Meteorfall is a deck-building roguelike. You'll choose your class from one of four unique adventurers, and then set out with a deck consisting of some basic attack cards. During the course of your adventure, you'll be presented with the opportunity to add powerful new cards to your deck.
No adventure would be complete without slaying a few monsters that get in your way. In battle, you'll draw cards from your ability deck. Each time you draw a card, you'll be able to swipe right to play the card, or swipe left to skip a turn and regain some stamina.
Between battles, you'll venture through a variety of locations, represented by an encounter deck. You'll encounter blacksmiths that can upgrade your cards, temples that can help you optimize your deck, and mysterious characters that will make you all sorts of bargains.
The tactical strategy of combat micro-decisions mixed with the strategic element of deck-building provides a compelling and deep gameplay experience.
As with all roguelikes, death is permanent. You'll earn some gems that you can use to unlock new cards, but it's back to the drawing board after that. Start out with a new adventurer and set out on your quest once again.
The good news is that Meteorfall is different every time you play - you'll encounter different locations, different enemies, and different quests. Part of the challenge is adapting to the challenging situations the game puts you in, given the cards available.
Good luck hero - it's time to end the Uberlich's cycle of destruction!
+ Challenging roguelike gameplay with an easy-to-understand deck-building combat system
+ Procedurally generated content - every adventure is unique
+ A dozen different enemies with 7 unique bosses
+ Four heroes to choose from, each with a different starting deck and unique playstyle
+ Unlockable cards that can be easily earned through normal play
+ Game Center integration with Leaderboards and Achievements
+ Portrait orientation for casual one-handed gameplay
+ No ads, timers, or other freemium shenanigans
The applications Meteorfall: Journey was published
in the category Games on 2018-01-25 and
was developed by Eric Farraro.
The file size is 520.22 MB.
The current version is 1.0.263 and works well on
8.0 and high ios versions.
QUEEN OF SHADOW UPDATE (FULL PATCH NOTES - December 2018)
Full notes - http://meteorfall-game.com/patch_notes.txt
Discuss - https://www.reddit.com/r/Meteorfall/
- Added 'Rose, Queen of Shadow' - a new unlockable skin that also changes your starting deck!
- Added 10 new cards to Rose's loot table: Corruption, Bewitch, Acolyte's Hood, Enfeeble, Helm of the Bat King, Devil's Bargain, Soul Chalice, Feedback, Amulet of Cosmic Horrors, Dark Presence
- ENCHANT WEAPON: Description has been updated to reflect the fact that this buff also heals when dealing spell damage
- 'Shadow' shop bundle for Rose has been updated to reflect the new cards added in this update
- Moved 'Reset Tutorial' button in settings so that it's less clicked by accident
- MINING PICK: Fixed a bug where equipment from Mining Pick would randomly switch sides (thanks everyone who reported this!)
- Various other minor bug fixes
Dream Quest is the best rogue-like I’ve played on IOS. Meteorfall is nearly equally as addicting. My only gripe is I’d like the option to just choose a random character to quest with.
If you play long enough you’ll realize that the developer definitely has coded the game to place your unusable cards on top of your deck when it reshuffles. It also “randomly” drains your most powerful cards with certain spells. I also noticed that my attacking spells usually aren’t offered as an option when playing the meditate card. It really takes away from the experience when you know the shuffle is bogus.
I'll start by saying that I think this game is cool, and one can certainly have fun playing it. The main problem I have with it is that there often isn't enough information available to the player to allow for tactical decision-making. Examples: -I can't see what cards remain in my deck while taking my turn (if there even is a deck? There's no obvious shuffling, so it's hard to know how likely I am to get a card at any given point in time). If I have 4 stamina left (but 3 actions), and I'm trying to decide if I should play a weak-ish card that costs 3 stamina, I need to know how likely it is for my next card to be something I'd rather play -I can't see what cards the enemy will be playing (i.e. what's in their deck) or how many cards they'll play per turn, so how am I to know if I should fight a monster or hide when I'm at half health? -If a card produces other cards (e.g. curses), there needs to be an explanation of what those cards do when I'm deciding if I should add it to my deck -Why do I have to reset the tutorial to get an explanation of how spells and charges work if I didn't happen to pick a class with spells on my first play through? There should really be a compendium of sorts where one can read up on the rules in case they missed something Let me finish with saying that I want this game to be better. I hope the developers see this, implement some of the changes that I suggest (or come up with better ideas for how to solve these problems), and this becomes something I'm excited to come back to in the future.
Fun and addictive, with plenty of replay value. There are five characters to start, with a sixth unlockable. After beating the basic game, there are harder challenge modes to try. The developer has continued to improve and add on to the game. Would recommend to anyone who likes card duel-type games.
I’ve played this game for about 4 hours so far and continue to get reliably killed by the second boss. I’ve altered strategies and tried every character. I do best with Rose the healer utilizing and upgrading Blinding Light. I love the interface and enjoy the game; I trust that there’s more to it but with a learning curve this subtle and steep I’m losing interest already.
This and Dreamquest are two of the best games on the App Store. While Meteorfall had a few early weaknesses, the developer has done a phenomenal job of fine tuning this game in response to feedback. I can’t wait to see what he does next.
I love the game don’t get me wrong. But after many hours of play the game becomes trifle. I would love a way to “ loop” or after the boss is defeated a way to replay with the same deck and harder enemies to create a challenge after you beat everything.
I love this game because I cannot win. It's so fun and challenging, and I keep coming back so I can conquer these friggin quests with ALL of my heroes. Thanks devs!
By far my favorite game on my phone. And the developer is great, he’s put a ton of love into this game and it shows. The new update makes it even better, adds a ton of replay value. Get it!
Great, fast and fun one handed RPG based card game action! Well worth the price. It’s a great little time killer with plenty of tension and meaningful decision points. Lots of room for expansions too. Here’s hoping the Dev releases some new content going forward! Update: I previously had a few minor quibbles about the lack of opportunities to customize the player’s deck in game. However, after two major updates, this is now one of the best games for IPhone I own and I own a lot. Plenty of opportunities to really hone your deck and build your character. Want to play a fire mage or an ice mage? No problem. A fast, acrobatic thief or a subtle poisoner? Can do. The latest update offers a new, more difficult deck to play against if you so choose and it is FANTASTIC! Wish list: One more player character and something meaningful on which to spend the in game currency; Players choice of additional starting cards or temporary buffs. Whatever play tests well. Amending my previous rating of 4 to 5 stars. This is a GREAT game. Buy it!
Fantastic game, I just want some more. Any plans for more content?
A deck building strategy roguelike which is kind of a mix between Card Crawl and Reigns.
I love this game and it needs more levels. It feels like a demo.
I hope you guys keep adding more content to the game :)
On my first game, using the ‘warrior’ class, I was defeated en route to the final boss. On my second game, using Greybeard, I defeated the final boss. Aside from probably being a bit easy, the game looks great and is a bit of fun.
Fantastic in simplicity of design. What is here is excellent. Highly recommend. Lacking in amount of progression content e.g. more upgrades, unlockable classes, levels, challenging enemies, even difficulty.
I’ve probably played about a hundred rounds so far, and I’ve enjoyed every moment of it.
Enjoying this, but the difficulty ramps up WAY too quickly. When the 2nd enemy boss kills you from full health on turn 1 every time you make it to him, something is astray. Needs to increase the probability of Temples. Given that success is random, you can only play this for so long.
'Ambient' tavern sounds are obnoxiously loud and distract from the gameplay. Please add an option to disable then, but keep the in-game sounds.
Game is amazing, hate that they nerfed the wizard so much it seems, while a little over powered now it seems like the basic attacking people will shine.( Not a bad thing I guess). One quip I have though is it seems I always draw shadow pact first while it isn’t charged ending up with me taking extra damage on the cleric and sometimes ending playthrus early. If this intended then could it be stated as such, if not maybe the algorithm could be looked at since it seems like it’s targeting. And no it isn’t because of a fluke once or twice it’s like every time it is uncharged. Regardless of this little gripe this game is amazing and I am hoping for more content like characters, cards bosses and the like. But even where the game stands now totally worth the money. I also could possibly see adding a feature to fine tune a starting deck using gems for either an extra character or something like that, just because I have already amassed a couple thousand even after unlocking everything. Hope there is a long life for this game because it’s great.
After countless runs and an excess of 5000 unspendable gems, here are some broad thoughts: The swiping mechanic (of Tinder fame) and art style do all of the heavy-lifting here. Unfortunately, the cardpool and dungeon structures are very poorly designed. Worst of all, at every point that the game has the potential to offer interesting or meaningful choices, it doesn’t. To elaborate, here is a collection of longer thoughts (in no order): (1) Why don’t potions scale? Also, an Alchemist/Potion Master hero seems like an obvious and natural inclusion (e.g. playing and skipping ingredients to brew the exact potion the player needs). (2) The cardpool itself is tiny! To make matters worse, the subset of good cards (among all 4 heroes) is maybe 10. And even then, the design diversity amongst those cards is terribly small. (3) There are simply too many lazy, similar, underpowered, and/or disconnected cards: - Hemorrhage and poison (make statuses matter more with high-synergy cards, or diversify their effects). - Iron skin vs. plate armor (are you kidding me?). (4) Due to these large issues with card design, there are essentially no builds. Every Mischief playthrough is the same: pray for Temples to remove all of your bad cards and then Stab-chain into Eviscerate. This follows for the other 3 heroes (e.g. Bruno: Charge + Veteran Strike; Rose: Smite + Heals; Greybeard: Thunderstorm + Zap). Across all of these, it’s just the same mindless pattern of damage bursting; there is zero meaningful or interesting design to engage with! Imagine if the player was given some agency in their starting deck (e.g. starting with a Daggers, Observe, or Shatter) so that there would be an actual incentive to replay the game and experience diverse playstyles. (5) The quests/events are shockingly bad due to one option being so clearly worse than the other (I’m looking at you “gain 2xp”). They simply don’t serve their intended purpose (i.e. fun or interesting decision-making). (6) Connected to (4), the starting decks are just awful. It should be telling that Temples are the best event, as they are the only means of selectively removing the terrible and sleep-inducing cards that we’re forced to start with every single run. Why not give the starting decks at least a little variability (e.g. an opening, “Choose Your Own Adventure” series of quests to give more background story on the hero and more player agency in crafting an interesting deck). (7) Dungeons are absent of design: - Each dungeon consists of a linear progression through 16 randomly-generated encounters. There are no paths for the player to make meaningful choices. - Why is the boss the only unique aspect of a dungeon?! Why doesn’t the boring wooden background change? Why aren’t their unique quests/events, enemy types, or cards for each dungeon? (8) There are maybe 8 different enemies total? Their decks are more-or-less basic, with zero interactivity or interesting mechanics that require different approaches. (9) Similarly, there are 7 bosses that are absolute pushovers. Any sliver of difficulty is avoided by the fact that your hero is fully healed upon beating a dungeon (so there is virtually no punishment for facerolling them). I could go on and on, but I’ll cut it here. At the end of the day, I am impressed with how disappointed I am, because I can clearly see the potential here. I just don’t know if it will ever be executed on. Here’s hoping.
I love this game, you really get into a flow that’s very satisfying. BUT it is way too short, please expand this game, maybe like a last as long as you can kinda thing. It was fun, just not worth it for the money if it’s going to be just an hour of play.
Quick pace, interesting decisions, long-term progress, no predatory IAP; and most importantly, it’s fun! Deserves all the hype and more. Except: it’s really not cool when I’m at full health and the enemy kills me in one turn (two Zaps). If I fail, it should be at least partly because of my own decisions. Also, it would be great if there were more cards to purchase with gems...
Quick to play, simple but deep design, terrific sense of humor. It just needs more cards, more monsters, more of everything! The mechanics here are solid. The only thing keeping this from five stars is that it needs more bulk. Hopefully the devs have something in the works.
I usually don’t like games on my phone. I like this one though. It has a lot of fun character designs and very smooth gameplay. Like, very smooth. I don’t see it on the store page, but the artist for this game is Evgeny Viitman. This guy has some pretty neat stuff.
Entertaining game, but quite thin on content at the moment.
Will there be updates with additions to the game like expansions because I beat it and now theres not much to do.
If you loved top decking in card games then here’s the game of only top decks for you. Get used to have cards in the wrong order, cards you don’t need, and equipment cards that you have to play(which takes a turn) instead of just having buffs to make your character feel naturally stronger. I understand there must be a high learning curve to this game but the issue it just isn’t fun. I’ll try my hardest to get a refund since I wouldn’t play this even if it were free.
Oh man, this game is super fun and I wish I could give it a higher score. It's a deck building game, with some decent strategy baked in, with choices asking you to either upgrade or par down your deck to make it better. The problem is, these opportunities are completely random, which makes too much of the game feel like a crapshoot where you're crossing your fingers that you roll Blacksmith or Temple. If you don't, it doesn't matter how competent you are, and that's a real shame. They could fix this by giving you the choice of Rest, Store, Blacksmith, and Temple at every break, and allowing you to choose which is best. They fix that, the game is 5 stars.