Fri Jul 18 2025
IMPROVEMENTS
- Health previews in battle now show current health as well
- Slight increase to size of buff icon values
FIXES
- #1923: Block is now always consumed before armor
- #1924: Cards that grant energy now properly show a blue instead of a green lightning bolt icon
- #1926: Fixed an issue where entering a battle, exiting, and revisiting town would populate shops with different items
- #1927: Fixed a rare issue where buying perks could cause money to go negative
- #1928: Dealing damage with Mischief after completing her Bad Apple perk should apply the correct amount of poison
- Fix a few memory leaks to improve performance in longer sessions
Meteorfall: Rustbowl Rumble is another triumphs for Slothwerks, establishing itself as one of the premier deckbuilding experiences on mobile devices. The game retains the signature hand-drawn Adventure Time-esque aesthetic while introducing deeper tactical mechanics and fresh post-apocalyptic flavor.
The swipe-based card play feels intuitive and perfect for mobile touchscreens, yet behind the simple controls lies a deep web of tactical synergies, status combinations, and deck drafting choices. Every failed run teaches a lesson, making victories against tough bosses feel immensely rewarding. It is a must-play title for any fan of Slay the Spire or mobile card battlers.
Distinct playable heroes with unique card pools and passive abilities
Charming cartoon aesthetic inspired by classic animation
Procedurally generated wasteland runs with endless replayability
Deep card synergies, status effects, and artifact item combinations
Challenging boss battles testing your strategic deck composition
Keep your deck lean by skipping sub-optimal cards at shop stops. A smaller deck ensures you draw your core combo cards more frequently.
Pay attention to card stamina costs. Over-expending energy leaves your hero vulnerable to heavy enemy counter-attacks on subsequent turns.
Swipe card choices left or right to execute attacks, block incoming damage, or restore stamina during turn-based encounters.
Navigate branching map nodes choosing between combat encounters, merchant shops, mystery events, and rest camps.
Yes, it is a single-player roguelike deckbuilding game designed for repeatable tactical runs.
Combat utilizes card-drawing and swiping mechanics where players balance attack, defense, and stamina management against mutant enemies.
I’ve had quite a few crashes and times where the game stalls out forcing me to leave the app to restart the battle. The combat ui preview needs work too, it doesn’t show a lot of important information well and bugs out often. The gameplay is great though once they fix these launch issues.
This is another banger from Slothwerks. I’m not sure if I think the gameplay is superior to that of Krumit’s Tale but it is very good either way. It also has great production value in both art direction and sound design. Lots of different potential team comps make for extremely high replay value. Definitely lacking in enemy variety though. It has crashed on me a few times and as others have mentioned the ux is a bit weird but you figure it out. Basically you can tap on a brawler to see their intent and you can tap on the square they are standing on to see their buffs and debuffs and where I coming actions are coming from. It took a minute to realize you have to tap the brawler and the square separately to see that info. Easily worth the money for this game
Love this dev’s games. This one seems overly complicated an issue made worse by the tiny hard to read font and barrage of in game directions and notices. The green check looks like a down chevron on wild card and selection screens. Has a moderate learning curve and the first match will likely turn off a lot of new players. It’s just a lot of info for the first brawl, then you are thrown into some schedule selection mode. The wild card store doesn’t have prices on the cards. There’s a lot of medium annoyances for a game that should be quick and fun. This dev is fantastic so I’m sure it’s a me issue. But not very accessible and could stand to be simplified some or at least have a training room. The tutorial is fine but not super helpful it leaves out a lot of practical stuff like where to even view the crowd challenges or how to use a wild card. Looks fun, feels like a mess.
This was a super fun deck builder with a lot of strategy. There are 8 different characters each with unique strengths, and you build a team of 3 to take advantage of their strengths. Each character has their own pool of cards. There are many difficulty levels to choose from, with the hardest being very challenging but still winnable with many different teams. The graphics look great, the game runs perfectly smooth. There are a few minor bugs, but those don’t distract too much from the gameplay. Love this game!
Another solid game from Slothwerks. If you’ve liked their previous games, especially Krumit’s Tale, you’ll likely enjoy this. Same great artwork, voices, and an enjoyable card battler. Works great on my M4 Mac Mini and iPad. Two thumbs up for the developer!
Rustbowl Rumble is a fast, fun deck-building battler that fans of games like Monster Train will love. Its charming, Meteorfall-style art and addictive gameplay make it one of those “just one more run” games that keep you hooked way past bedtime. If you’re into deck-building roguelites, this one’s a must-play!
This guy always delivers! These games are always fun. If I could change one thing, it would just be to have even more characters!
The first Meteorfall is brilliant. The second I could see that it’s great but it never really clicked for me. This, however is even better than one and two combined. It’s really fantastic!
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