Android DLC: v352.10
Android DLC Improved compatibility with Android 12. (previous version would fail to install on Android 12)
Android DLC
- Improved compatibility with Android 12. (previous version would fail to install on Android 12)

Android DLC Improved compatibility with Android 12. (previous version would fail to install on Android 12)
Just a quick controller-related patch here for Tallowmere . Then I'm back to working on Tallowmere 2 ! – Chris GENERAL Updated InControl to version 1.8.7. Improved support for 8BitDo controllers. macOS: Fixed a crash when disconnecting controllers. ANDROID DLC Added support for t
Just a quick controller-related patch here for Tallowmere. Then I'm back to working on Tallowmere 2!
– Chris

Changelog Local co-op: Fixed issue where souls would not be applied to fallen players. Android DLC: Added support for the IPEGA PG-9129 controller. Added support for future IPEGA controllers.
ːtallowmereː Lady Tallowmere is pleased to announce... Tallowmere 2: Curse of the Kittens will enter Steam Early Access on: Friday, 4 December, 2020 @ 11:00am PST (GMT-8) Languages at launch English Simplified Chinese – 简体中文 – translated by Lightning Games Portuguese - Brazil – P
ːtallowmereː Lady Tallowmere is pleased to announce...
Tallowmere 2: Curse of the Kittens will enter Steam Early Access on:
Friday, 4 December, 2020 @ 11:00am PST (GMT-8)
https://store.steampowered.com/app/655740/Tallowmere_2_Curse_of_the_Kittens/


Play solo.
Shared-screen local co-op.
Play with friends online.

How far can you go?
Can you rescue 9 kittens in a single run?
80+ achievements.
The Weapon Rack is ready.
Break the chains.
Can you make it to the top?
Play online.

For the latest info, please view Tallowmere 2's Server Status page.
If you'd like a server in a region not listed, please comment below, or contact me.

There will be a 40% discount at launch. After that, only 10% discounts are planned throughout Early Access.
Local Area Network Co-op is planned, but not quite ready at this time.
Documentation, knowledge, and server-deployment script generation is pretty much done and ready. I will publicly release info on how to host your own community servers once Early Access has launched.
Yes! Please do. If you'd like any branding or artwork files, please check out Tallowmere 2's media kits. Also, Tallowmere 2's music was licensed royalty-free, so you shouldn't run into any takedown issues.
See you in the dungeons soon.
– Chris
Don't die from Covid-19. Lose a life in the dungeons instead. ːmrbiggunsː
Don't die from Covid-19. Lose a life in the dungeons instead. ːmrbiggunsː
https://store.steampowered.com/app/340520/Tallowmere/
macOS: Improved PlayStation 4 controller support. Android DLC : The game now pauses when resuming from being minimized. Fixed touch input not working if an Android Screen Overlay was active.
Fixes: Fixed a typographical issue. macOS: Fixed a startup issue. Yes, I am still working on Tallowmere 2 .
Yes, I am still working on Tallowmere 2.
Hello, adventurers. Lady Tallowmere's been busy... Tallowmere 2 demo now available The Steam page for Tallowmere 2: Curse of the Kittens has emerged. A free Tallowmere 2 demo is also available for Windows, macOS, and Linux. Kickstarter campaign Additionally, Lady Tallowmere has t
Hello, adventurers. Lady Tallowmere's been busy...
The Steam page for Tallowmere 2: Curse of the Kittens has emerged.
A free Tallowmere 2 demo is also available for Windows, macOS, and Linux.
Additionally, Lady Tallowmere has teamed up with her faithful Wandering Merchant underling to maximise their capitalistic endeavours to bring you a Tallowmere 2 Kickstarter campaign.

Become an Early Backer and gain exciting rewards such as:
So, please check out the demo, add to your wishlist, and do some kicking if you fancy.
If you've any questions, feel free to comment below. We'll see you online by the end of the year. ːtallowmereː
Wishes can come true. The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.

The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure.
Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.
Wishes can come true. The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.

The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure.
Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.
Wishes can come true. The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.

The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure.
Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.
Wishes can come true. The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure. Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.

The Steam page for Tallowmere 2: Curse of the Kittens is now visible for your drooling pleasure.
Add to your wishlist to get notified upon release – tentatively aiming for Q3 or Q4 2020.
Fixes: Fixed certain controllers not being detected. Internal: Updated InControl to 1.8.2.
Fixes:
Internal:
Language added: Korean (한국어) – translated by The Balance . macOS: Graphics engine now uses Metal instead of OpenGL Core. Improved support for Xbox 360 controllers. Internal: Updated Unity to 2019.2.21f1. Updated InControl to 1.8.0.
Language added:

macOS:
Internal:
The DLC you always wanted ːmrbiggunsː Hopping aboard Steam's new soundtrack functionality, the soundtrack for Tallowmere is now available for free. Featuring an astonishing 13 minutes of music, this album was voted best in the dungeon by 8 out of 9 kittens. Mr Bigguns demanded a
Hopping aboard Steam's new soundtrack functionality, the soundtrack for Tallowmere is now available for free.
Featuring an astonishing 13 minutes of music, this album was voted best in the dungeon by 8 out of 9 kittens. Mr Bigguns demanded a recount, but Lady Tallowmere overturned the decision.

Enjoy!
https://store.steampowered.com/app/1225360/Tallowmere_Soundtrack/
PS: Yes, Tallowmere 2 is still being worked on.
Hello from the dungeon Please pardon the dust. Lady Tallowmere is still preparing her next generation of procedural death labyrinths for your pain and pleasure. Official artwork – characters illustrated by Eric Grimoire Meow? What is happening...? Why is there a kitten locked awa
Please pardon the dust. Lady Tallowmere is still preparing her next generation of procedural death labyrinths for your pain and pleasure.

Official artwork – characters illustrated by Eric Grimoire
What is happening...?
Why is there a kitten locked away? What secrets does it hold?

What else has been going on in the dungeons so far this year? Let's find out...
In the home room, a Magic Mirror now lets you change your character. Each character has a different trait. Additional characters can be unlocked by slaying matching enemies in Room 10 or higher.

A Weapon Rack is also available, allowing you to choose a starting weapon. Starting weapons can be unlocked by finding the weapon in the dungeon and slaying enemies with it.
Certain weapons with powerful element variations (such as Poison, Lightning, and Arcane) have higher enemy killing requirements, as well as minimum room number requirements before kill counts start tallying.

The old eight-slot weapon wheel has been replaced with a new dynamic Weapon Selector.
Eyes now blink, legs waddle, and necks snap back. Melee weapons have been given a slight animation while still retaining their instant-hit feel. Enemy eyes also glow so you can anticipate incoming attacks.
Item Modifiers are still going strong. There are 7 different Rarities, as well as 5 different Item Tiers this time for even more damage and health.

Slaying enemies and collecting their souls allows you to level up at Demon Statues:
There are currently ~50 different mystery and bonus rewards available. Will luck be on your side?
During your travels, you may come across various Pedestals, each presenting an Offering with a randomly-chosen Curse. Will you accept what's on offer?
From Room 6 and higher, Room Modifiers get added to most rooms, with additional modifier slots added every 5 rooms, up to 5 modifiers max per room.
There are currently ~50 Room Modifiers in the pool.

Health Potions now have ranks. Certain potions also grant buffs. There are currently ~20 potion buffs available.
Managing potions in a platformer is low on the list of things you'd rather be doing, so there is now a Quick Heal action to consume your best-available potion (factoring in how much health you are missing). If you have a potion with a buff attached to it, you can anticipate getting a heal and a buff without needing to rummage through your inventory.
The UI has been given an uplift in many places, with tabs, save slots, item detail enhancements, built-in achievements and Steam leaderboards, and a proper pause menu.
Play:


Inventory:

Merchant:

Triumphs:


Options:

Pause Menu:

With Rich Presence integration for both Steam and Discord, your friends can see status updates of how great you are as your room number increases as you delve further and further – or perhaps they can shed a tear with you when you lament your death.
To launch Tallowmere 2's Steam page, I still need to finalise the screenshots and create a trailer, which means I need to do a sound effect pass, and another pass on the room themes with cool doodads and cosmetics.
Since I'm still adding things, working on a trailer and publishing full-size screenshots feels like things to do last. The page will launch closer to the time when the game is ready.
After much consideration, looking at what Tallowmere 2 offers compared to the first Tallowmere, I believe a steady price of ~$9.99 USD is more appropriate for Steam.
I no longer feel increasing the price gradually throughout Early Access is ideal – I do not fancy attempting to dictate which future feature amounts to which dollar value. I just want to keep things simple.
In an attempt to honour my previous plan of starting at a lower price point, I will offer a launch discount of 40%, which is the maximum launch discount Valve allows. After that, the occasional discount throughout Early Access will be no deeper than 10%.
The game will receive free updates as originally planned – I still have no plans to offer premium add-on expansions.
With single-player, local couch co-op, online co-op, and many more goodies and aesthetic delights compared to the first game, I feel ~$9.99 USD is reasonable. But please, let me know your thoughts.
While the features mentioned on the roadmap posted in December 2018 still stand, time estimations have gone out the window.
In the midst of Tallowmere 2's development, the irl RNG gods have decided to hand me an autoimmune disease called psoriasis, and with it, psoriatic arthopathy, which affects approximately 1% of the population. This incurable inflammatory disease has been impacting my productivity.
X-rays have not revealed any joint damage (yet), but the pain is there. I recall noticing external signs of psoriasis back in 2016, but it wasn't until 2018 that pain became apparent. Official diagnosis was given to me in early 2019 by a rheumatologist.
I've been fairly quiet about this until now. I am still struggling to come to terms with it, but this disease has been a major factor as to why things are taking longer than anticipated.
Being in pain almost 24/7 is a challenge. I try to ignore it, but that's easier said than done. Some days are better than others, but my typical day-to-day adventures include:
With my body attacking itself, I do not have consistent energy and concentration like I used to. I am more tired than I used to be. Brain fog really is a thing at times. Waking up in the night due to random shots of pain also doesn't help. It's even reached a point recently where members of the public have been asking me if I'm okay, because I feel incredibly drained some days, and it shows.
Now, not every day is horrible, but not every day is great either. It's extremely random and unpredictable. I do the best I can when I can.
If anyone would like to swap immune systems, please let me know. ːmrbiggunsː
I thought I would launch Tallowmere 2 earlier this year, but things felt too early, so it's been months of polish and features this year so far instead.
Tasks on my list to get this up on Early Access:
As a self-employed solo game developer creating a multi-platform online co-op experience, my recent health complications have thrown a wrench into things. I'm still able to work, but perhaps not as fast as I'd like.
Due to my unpredictable energy and concentration levels, there's not much point attempting to guesstimate timeframes. Will it be this year? Next year? ... Things will launch when ready.
With Tallowmere selling over 120,000 copies across all platforms since 2015, I've been able to work on Tallowmere 2 as my full-time job over the past 2-3 years, and this will continue for the foreseeable future – just perhaps more slowly than desired. So, thank you for your continued patience and support. I will see you in the dungeons soon enough.
For updates, please follow my Steam developer page, Twitter page, and/or Facebook page.
– Chris
To maintain compatibility with recent operating system versions, Tallowmere has been updated to version 351. General Added interpolation to coins, hearts, keys, souls, giblets, and floating text, so things move more smoothly through the air. Reduced installation size, down from ~
To maintain compatibility with recent operating system versions, Tallowmere has been updated to version 351.
Due to a new Unity version being used, minimum system requirements have changed:
If you need to access older versions compatible with older systems, please use the "version350" or "version346" branches, accessible by going Steam client > Library > right-click Tallowmere > Properties > Betas tab.
Where's the sequel?
New details about Tallowmere 2 will be posted soon. Thanks for your patience. :tallowmere:
Dearest adventurers, Tallowmere 2: Curse of the Kittens is coming along. Online co-op is working. The project has reached a turning point, and Lady Tallowmere will be opening the doors to her second generation of dungeons for you in 2019. Early Access Steam's Early Access program
Dearest adventurers,
Tallowmere 2: Curse of the Kittens is coming along. Online co-op is working. The project has reached a turning point, and Lady Tallowmere will be opening the doors to her second generation of dungeons for you in 2019.

Steam's Early Access programme is planned for the remainder of Tallowmere 2's development.
I am aiming for March 2019 as the initial Early Access launch timeframe for version 0.1, but please don't maim me if the date slips a little.
I've been developing T2 solo for almost 2 years now, and with online co-op being pretty stable and server deployment streamlined, I would like to get the dungeons onto Steam for you to play. There is only so much I can test alone, and online gameplay needs players to be effective. I'm also keen for your feedback and suggestions to help shape the game, as there's still much to do.
Please take a look at the following tentative development roadmap:

Currently in the closed alpha, you can enter Lady Tallowmere's dungeons, slay enemies, find keys, acquire loot and gold, buy and sell weapons and shields, level up and choose rewards, and receive a high score upon death. There are axes, boomerangs, katanas, grenades, flails, stun bombs, bows, elemental balls, staffs, lightning orbs, and scythes to discover. Most enemies use the same weapons you do in T2, which is different from the first game. Certain weapons also have elemental variations to keep things interesting, such as Poison Bows and Arcane Bows.

Similar to Tallowmere 1, the rooms in Tallowmere 2 are randomly generated every time you play, and gradually grow bigger as you delve deeper. Gaining a high score based on how many rooms you've cleared is still the aim of the game. Room Modifiers are also present now to spice up each area and keep you on your toes, and new Room Skins will keep the dungeon looking fresh.
While the original 7 loot rarities (ranging from Basic to Otherworldly) are making a comeback, 4 new loot tiers (ranging from Demonic to Celestial) now also await players that manage to make it extremely far.
As shown on the roadmap above, I plan to increase Tallowmere 2's price throughout early access as development progresses.
Initial price will be $4.99 USD, and will reach $9.99 USD upon full release.
I've debated going free-to-play, and/or having in-app purchases or paid DLC, but for Steam, I feel a one-time upfront price of admission with free updates afterwards is the way to go.
I do plan to offer 10% discounts throughout early access from time to time, but no deeper. If the price looks good, please come aboard when the dungeons go live.

While the core gameplay is stable, it needs more. Primary goals over the next couple years of Early Access will be focused on character enhancement, bosses, rewards, dialogue, and lore. The aim is to go above and beyond what Tallowmere 1 had for items, modifiers, and characters, while still adhering to the confines of the dungeon.
Some features of T2 that I've dabbled with so far, such as special abilities, secondary attacks, and acquirable passives, feel like they should be the rewards of exciting battles or events... but such battles need bosses, and these all take a fair amount of time to develop and create. As such, bosses will be added gradually, but the types of rewards you can receive will likely appear more often throughout development.
Some things are also due for an overhaul, or have only been partially implemented and still need to be fully fleshed out. Please be prepared for change.

I am calling Tallowmere 2's online servers "relay servers". There is no peer-to-peer networking – all network traffic passes through the relay servers I've developed. This means client IP addresses stay private between players, and you won't have to muck around with port forwarding nor NAT punch-throughs. The servers are effectively dedicated servers, sans physics processing.
A single server can host multiples games at once, maintaining instances of each game world as network messages pass through. If a player happens to disconnect from a game in progress, they can reconnect and resume exactly as things were.
Physics processing happens on the client computers, but since Tallowmere 2's initial focus is on jolly co-op rather than competitive player-versus-player, I believe it will be sufficient.
I am also in the process of allowing relay server builds to be available as a Steam tool, so anyone can optionally host a relay server to help out the community if they'd like.
Note that online play is entirely optional – you can still play offline as single-player or 4-player couch co-op.
I have developed Tallowmere 2's network capabilities to be cross-platform compatible. From my testing, I can confirm that the Windows, macOS, and Linux versions are compatible with the in-development Android and iOS versions. I am confident that future console versions will be compatible with desktop and mobile too.

Like Tallowmere 1, Tallowmere 2 will feature language support. All strings in the game are ready to be translated – but since more things are going to be added, completing the translations will be a gradual process.
If desired, I will be able to add Steam Workshop support for fan translations. In certain circumstances, it might make sense to have "official" translations again if needed.

Years ago, "rogue-lite" seemed to mean "randomised non-turn-based game", but these days rogue-lite seems to additionally mean "permanent stat progression between runs".
I believe there is room in T2 to have characters or classes be unlocked as you play, but having your base weapons and attribute points be permanently more powerful on your next run from the get-go because you died a bunch of times previously is not part of my game design.
"Rogue-like" is technically reserved for turn-based gameplay, but since T2 is an action game, I believe "action rogue-like" is how I'd describe Tallowmere 2.
I feel there is appropriate room for a shared stash to let certain perishable items be carried over between runs, and even potentially have helpful NPCs be persistently unlocked, but permanent stat upgrades between runs are not on the radar.
There have also been calls for wanting non-permadeath modes; I may reserve such a feature for only the story mode.

To see some animated gifs, please visit tallowmere2.com
Since the official store page is not live yet, the best way to hear when Tallowmere 2 is available on Steam is to visit my Steam developer page, then click the Follow button.
I look forward to playing with you in the coming months!
– Chris

om nom nom
Version 350.7 – 2 March, 2018 Languages added: Portuguese-Brazil – translated by Lucas Videla. Slovenian – translated by Alen Korez. Android DLC: Added support for the IPEGA PG-9037 controller. Fixes: Fixed an issue where thousand-separators were not being added for numbers surpa
Languages added:
Android DLC:
Fixes:
Version 350.7 – 2 March, 2018 Languages added: Portuguese-Brazil – translated by Lucas Videla. Slovenian – translated by Alen Korez. Android DLC: Added support for the IPEGA PG-9037 controller. Fixes: Fixed an issue where thousand-separators were not being added for numbers surpa
Languages added:
Android DLC:
Fixes: