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Platforms: PC, Mac, Linux
Languages: English
Jun 13 @ 1:15am
Nov 12 @ 9:16pm

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Recent Announcements View All (4)
Tallowmere update, Beta 229
New enemy:
• Flail Knight – Swings a hefty ball ’n chain.

New! Elite enemies:

• When an enemy spawns (excluding zaeries and bosses) there is a 10% chance it will be Elite:
• • Elite enemies have a red glow around them.
• • Elite enemies deal 2x their normal damage.
• • Elite enemies have 10x their normal health.
• • Elite enemies guard a locked treasure chest that becomes unlocked once they are slain.
• • Elite chests contain an item of at least 2-star quality, with a minimum star count increasing by 1 every 7 rooms. These items still have a chance of being even higher quality than their minimum.
• • Backstabbing an elite enemy while stealthed with an Emerald Dagger will take off 50% of the monster’s max health.

Other changes:
• Anti-stun Potion base price increased to 300 coins, up from 150 coins. (jailed merchants sell items for 50% off however so you can still buy them for 150 coins in the wild)
• Camera now zooms in again when you’re stealthed with the Emerald Dagger and an enemy is nearby (singleplayer only).
• Hitting a pinwheel with an axe or katana now makes you flinch.
• Increased cost/worth of items of 2-star quality and higher.
• Items sold to merchants now give you 25% of their value, down from 50%.
• Increased the occurrence of finding a weapon in a treasure chest.
• Jailed merchants now sell potions.
• Merchants now stock higher-quality items based on how many coins you have.
• The Capture the Flag flag now only spawns enemies the first time you pick up the flag, instead of spawning enemies on every pickup.
• The door in the kidnapping room can now only be unlocked once Lady Tallowmere has been freed from her cage.
• Updated the in-game Tips & Tricks section with everything listed on the new Game Guide page.
• When viewing your inventory, a bullet • will now appear in front of a category that contains loot you’ve just collected.
• Fixed conductor’s white glow showing for a frame the first time they come into view.
• Fixed each hydra head’s health being too high compared to other bosses.

New dev console commands:
• “force elites” – always create enemies as elite.
• “start tutorial” – starts the tutorial.

Known issues:
• On the pre-game launcher, clicking the “Play!” button sometimes causes the game to hang before it even starts (you’ll get a black window that doesn’t go anywhere… the Unity splash logo doesn’t even appear). If this occurs, please force quit the game, open the pre-game launcher again, and click Play! without clicking anything else; should work the second time. I have submitted this bug to Unity and they said it will be fixed in the next major version (so probably Unity 5).

For further details about Tallowmere, please visit

Local co-op added to Tallowmere! (up to 4 players)
Local co-op has been added:
• Play with two, three, or four people using the same screen!

• Controllers/gamepads are needed, though one person can use the keyboard if desired.
• For instructions on how to get your controller(s) working, please view the Gamepad Support page:
• To start local co-op, go Main Menu > New Game > New Local Co-op Game.
• You'll be able to type in your names and choose your input types, then the game will start.
• If one player loses all their health and falls, another player can revive them by standing by them and holding the Interact button for ~3 seconds.
• Game Over occurs when no players are left standing.
• To advance to the next room, all players must be standing in the doorway/corridor.
• To use a waypoint, all players must be standing on the waypoint.
• Coins, hearts, and health globes are given to all players when one player picks them up.
• Boss rooms contain a chest for each player.
• Enemy base health is multiplied by the total number of players.
• Selling an item divvies up the coins amongst all players.
• Sacrificing a kitten increases every player's max health.
• For further details, including operating system compatibility, please view the Local Co-op page:

Gamepad setup has changed:
• Lil’ Wizard has gone away.
• The pre-game launcher’s Input tab now has additional fields to map your gamepad’s buttons and axes to.
• Windows users using Xbox 360 gamepads shouldn't need to look at the Input tab; gamepads should work from the get-go. However, if you use a different operating system and/or gamepad type, you’ll need to set up your gamepad on the Input tab.
• When starting Tallowmere, if the game detects that you have a gamepad connected (and assuming the pre-game Input tab has been set up properly), you should be able to start using your gamepad right away. Alternatively, you can change your input type by going Main Menu > Game Options > Change Input Type.
• The default button for Show Inventory is now Back / Select.
• The default button for Combat Log is now Left Bumper / L1.
• For further info, please view the Gamepad Support page:

Other changes:
• Added a predominant warning message for when your health is low.
• Added particle effect to archer knockback.
• Moved the kidnapping boss room’s vertical corridor to the left side; boss should no longer jump down the corridor as much.
• Receiving damage while stealthed now only has a 15% chance to flinch and unstealth you, down from a 100% chance.
• Fixed archer arrows sometimes passing through your hero without harming you.
• Fixed dev console opening when normal interface is already showing.
• Fixed Jazza’s body parts obstructing view of his treasure chest.
• Fixed player sometimes doing an about-face when using a gamepad.
• Fixed the leaper kidnapper being able to die during the kidnapping scene, causing a hang.
• Fixed Xbox ABXY button icon letters not being very legible.
• Added dev console command: “debug right trigger”

Known issues:
• On Windows and Mac OS, when using multiple Xbox gamepads, the green player-number-indicator light on the gamepads seem to be backwards (eg gamepad #2 is actually gamepad #1).
• On Linux, Xbox controller green light player indicators seem to just flash on and off.
• On Mac OS X, changing the screen resolution in-game, or toggling fullscreen mode in-game, can cause the game to become unplayable.
• In local co-op, there is no indicator for how many kittens are sacrificed, nor how many punishments are active.
• On the pre-game launcher, clicking the “Play!” button sometimes causes the game to hang before it even starts (you’ll get a black window that doesn’t go anywhere… the Unity splash logo doesn’t even appear). If this occurs, please force quit the game, open the pre-game launcher again, and click Play! without clicking anything else; should work the second time. I have submitted this bug to Unity and they said it will be fixed in the next major version (so probably Unity 5).

Release date: Beta is playable now. Aiming for "final" release by early 2015.

Tallowmere is a 2D indie action roguelike-inspired platformer featuring randomly-generated levels, enemies, weapons, gore, and permadeath.

The concept is simple yet hard to master:
• Block enemy attacks with your shield
• Strike when you have the advantage
• Avoid traps
• Collect weapons, outfits, headgear, shields, and potions
• Spend souls to increase stats
• Try not to die

You can take a few hits, but fail to block enough and you're done. Learn how things work and you'll hopefully make it farther next time. Tallowmere features a high-score system so you can track your greatest efforts.

Available for Windows, Mac OS X, and Linux. Play with keyboard and/or mouse, or use your favourite gamepad/controller.

Tallowmere offers single-player and local co-op modes for up to 4 players.

Detail breakdown:
✓ Action roguelike platformer
✓ Randomly-generated levels
✓ Weapons with unique mechanics
✓ Outfits, headgear, shields
✓ Item rarities
✓ Multiple enemy types
✓ Tactical shield blocking
✓ Deadly traps and obstacles
✓ Persistent bloodsplats and gibs
✓ Coins, hearts, souls, and keys
✓ Permadeath
✓ Treasure chests
✓ Potions and consumables
✓ Unique room events and bosses
✓ Passive abilities
✓ Merchant NPCs
✓ Combat/event log
✓ Local high-score system
✓ Sacrificial kittens
✓ Dev console

✓ Windows, Mac, and Linux
✓ Single-player
✓ Local co-op (up to 4 players)
✓ Keyboard and mouse support
✓ Gamepad support
✓ Independent game developer
✓ In development since Dec 2013

Version 229 marks the first Beta build, as I am preparing to wrap this game up soon. Due to technical issues, I've had to axe any plans for network play, but singleplayer and local co-op is still going strong and fun :) Thank you for your support!

If you'd like to play this game on Steam, please vote "Yes" near the top of the page.

For further details, visit
Popular Discussions View All (3)
Jun 18 @ 5:39pm
An Infamous Waffle
Jul 1 @ 10:34pm
Ideas and Balance Discussion
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Shafylus Dec 15 @ 7:41pm 
Looks good, voted!
Murchurl Nov 26 @ 1:22pm 
This is awesome! I already know i'll spend hours playing this game!
Exortus.5unkEn Oct 28 @ 4:41am 
Voted, looks challenging and entertaining!
dangerous cheesely Oct 8 @ 9:59pm 
Just ugly enough to work, looks fun. Some of the particle effects make it hard to tell what is going on. Please consider adding wall chickens and other hidden level items.
M6E66 Oct 2 @ 3:25am 
Voted! :) the crazy explosions are awesome!! SO much damage.
gwadakidd Sep 9 @ 4:01pm 
neshepherd Aug 29 @ 4:12pm 
I am generally very intrigued by the indie co-op games. Looking forward to it.
DaChicken Aug 29 @ 3:23am 
Looks awesome once this comes out gonna buy and it ask my friend if he would want to play it!
Ultrix Aug 26 @ 9:24am 
Looks like a very cool game,they made an idea into reality.Nice,I will vote this one up.
Alexim Aug 22 @ 12:57pm 
Voted yes. It looks like there's a multiplayer so i think this will be fun !