krumit’s Tale. I loved the universe that we created for Meteorfall, and I knew that I wanted to work on something that continued to build out those characters and that lore. I also didn’t want to create a direct sequel. Thus, Krumit’s Tale was born.

The intro screen from Krumit’s Tale

The (work-in-progress) App Store description reads:

Krumit’s Tale, the second game in the Meteorfall universe, is a brand new take on the deckbuilding roguelike genre. Dungeons are laid out…


What a year! This is a look back at the experience of developing Meteorfall over the past year, including sales numbers and a preview of what’s next.

Meteorfall’s been out for a year (as of Jan 25, 2019) and it’s been an exciting journey it’s been. The support I’ve received from fans has been beyond my craziest expectations, and has been a big part of what’s kept the updates flowing one year later.

I wanted to share with everyone my thoughts on the pat year, as well as financial numbers for Meteorfall, in the hopes that the transparency will help…

Slothwerks

Indie game dev working on a roguelike deckbuilder called Meteorfall and prototyping an exciting new project called Artifacts & Accessories

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