GET YOUR BEARINGS
About Meteorfall: Krumit's Tale
Meteorfall: Krumit's Tale expands the deck‑building core of Meteorfall: Journeys with a 3×3 grid that adds spatial strategy to each run. Players shuffle a hero’s basic cards into a dungeon deck, draw tiles onto the grid, defeat monsters for gold, and purchase new items and abilities while the board evolves.
The game features five distinct heroes, over fifty perks, and a shared pool of cards, all presented in procedurally generated dungeons that last 45‑60 minutes. Autosave lets you pause anytime, and progress—including new heroes and cards—is earned through normal gameplay without forced grinding.
01 / THE GUIDE
Grid‑Based Deck Mechanics
At the start of each dungeon the hero’s deck is shuffled into the dungeon deck and dealt onto a 3×3 grid. Removing a tile reveals a new one from the dungeon deck, letting players shape the board as they fight.
Defeating monsters yields gold, which can be spent on items and abilities that appear on the grid. The system encourages planning combos and managing space to maximize each turn’s impact.
- Observe which tiles open up after removal to anticipate future options.
- Consider the order of purchases to keep high‑value cards accessible on the grid.
02 / THE GUIDE
Heroes and Unlock Progression
Initially only Bruno is selectable. After each run you earn XP that automatically unlocks additional heroes—Greybeard, Mischief, Rose, and Muldorf—along with new cards.
All content can be unlocked through regular runs, eliminating the need for extra grinding.
- Try different heroes early to discover which playstyle fits your grid strategy.
- Track which hero’s cards you acquire to build a balanced overall deck.

03 / THE GUIDE
Perks and Card Variety
Each run can reward new powerful cards and perks—passive traits that alter game rules. There are over 50 perks and more than 50 unique cards per hero, plus a neutral shared pool.
Perks let players tailor the deck‑building experience, adding depth to the grid combat and encouraging diverse strategies.
- Mix perks that complement your hero’s strengths for smoother combos.
- Experiment with neutral cards to fill gaps in a hero’s personal pool.
04 / THE GUIDE
Run Length and Autosave
A typical run lasts about 45‑60 minutes, making the game suitable for short play sessions. An autosave feature records progress, allowing you to quit and resume later without loss.
The design respects player time, offering a complete experience within a single sitting while still supporting longer sessions.
- Use autosave to pause during longer runs without worrying about losing progress.
- Plan your session length around the 45‑60 minute average to fit your schedule.
05 / THE GUIDE
Enemies and Visual Design
The game features over 20 enemies, each animated by Evgeny Viitman, the artist from Meteorfall: Journeys. Enemy types include whimsical foes like sozzled bearbearians and snotwolves.
The artistic style contributes to a whimsical yet thoughtfully crafted world, enhancing the tactical feel of each grid encounter.
- Watch the beautifully animated enemies as you plan your moves.
- Notice the variety of enemy designs as you clear the grid.





COMMUNITY
Player discussion