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Tower of Kalemonvo News

ToK will release on MARCH 28th

greetings!
Tower of Kalemonvo will release on MARCH 28th! how exciting!

it will be priced at $15 USD. rest assured i will make sure that this game is priced accordingly no matter where you are.

i hope it will be worth the wait, and i hope you will all enjoy the game as much as i enjoyed making it.
there's still work to be done so i will return to the development pits to make sure everything is as polished as i can make it.

until then, don't hesitate to write me. you can find me in the official discord linked on the page, in the community pages here on steam, on social media under the handle @kalemonvo, and by mail over at [email protected]

until next time,
-osur

2025 Publisher Sale

[h3]Today kicks off the big 2 Left Thumbs Publisher Sale![/h3]
Explore the full event page to scope out loads of discounts, free games, bundles and more!



[h2]How about a FREE game?![/h2]
Croak Crusader: Spawn of the Spore Spectre launched TODAY, and is available 100% for free!

https://store.steampowered.com/app/2997920/Croak_Crusader_Spawn_of_the_Spore_Spectre/

This free title introduces the general gameplay, protagonist and antagonists of the upcoming (paid) release, Croak Crusader: the Champion of Canada. Be sure to add that to your Wishlist!

https://store.steampowered.com/app/3152060/Croak_Crusader_the_Champion_of_Canada/

[h2]COMING SOON[/h2]
Very VERY soon! Novus Orbis is a combo-based roguelike deckbuilder, set to release into Early Access on February 10th. There's already dozens of hours of content, and the game will only be getting deeper and more varied from here!

https://store.steampowered.com/app/2437330/Novus_Orbis/

[h2]NEW UPDATES[/h2]
A collection of games have all timed free updates and big announcements for this event!

[h3]WizardChess[/h3]
WizardChess is a chess-like tactical roguelike with a near infinitely replayable amount of variety and depth. And today takes us a step closer to FULLY infinite replayability, with the addition of Daily Runs!

https://store.steampowered.com/app/1274210/WizardChess/

[h3]Starground[/h3]
At the end of 2024 Starground revealed a planned development roadmap. Today sees the Brewconomic Cropdate, adding animals, fishing, potion brewing, and an improved Space Hub.

https://store.steampowered.com/app/2793380/Starground/

[h3]Magenta Horizon[/h3]
In addition to making the awesome art for this sale, solo-dev Maddison Baek has crafted new community items for Magenta Horizon! Play the game to earn Trading Cards, and unlock awesome profile backgrounds and other Steam goodies.

https://store.steampowered.com/app/2109060/Magenta_Horizon__Neverending_Harvest/

[h3]Schism[/h3]
Schism has a new update dropping Feb 10th that adds some end-game content, and enhanced controller support. Keep your eyes peeled for that! But the BIG news here, is that Schism is leaving Early Access MARCH 10th!! There is no discount now, so as not to conflict with that launch discount.

https://store.steampowered.com/app/2084300/Schism/

[h3]Tower of Kalemonvo[/h3]
While this classic-style hack n slash ARPG isn't out yet, it did just receive yet another demo update. The name of the game right now is polish, preparing for our newly set released date of MARCH 28th!!

https://store.steampowered.com/app/2351860/Tower_of_Kalemonvo/

[h2]FOLLOW ALONG[/h2]
Follow 2 Left Thumbs on social media to stay up-to-date on all the latest games and news. 👇

[h2]LOGO UPDATE[/h2]
I'm burying the lead a little here. But as a part of this event, I'm also debuting a redesigned 2 Left Thumbs Publishing logo - made by Fiend Folio artist RedRachis!

Update v0.32

greetings!
welcome to the first patch of the year! the polishing phase is well underway and i have gathered enough changes to the early game to warrant a demo update. take a look!


ps: release date announcement by the week's end - see ya then!


Update v0.32

General:

-New Walls for Lower Dungeon levels. They look more like walls and less like clay blobs!




-Athanasi got a bunch of new animations and had his model made slightly more buff so he isn't too similar to Kira

-New two-handed-sword animations (if you manage to get lucky and get one from the shop!)

-Various small UI improvements

-Added a display-option dropdown in Video settings, allowing for Fullscreen, Windowed, and Borderless Fullscreen

-Added a 'Credits' section in the Lore tab in the Main Menu

-Changes to lights, such as the Lights from named enemies or certain ingame objects. They will not appear on the minimap, and the Light from a named enemy will disappear on death

-Improved the 'Frozen' visual effect when an enemy is affected by cold damage

-Tweaked the NPC speech-boxes a bit

-Various new models, from lecterns to crossbows

-Players will no longer be able to move as much when they are hit-stunned. Hit stun animation lengths were shortened to compensate for this change.

-Changed how the colors/textures of capes are calculated. Capes should look nicer now.

-Added another few Unique items


Balance:

-Increased loot from named enemies slightly.

-All weapons are now less likely to roll +Health and +Mana modifiers

-Added some new modifiers for Armor and Shields

-Added a new Item type, the Seer Skull

-Very slightly reduced attack speed of all ranged weapons

-Wands are slightly more likely to hit enemies that are closer to you, but have a giant penalty to hit enemies that are very far (think in terms of over a screen-length) away.

-Spellbooks now drop half as often

-Increased requirements of a lot of higher tier spellbooks, such as Chain Lightning, Poison Circle, Annihilation.

-Slightly increased the requirements of a lot of the most-used spells, such as Ice Spike and Chain Lightning

-Chain Lightning bounce search radius size decreased slightly

-Changed the way a Unique Item is chosen as a potential drop. Now the Unique Item drop pool will favor items matching the level they are found in, meaning you will see higher tier Unique items.

-Nerfed the stats of the Wounded Paladin's Shield slightly, mostly focusing on the Dodge amount

-Named enemies will not be slowed with the same slow strength as normal enemies, meaning that slowing effects both last less and are weaker on Named enemies

-Enchanter's Lifeblood pools spawn slightly more often and provide stronger modifiers to items

-Various enemy buffs. Maulers have more HP and more attack speed, Cult Apprentices attack faster, Bloodsoaked Guard is a bit stronger overall, Flaming Skulls deal slightly more damage, among other minor buffs.

-Despair mode now turns off the Health-Outlines for enemies

-Shop will be more likely to have items of a higher level, and the modifiers on all items have been made slightly stronger


Bug fixes:

-Fixed error with Wand accuracy. Sometimes, wands would re-roll their hitchance if they missed on an attack. This has been fixed. I will be keeping a close eye on the strength of Wands since this bugfix might have nerfed them too much.

-Fixed rare but annoying bug where the player could not issue attack order against specific enemies, often seen if an enemy is next to a player but in a doorframe or other positions which would cause a pathfinding error.

-Fixed being able to easily interrupt your Crossbow attacks allowing you to attack again sooner.

-Fixed the Fireshield effect from Sun Cult Vessels not being able to be reapplied to a unit once the buff expires.

-Fixed the Sun Cult Vessel getting stuck if you interrupt them as they cast Fireshield

-Fixed the Sun Cult Vessel sometimes not playing a Walking animation if you damage them as they begin walking

-Loading a quicksave while casting a spell no longer locks your character in spell-casting mode.

-Fixed a secret enemy being able to damage you with their special attack if they cast the attack but died before the attack finished.

-Fixed multiple item unequip issues, such as a dropped item taking away more stats than it gives if the item is dropped in a strange manner, such as the result of a chain-drop.

-Fixed issues with the HP outline effect not taking into account the bonus to health for Mimics of higher levels, or the Bloodsoaked Guard's healing.

-Fixed issues where the light source from Named enemies would be collected by the room optimization scripts, which would make those lights disappear if the enemy is far enough away from the room he originated in.

-Fixed certain props such as Tables having incorrect colliders which would prevent interaction with any object it obscured.

-Minor UI fixes to the names of Bestiary monsters and descriptions of Combat Arts

-Minor fixes on the Mouse-Over text for summoned units where the text would remain if you mouse over a summoned unit as it plays its death animation.



that's it for now! since the game is very much in the polish part of development, i kindly ask you to share any thoughts or feedback you might have, or to request any features you'd like(please don't say multiplayer or a switch port, have mercy on me)
of course, feel free to report any bugs or balance issues you might encounter as well!


thanks for reading!

-osur

Update v0.31a

greetings!
today i have for you some bug fixes for the demo, along with some touchups that the full game has gotten. most of the content is just addressing some bugs and doing some slight balancing, so nothing particularly interesting, but i didn't want this update to be delayed with the approaching holidays.


Update v0.31a:

General:

-New Potion item visuals

-Unique items more likely to drop in general, and much more likely to drop from Rare (Golden) Chests

-Buffed a few Unique items and added several new ones.

-Arrows have a greater penalty to hit at extreme ranges

-Embershot Combat Art costs less and deals more damage

-Slightly improved Crossbow walking animations

-Slightly buffed the tier of items in the shop

-Added more combinational item names

-Added a soft cap on the amount of mimics that can spawn from the mimic room on Floor 1

-Summons' HP buffed slightly across the board

-Slightly increased the attack range of enemies with two handed weapons

-The Spell Wheel buttons (Add/Remove) now play a sound when clicked

-Music should loop more cleanly now



Bug fixes:

-Unique Staves and the Unique Robes no longer have a chance to lose affixes on dropping then due to an item spawn/re-creation bug.

-Summoned Snakes no longer take double damage from arrows and fireballs

-Summoned Units are now properly tracked between levels

-Fixed a scary error where the Halls of Pain would sometimes spawn a massive tier 2 Named Sun Cult Warrior instead of the default tier 1 variant

-Fixed an error when trying to place a Leather Brigandine item from the shop into an Enchanter's Lifeblood

-Dying while casting Multistrike will now properly kill you

-Fixed issues with the Spell Wheel buttons causing some problems if you load a game with a full Spell Wheel

-Fixed an issue where if you learned a spell to max level and had a leftover book in you inventory, the book might not update properly to reflect it can't be used

-Changed the way all projectiles are handled in the game, preventing certain projectiles from not being destroyed if you load a game while these projectiles are active

-Fixed issue where spells would sometimes not have a description if you mouse over the spell slot icon in the hot bar



Should you encounter any bugs or have any feedback, please do not hesitate to reach out to me!

thanks for reading and i wish you all an early merry christmas and happy holidays!

-osur

Update v0.30n

greetings!
yet another small update to patch some things up. included within it is a bit of content that is a result of changes happening beyond the demo's borders that i don't want to keep out.

before the update however, some of you more perceptive players might see that it is currently Q4 2024, which was the original release plan for the game, and yet the game isn't out yet (and not only that, but the release date now reads Q1 2025)!
to give an update on the situation - the game's content is basically finished. some enemies still require updates to their sounds, achievements need to be finalized, some scripts need a cleanup and there are a few dangling bugs left to resolve, but all the hard work is behind me now. the goal was to get it all done a bit sooner, but some things ended up taking longer than intended and for that i apologize.

within the month, i will wrap up all the written dialog and tooltips to send over to localizers. when that's finished, i will begin the testing phase where i make sure all the content and balance is up to snuff. once i'm knees-deep in testing and if all is well, i will announce a release date, open up testing a bit to selected users, then prepare to press the big release button. the price at this time still stands at $14.99 (with the price adjusted based on regions, ex: South America), and the game will contain no monetization/microtransaction/whatever shenanigans whatsoever.

there were many questions for controller support as well. it's something i will attempt to tackle after the game is released, since i do not want to add more work to the pile that would delay the release any further.

so to wrap this up - it's almost ready, and i kindly ask for just a bit more patience to make sure everything is right. i hope it will be worth the wait.

anyway, onto patch notes:


Update v0.30n:

General:

-Added a few more item modifiers. The ones you will most likely come across will be "X% to Refund Mana on Cast" and "X% to Slow Enemies when Taking Damage"

-Spear damage range from 1-8 to 2-8

-Two Handed Staff and Fetish Idol more likely to roll +Elemental Damage

-Multistrike Attack Speed bonus buffed greatly.

-"Locking" a slot in Inventory is now more clear - the image is larger and it has a tooltip now.

-Enabled some optimization fixes. The game should perform much better on lower end hardware.

-Fixed some typos and minor UI changes.

-Changed how the color of Robes is determined, so Magic Robes will look nicer on the player model.


Bug fixes:

-Fixed bug preventing Magic Spears to be equipped sometimes

-Fixed Magic Scimitars not requiring 11 Agi

-Fixed Skeleton Archers walking animation

-Fixed some Spellbook issues when dropping certain Spellbooks.

-Fixed some spells not damaging Summoned Units as well

-Fixed the health-outlines not working properly for some units.

-Fixed Artam taking more Mana Potions than he should

-Small changes to how Attack Speed descriptions (Slow/Normal/Fast) are calculated. Two-handers with bonus Attack Speed will be considered "Normal" instead of "Slow" more often.


Should you encounter any bugs or have any feedback, please do not hesitate to reach out to me!

thanks for reading and i hope to see you soon with the full release!


-osur