Link: https://apps.apple.com/us/app/tallowmere-2/id1271214084 Tallowmere 2 Chris McFarland Lady Tallowmere's kittens have been acting strange. Still, the dungeon's rituals must be carried out. Despite the unusua… Free Buy Now Watch Media DetailsLady Tallowmere's kittens have been acting strange. Still, the dungeon's rituals must be carried out. Despite the unusual circumstances, how many rooms can you clear? ◈ SLAY AND CONQUER ◈ • Raise your shield to survive. • Defeat enemies. Find the key in each room to advance. • Level up. Acquire weapons, shields, blessings, and potions to alter your character. • Achieve a high score based on the room number you reach. ◈ EVER-CHANGING DUNGEONS ◈ • ROGUELIKE RANDOMNESS. Rooms, enemies, items, and modifiers are procedurally generated every run. • PLAY YOUR WAY. Choose your character and starting weapon before each adventure. • FIGHT. Each room contains more enemies the further you go. • WEAPON MASTERY. Use the right tool for the job – each weapon behaves differently. • LOOT. Uncover higher rarity levels and item tiers the deeper you delve. • STAY HEALTHY. Drink potions, find hearts, or visit Lady Tallowmere for healing. • UNLOCK. Expand your starting arsenal by progressing far enough. Success is rewarded, not failure. ◈ PLAYER MODES ◈ • Single-player • Couch Co-op (local shared screen with 2 gamepads) • Online Co-op (up to 4 players per game, including cross-platform support) ◈ TECHNICAL FEATURES ◈ • Touchscreen and gamepad support • Save your game anywhere and resume where you were • Game Center achievements and leaderboards for eternal bragging rights • iCloud support for high scores, account progress, and preferences Information Seller:Chris McFarland Genre:Action, Adventure Release:Sep 30, 2022 Updated:Oct 25, 2023 Version:0.4.0f Size:210.6 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Subscribe to the TouchArcade YouTube channel Subscribe to the TouchArcade YouTube channel Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,574 1,131 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #2 Anotherkellydown, Sep 29, 2022 Downloaded Tallowmere yesterday in preparation for this. W8rd3, gaberaph and ChrisNZL like this. ChrisNZL Well-Known Member May 10, 2015 48 40 18 #3 ChrisNZL, Sep 30, 2022 Thanks for creating the thread here. Launch in progress / Country availability I believe this is rolling out worldwide now (excluding Mainland China and South Korea – these countries will come later due to publisher agreements). App Store Connect backend for me feels like it's in limbo; says the game is still "Available for Pre-Order", but also isn't showing me any button to "Release App Now", yet some folk are saying they are playing already, so I assume it's available in certain countries! I've submitted a help request to Apple today just to be sure things are underway. Issue with iCloud storage I've become aware of a bug with 0.3.6 where, if your saved games and/or account file end up exceeding 1 MB in size, iCloud storage will fail. 0.3.6 currently uses iCloud's key-value storage, which apparently has a 1 MB limit per iCloud account, which I wasn't aware of before today. This likely won't be an issue initially for most players – Saved games are typically 8 KB minimum, then 32 KB - 64 KB for a typical romp, up to maybe 512 KB if you get really far into the dungeon (way past Room 60). But, with multiple saved games, 1 MB won't be enough. There are edge cases with the game's account file too: Currently in 0.3.6, when the game begins submitting a score to the global leaderboard system, a screenshot of the game is included with the score data. Said data is sent to tallowmere2.com; tallowmere2.com then gives the OK for the game to then submit the score to Game Center. But if your device is offline, or the tallowmere2.com server has an issue, the score entry + screenshot is saved to the game's account file to try submitting again later. But the screenshot data can be 512 KB or so, which bloats the account file, so this can make the iCloud key-value system reach its quota too fast. Priority for me is to make the game use a different type of iCloud storage, such as iCloud Documents, CloudKit, or iCloud Containers. Created GitHub issue: iCloud: Key-value storage is inadequate #1082 Other recent requests Off the top of my head, some recent requests have been: Japanese – Will be added once the Nintendo Switch version is released (which I'm currently working on). Keyboard support – iOS Bluetooth keyboard input is not supported very well with the Unity engine the game uses. I've made some good progress recently with a plugin called iOS External Input, but there are still blocking issues preventing me from taking it further. I'm communicating with the plugin's developer to see what can be done. GitHub issue: iOS: Try to enable keyboard support #1077 More touchscreen button customisation – While the game currently has many configurations for positioning the on-screen buttons, there have been many requests for complete control, such as positioning any and all buttons anywhere on the screen, including adding custom shortcut buttons for specific weapons. I will endeavour to add more configuration options in due course. GitHub issue: Touchscreen Buttons: Add options for floating repositioning #1029 Onwards I hope the dungeon plays smoothly in any case! Please post if you've any questions, requests, or other issues. Good luck! Ijipop and gaberaph like this. Talbs Well-Known Member May 1, 2011 2,616 377 83 #4 Talbs, Sep 30, 2022 Last edited: Sep 30, 2022 Thanks so much for this great game Chris. Playing already in Oz and now remembering why I thought so highly of the first game as well. Really is fun and engaging. A massive +1 for button customisation. I find that changing weapons often and quickly is probably meant to be a mechanic in this game, at least it feels it should be? Yet the change weapon button is so tiny and hidden down the bottom just beside the home bar. A strange choice IMO. Full customisation would be a dream, but for me right now, it’s just that darned change weapon button! Great game! All the best with this release. Edit: Definitely need some shortcut buttons for specific weapons, or at least some way of assigning primary and secondary to the current info block perhaps. Changing weapons easily I think is necessary. Some weapons excel in certain circumstances such as lightning at range, but then lightning close up can electrocute yourself which is when you want to switch but the current button is both tiny and only lets you cycle through the whole lot. Edit 2: have worked out that in the character info screen we can mark equipment as “junk”, this will stop them cycling in so we can have a two or three weapon cycle instead of the whole lot. It’s just still via a tiny button. ChrisNZL, Lull4by, decript and 2 others like this. gaberaph Well-Known Member Feb 20, 2015 70 14 8 #5 gaberaph, Sep 30, 2022 Last edited: Sep 30, 2022 This was the fastest instabuy I’ve experienced in a long while! At midnight British time I went straight to store and downloaded it. Currently on my 3rd run! Been playing on pc for nearly two years but having it on my phone is awesome!!! My only request personally would be to be able to scale the UI to be smaller than 100% Thanks for this Chris ChrisNZL likes this. sakara214ever Well-Known Member May 10, 2012 1,262 168 63 #6 sakara214ever, Sep 30, 2022 +1 on the weapon change. Really crucial. Sagar Asthana Well-Known Member Apr 9, 2020 122 47 28 Male #7 Sagar Asthana, Sep 30, 2022 It's been years since I've played such an engaging game! Instabuy for me! Just a query. Can you include an exit button for android users like the first game had? I've mentioned the details in an email sent to you @ChrisNZL Rocco SE Well-Known Member Jun 16, 2020 267 258 63 Male Modern Mime Artist Austria https://silentrocco.net #8 Rocco SE, Sep 30, 2022 Plain and simple: This is my personal Dead Cells. Absolutely brilliant gem that‘s going to stay on my iPhone as long as it‘s running, or till a third one is coming out sebgo, Ijipop, W8rd3 and 2 others like this. solarnya Well-Known Member Jul 22, 2015 907 287 63 Male Close to Tokyo, Japan #9 solarnya, Sep 30, 2022 It's an excellent game sequel of the great roguelike dungeon crawler. I've decided to pay since I've seen its release date and price of core supporter pack. And now I never regret paid for it. Ijipop likes this. ste86uk Well-Known Member May 9, 2012 6,774 1,000 113 #10 ste86uk, Sep 30, 2022 Only had a short time with it so far and for my first experience of this game since I never played the first I’m definitely liking it. Certainly getting a dead cells feeling from it and I’m definitely going to be playing this more. Wall Jump Games Well-Known Member Dec 13, 2020 169 88 28 Male #11 Wall Jump Games, Sep 30, 2022 I’m gonna pay for this eventually, mainly for co-op, but I didn’t reach the end of the “demo” (reach room 10) on my first attempt. But it is all sound in-terms of a port level, unless there are big bugs I’m yet to come across. I already knew I loved this game due to my ~5 hours on Steam. W8rd3 Well-Known Member Aug 21, 2017 123 49 28 Human paper weight In a human dwelling #12 W8rd3, Sep 30, 2022 Just like the first one this is a fantastically fun title, with what I personally feel is an easier to understand gameplay flow. Also not to be pedantic but I can’t call this a dead cells like because with TM 1 coming out before DC, shouldn’t it be Dead cells is Tallowmere like? I feel it would be odd to call Goldeneye a Halo like for instance… Ijipop, ChrisNZL, Talbs and 1 other person like this. Wall Jump Games Well-Known Member Dec 13, 2020 169 88 28 Male #13 Wall Jump Games, Sep 30, 2022 Ok. Second run and I did get past Room 10. That lack of healing certainly is pain, but is almost more interesting. If you could buy potions from the merchant I might genuinely prefer it. I still overall want all the core supporter boosts because I find the game more interesting when you can get more buffs, but not getting heals from Lady Tallowmere might be a good to experiment with, @ChrisNZL ste86uk Well-Known Member May 9, 2012 6,774 1,000 113 #14 ste86uk, Sep 30, 2022 Is it how the games suppose to work, when you die it just starts again as if you have never played before watching all the cats vanish all over again. Didn’t seem to gain anything from the run that carries over or unlocks or is that how this one is? Rocco SE Well-Known Member Jun 16, 2020 267 258 63 Male Modern Mime Artist Austria https://silentrocco.net #15 Rocco SE, Sep 30, 2022 Yes, it‘s a true and one of the very few roguelikes in that sense. No meta progression. Every run starts from scratch. But there are options to change up your runs. Regarding the Dead Cells comparison: I like to mention that game, because often people only seem to know two games when it‘s about good iOS recommendations, being Dead Cells and Slay the Spire. And I really wish for them to explore more mobile gems. Sagar Asthana, W8rd3 and ste86uk like this. ste86uk Well-Known Member May 9, 2012 6,774 1,000 113 #16 ste86uk, Sep 30, 2022 I’m now a core supporter and damn I love my 5 star poison bow (going to miss it when I die!) this really is a good game and well worth the core supporter price to support it and for the bonuses over playing free. I see this game being on my phone a long time. ChrisNZL and AltsKev like this. macplash Well-Known Member Apr 17, 2014 2,645 1,103 113 Male 3D artist Munich, Germany #17 macplash, Sep 30, 2022 I wish the UI was better. Nicer. More intuitive. Is it a dealbreaker? No. Fingers crossed for some serious redesign in the future. Besides the UI the game’s gorgeous. Particle effects especially. It runs buttery smooth. Gameplay-wise I’m having fun. I was unfamiliar with its predecessor so it feels quite unique to me. I’m enjoying it a lot. Paying for that single IAP should be a no-brainer for every fan of the genre. I’ve played for an hour or so and I can see myself spending some serious time with this game. And I’m looking forward to doing so. ste86uk likes this. ChrisNZL Well-Known Member May 10, 2015 48 40 18 #18 ChrisNZL, Oct 1, 2022 Last edited: Oct 3, 2022 Thank you everyone for playing! Let me try to catch up on some replies here. Yeah, with a gamepad, D-Pad Up or D-Pad Down quickly traverses weapons, or pressing B makes the Weapon Selector appear. For touchscreen, personally I find it tricky to figure out where best to position such buttons, as tapping the wrong button can be disastrous if you accidentally move your thumb and switch to an undesired weapon, or bring up the Weapon Selector rather than attacking or using your shield or something. Such issues will hopefully be alleviated when I implement full repositioning options – will let the player decide where they’d like all button placements. For now, the Weapon Selector and Quick Swap buttons are sort of tucked out of harm’s way; kind of inconvenient on purpose for the reasons above. As an overview for swapping weapons with touchscreen for 0.3.6: The right-side circle icon brings up the Weapon Selector mid-screen. The left-side circular arrows icon performs a Quick Swap, switching to the next weapon in the Weapon Selector in a linear fashion. The Weapon Selector can be configured from the Inventory > Loadout tab. You can use the filter drop-downs to choose between Dynamic, Radial, and Grid: To remove a weapon from the Dynamic layout, you can mark a weapon as Junk from the Weapons tab. Radial and Grid layouts allow you to manually choose your weapons. Bug note: Just discovered in 0.3.6, the Loadout tab does not show the weapon slots immediately. You have to tap one of the filter drop-down menus to make the weapon slots appear. Filed new issue now: Loadout tab: Weapon slots do not appear immediately #1083 Will aim to fix this soon. edit: Fixed in 0.3.6b. If I recall from the original Tallowmere, T1 would let you quickly swap weapons by tapping the top-left weapon info box, but this has been configured in Tallowmere 2 to minimise or maximise the weapon info to optimise screen real estate. Slightly configurable in Options > Advanced > Weapon Info Visibility. So, hang in there – I’ll work on getting these fixes and improvements in soon. Currently, top priority is fixing the iCloud 1 MB storage limit issue, but keen to tackle other issues after. ste86uk likes this. ChrisNZL Well-Known Member May 10, 2015 48 40 18 #19 ChrisNZL, Oct 1, 2022 As a temporary solution, if you're able to increase the game's resolution under Options > Screen > Screen Resolution, this will make the UI appear smaller. But I'll see if I can expand the UI scaling options, as increasing the screen resolution can drain battery faster, decrease frame rate, etc. Updated issue now: UI Scaling: Add options below 100% and greater than 150% #763 ChrisNZL Well-Known Member May 10, 2015 48 40 18 #20 ChrisNZL, Oct 1, 2022 Yes, let me add that as an option. Wasn't really sure if it was ever used much, but happy to add it again. Filed new issue: Android: Add option to show "Exit" buttons on title screen, pause menu #1084 Sagar Asthana likes this. 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Thanks for creating the thread here. Launch in progress / Country availability I believe this is rolling out worldwide now (excluding Mainland China and South Korea – these countries will come later due to publisher agreements). App Store Connect backend for me feels like it's in limbo; says the game is still "Available for Pre-Order", but also isn't showing me any button to "Release App Now", yet some folk are saying they are playing already, so I assume it's available in certain countries! I've submitted a help request to Apple today just to be sure things are underway. Issue with iCloud storage I've become aware of a bug with 0.3.6 where, if your saved games and/or account file end up exceeding 1 MB in size, iCloud storage will fail. 0.3.6 currently uses iCloud's key-value storage, which apparently has a 1 MB limit per iCloud account, which I wasn't aware of before today. This likely won't be an issue initially for most players – Saved games are typically 8 KB minimum, then 32 KB - 64 KB for a typical romp, up to maybe 512 KB if you get really far into the dungeon (way past Room 60). But, with multiple saved games, 1 MB won't be enough. There are edge cases with the game's account file too: Currently in 0.3.6, when the game begins submitting a score to the global leaderboard system, a screenshot of the game is included with the score data. Said data is sent to tallowmere2.com; tallowmere2.com then gives the OK for the game to then submit the score to Game Center. But if your device is offline, or the tallowmere2.com server has an issue, the score entry + screenshot is saved to the game's account file to try submitting again later. But the screenshot data can be 512 KB or so, which bloats the account file, so this can make the iCloud key-value system reach its quota too fast. Priority for me is to make the game use a different type of iCloud storage, such as iCloud Documents, CloudKit, or iCloud Containers. Created GitHub issue: iCloud: Key-value storage is inadequate #1082 Other recent requests Off the top of my head, some recent requests have been: Japanese – Will be added once the Nintendo Switch version is released (which I'm currently working on). Keyboard support – iOS Bluetooth keyboard input is not supported very well with the Unity engine the game uses. I've made some good progress recently with a plugin called iOS External Input, but there are still blocking issues preventing me from taking it further. I'm communicating with the plugin's developer to see what can be done. GitHub issue: iOS: Try to enable keyboard support #1077 More touchscreen button customisation – While the game currently has many configurations for positioning the on-screen buttons, there have been many requests for complete control, such as positioning any and all buttons anywhere on the screen, including adding custom shortcut buttons for specific weapons. I will endeavour to add more configuration options in due course. GitHub issue: Touchscreen Buttons: Add options for floating repositioning #1029 Onwards I hope the dungeon plays smoothly in any case! Please post if you've any questions, requests, or other issues. Good luck!
Thanks so much for this great game Chris. Playing already in Oz and now remembering why I thought so highly of the first game as well. Really is fun and engaging. A massive +1 for button customisation. I find that changing weapons often and quickly is probably meant to be a mechanic in this game, at least it feels it should be? Yet the change weapon button is so tiny and hidden down the bottom just beside the home bar. A strange choice IMO. Full customisation would be a dream, but for me right now, it’s just that darned change weapon button! Great game! All the best with this release. Edit: Definitely need some shortcut buttons for specific weapons, or at least some way of assigning primary and secondary to the current info block perhaps. Changing weapons easily I think is necessary. Some weapons excel in certain circumstances such as lightning at range, but then lightning close up can electrocute yourself which is when you want to switch but the current button is both tiny and only lets you cycle through the whole lot. Edit 2: have worked out that in the character info screen we can mark equipment as “junk”, this will stop them cycling in so we can have a two or three weapon cycle instead of the whole lot. It’s just still via a tiny button.
This was the fastest instabuy I’ve experienced in a long while! At midnight British time I went straight to store and downloaded it. Currently on my 3rd run! Been playing on pc for nearly two years but having it on my phone is awesome!!! My only request personally would be to be able to scale the UI to be smaller than 100% Thanks for this Chris
It's been years since I've played such an engaging game! Instabuy for me! Just a query. Can you include an exit button for android users like the first game had? I've mentioned the details in an email sent to you @ChrisNZL
Plain and simple: This is my personal Dead Cells. Absolutely brilliant gem that‘s going to stay on my iPhone as long as it‘s running, or till a third one is coming out
It's an excellent game sequel of the great roguelike dungeon crawler. I've decided to pay since I've seen its release date and price of core supporter pack. And now I never regret paid for it.
Only had a short time with it so far and for my first experience of this game since I never played the first I’m definitely liking it. Certainly getting a dead cells feeling from it and I’m definitely going to be playing this more.
I’m gonna pay for this eventually, mainly for co-op, but I didn’t reach the end of the “demo” (reach room 10) on my first attempt. But it is all sound in-terms of a port level, unless there are big bugs I’m yet to come across. I already knew I loved this game due to my ~5 hours on Steam.
Just like the first one this is a fantastically fun title, with what I personally feel is an easier to understand gameplay flow. Also not to be pedantic but I can’t call this a dead cells like because with TM 1 coming out before DC, shouldn’t it be Dead cells is Tallowmere like? I feel it would be odd to call Goldeneye a Halo like for instance…
Ok. Second run and I did get past Room 10. That lack of healing certainly is pain, but is almost more interesting. If you could buy potions from the merchant I might genuinely prefer it. I still overall want all the core supporter boosts because I find the game more interesting when you can get more buffs, but not getting heals from Lady Tallowmere might be a good to experiment with, @ChrisNZL
Is it how the games suppose to work, when you die it just starts again as if you have never played before watching all the cats vanish all over again. Didn’t seem to gain anything from the run that carries over or unlocks or is that how this one is?
Yes, it‘s a true and one of the very few roguelikes in that sense. No meta progression. Every run starts from scratch. But there are options to change up your runs. Regarding the Dead Cells comparison: I like to mention that game, because often people only seem to know two games when it‘s about good iOS recommendations, being Dead Cells and Slay the Spire. And I really wish for them to explore more mobile gems.
I’m now a core supporter and damn I love my 5 star poison bow (going to miss it when I die!) this really is a good game and well worth the core supporter price to support it and for the bonuses over playing free. I see this game being on my phone a long time.
I wish the UI was better. Nicer. More intuitive. Is it a dealbreaker? No. Fingers crossed for some serious redesign in the future. Besides the UI the game’s gorgeous. Particle effects especially. It runs buttery smooth. Gameplay-wise I’m having fun. I was unfamiliar with its predecessor so it feels quite unique to me. I’m enjoying it a lot. Paying for that single IAP should be a no-brainer for every fan of the genre. I’ve played for an hour or so and I can see myself spending some serious time with this game. And I’m looking forward to doing so.
Thank you everyone for playing! Let me try to catch up on some replies here. Yeah, with a gamepad, D-Pad Up or D-Pad Down quickly traverses weapons, or pressing B makes the Weapon Selector appear. For touchscreen, personally I find it tricky to figure out where best to position such buttons, as tapping the wrong button can be disastrous if you accidentally move your thumb and switch to an undesired weapon, or bring up the Weapon Selector rather than attacking or using your shield or something. Such issues will hopefully be alleviated when I implement full repositioning options – will let the player decide where they’d like all button placements. For now, the Weapon Selector and Quick Swap buttons are sort of tucked out of harm’s way; kind of inconvenient on purpose for the reasons above. As an overview for swapping weapons with touchscreen for 0.3.6: The right-side circle icon brings up the Weapon Selector mid-screen. The left-side circular arrows icon performs a Quick Swap, switching to the next weapon in the Weapon Selector in a linear fashion. The Weapon Selector can be configured from the Inventory > Loadout tab. You can use the filter drop-downs to choose between Dynamic, Radial, and Grid: To remove a weapon from the Dynamic layout, you can mark a weapon as Junk from the Weapons tab. Radial and Grid layouts allow you to manually choose your weapons. Bug note: Just discovered in 0.3.6, the Loadout tab does not show the weapon slots immediately. You have to tap one of the filter drop-down menus to make the weapon slots appear. Filed new issue now: Loadout tab: Weapon slots do not appear immediately #1083 Will aim to fix this soon. edit: Fixed in 0.3.6b. If I recall from the original Tallowmere, T1 would let you quickly swap weapons by tapping the top-left weapon info box, but this has been configured in Tallowmere 2 to minimise or maximise the weapon info to optimise screen real estate. Slightly configurable in Options > Advanced > Weapon Info Visibility. So, hang in there – I’ll work on getting these fixes and improvements in soon. Currently, top priority is fixing the iCloud 1 MB storage limit issue, but keen to tackle other issues after.
As a temporary solution, if you're able to increase the game's resolution under Options > Screen > Screen Resolution, this will make the UI appear smaller. But I'll see if I can expand the UI scaling options, as increasing the screen resolution can drain battery faster, decrease frame rate, etc. Updated issue now: UI Scaling: Add options below 100% and greater than 150% #763
Yes, let me add that as an option. Wasn't really sure if it was ever used much, but happy to add it again. Filed new issue: Android: Add option to show "Exit" buttons on title screen, pause menu #1084