Tower of Kalemonvo
54

Players in Game

268 😀     42 😒
79,98%

Rating

$14.99

Tower of Kalemonvo Steam Charts & Stats

Crawl to the top of the TOWER OF KALEMONVO, a hardcore isometric ARPG experience with randomly generated levels meant for fans of slower paced action games. Fight cultists, scavenge for magical items, use powerful spells and customize your stats and skills!
App ID2351860
App TypeGAME
Developers
Publishers 2 Left Thumbs
Categories Single-player
Genres Action, RPG, Adventure
Release DateQ3 2024
Platforms Windows
Supported Languages English, French, Serbian

Tower of Kalemonvo
54 Players in Game
232 All-Time Peak
79,98 Rating

Steam Charts

Tower of Kalemonvo
54 Players in Game
232 All-Time Peak
79,98 Rating

At the moment, Tower of Kalemonvo has 54 players actively in-game. This is 0% lower than its all-time peak of 111.


Tower of Kalemonvo Player Count

Tower of Kalemonvo monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-04 72 -16.29%
2025-03 87 0%

Tower of Kalemonvo
310 Total Reviews
268 Positive Reviews
42 Negative Reviews
Score

Tower of Kalemonvo has garnered a total of 310 reviews, with 268 positive reviews and 42 negative reviews, resulting in a ‘’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Tower of Kalemonvo over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 202 minutes
Really fun for that old school ARPG itch! Like it alot.
👍 : 0 | 😃 : 0
Positive
Playtime: 1908 minutes
Old school RPG vibes, fun to get all achievments.
👍 : 0 | 😃 : 0
Positive
Playtime: 238 minutes
The one thing that absolutely makes it tedious for me is the lack of ability to buy potions, which has caused me to reset my runs a few times quite early simply because I could not recover from the amount of damage I sustain, especially around floor 4-6 where groups of enemies can shred your hp down to nothing very quickly. Walking back and forth between floors to convert mana potions to health gets very tedious very quickly. The ability to generate a new dungeon for an existing character would be nice to have which could allow recovery of potions through the early levels
👍 : 2 | 😃 : 0
Negative
Playtime: 690 minutes
Stay awile and listen, without the listening... No pesky town or boy legs to hunt down. Bi-Pedal cows... Maybe.
👍 : 0 | 😃 : 0
Positive
Playtime: 288 minutes
Its not a bad game but after first couple of floors it just becomes a ranged game. Too many things with ranged attack that drain my warriors health. I never feel like a warrior no mater what armor i find or how i spec. My health can disappear in 1 or 2 hits... i feel like a cheap glass cannon that cant take a hit.
👍 : 0 | 😃 : 0
Negative
Playtime: 852 minutes
Fun Diablo 1 clone with great atmosphere, feels VERY close to the original (even more than Diablo II did) with slower combat entirely inside an ascending labyrinth.
👍 : 0 | 😃 : 0
Positive
Playtime: 967 minutes
This actually good game makes you understand why Tristram in Diablo 1 is so important for the game itself. Let me explain: This game is a very bare-bones dungeon crawler that wears it's inspiration proudly on it's sleeve: Diablo 1. This part of the game is well executed and fun. Now, I could do a deep dive on the enemies and how the coven levels have an enemy that spikes the difficulty long before the end etc... However, in general it is all manageable and remains largely frustration free. This is why I would recommend this game to anyone looking for a very pure dungeon crawler where you survive on what you loot (there are shops on a few levels, but they don't buy items and I never really found anything in there that was really useful). This is the strength, but also the weakness of the game: As you have very limited space you will quickly realize that using it for health- and mana- and mixed drinks is the best use of the space, as no shop offers additional drinks that you can use to top up. Healing and refilling mana is not super straight forward in this game. I was unlucky and found very few drinks on one level leaving me with a nearly empty inventory when facing the next more dangerous foes. You can only heal or refill mana through 5 means: 1. potions (limited to luck with drops) 2. fountains (they don't refill and essentially replace a potion) 3. leveling up (in my play through that meant: 15 free heals, that is nowhere near enough to fill the gap) 4. Items (will come into play a later in the game and is insufficient if you get swarmed) 5. A spell that reduces you health after a few uses (never used it, because that is a nonsensical trade-off) In essence, you will prioritize every drink you find as if it was pure gold. This means that a lot of interesting weapons options will never be tried out because they would take up precious inventory space. This in turn makes most drops useless instead of turning them into a resource like in Diablo that you can sell to restock on potions and other things. This system could have been fixed rather easily by allowing players to somehow turn loot into potions. Given that it took me some 15 hours to beat the game, having the constant risk of essentially softlocking myself due to lack of potions to finish it feels bad. I fully understand that this brings tension (and oh boy did it work). But to me, this is the type of tension you don't want in such a game. A tension that tells you "I can stop playing at this point, because I will likely not be able to finish it" is not what you want your audience to think. I might sound nitpicky, but this is a problem that keeps this game just out of reach of greatness. But to be honest, this is still a pretty good dungeon crawler for fans of Diablo 1 (not that much 2 and especially not 3 or 4) that I really want to recommend. Just know what you are getting into. leave those skulls, focus in a specific weapon and have a long distance side arm that you can use to kite slower enemies around. Cherish items with heath refill and don't leave a single potion behind and don't waste them. Save often. Sometimes being too pure of an execution is not the most ideal choice.
👍 : 0 | 😃 : 0
Positive
Playtime: 1067 minutes
I'm a huge fan of Diablo 1 and while Tower of Kalemonvo most definitively respect the atmosphere it doesn't do justice to the genre. While it tries to smash together Dark Soul difficulty with Diablo 1 gameplay, the game is, unfortunately, poorly balanced in such a way that most of the difficulty come from missing your attack than the opponents being challenging. Later on, on top of the monsters overkill dodge chances, they also start to move much faster than the player which compound the issue. It's sad but you won't really be able to "create your own build" in this game. The way it is currently, you need to spend around 70 to 80% of all your level up stats into accuracy just to be able to maintain around 70-80% hit ratio. Just enough to be able to feel like you're actually hitting your targets reliably. I hope this game will receive the care it needs to become a nice indie version of Diablo 1 and it's like but in it's current state it's not something I can recommend. While I do not regret my purchase after 17 hours of played time (got the game heavily discounted) it's still too pricey for such an unbalanced experience. Wait and see if the game gets properly balanced.
👍 : 2 | 😃 : 0
Negative
Playtime: 670 minutes
I will preface saying that I liked the game a lot and found it a very good product for a very small team. Please pardon the wall of text, but I really liked the game and feel that it needs some adjustments to improve ten-fold. What they absolutely nailed: The atmosphere is very good and oppressive, it really makes you be alert and respect the tower and monsters; Music is very good, it sets the tone of the game and the whole mystery; SFXs are good, although sometimes when you kill the same of the same enemy in a quick succession they SFX stack in a strange manner, it would be interesting to have some variations of pitch for each sound (if I am not mistaken Unity has some options in this manner), this way the SFX will sound a little more varied in some areas (the Blood Coven is a good example of area that could use some change); What do not need change (could be improved, but is not imperative, nor a priority) Graphics, albeit a little simple they represent well what they intend to too, the models are detailed enough (monsters and player); Programming, I sensed some small stutters when loading and reloading (after dying a lot), maybe it is a small memory leak, it solved itself when I closed and restarted he game; Monster variety, the amount and types of monsters are good enough, I dont think you need to add more; Boss battles, aside from the last boss the others seem similar to other named enemies, aside from Vedomot which was a nice touch; Where things could be improved (technical) Animations, death animations are very good (most of the time), but the enemies are sometimes clunky and you can see the animation cycle starting and ending, and some moviments are a little too stiff, specially of humanoid creatures (the player animation is the best, It shows more detail, if the others where on the same level of polish it would be a lot better). --- What I belive needs to be improved/changed Now I will say things about gameplay, I understand that the game is very inspired in Diablo 1 (I played 2 more) but I belive that there is opportunity for improvement that will not take anything away from its tatical approach and solve a lot of issues. Too many spells, too little keybinds - There are too much spells, abilities and whatnot, which causes an sensory overload, also, you cant customize the keybinds, for example, you should be able to put an spell/ability in both mouse 1 and 2, and the mouse whell could be used as a 3 button (and cicle a list of hotkeys, for example) You should be able to see some of your preferred spells and hockeys in a easier manner, I belive that the way that the Diablo 2 Remaster (for consoles) is a good landmark, you are able to see 4 abilities so you know which ones are prepared and ready to use (the ones that you tend to use more) Some spells should become auras/passives (similar to paladins in Diablo 2), for example bloodlust is a good ability but it last a very limited time (most of them are limited to 20 seconds max), by being able to always use a passive aura you can streamline the number of spells (reduce choice paralysis) and ease the gameplay (will require less juggling of keybinds). The game could use some passive abilities, for example a trainer that could teach some things, like a focus in the use of some type weapon, etc - again, it would give more options for builds and not require much micro management (since you set the passive and do not need to do anything afterwards); Spells should be not found only in books, for example, one of my preferred spells is haste, but I found it very late in the game (last 3 floors, and never found the level 2), again, giving us a NPC to train is a option to alleviate RNG when creating a build, giving the player more freedom (for example, choosing which spells to improve/learn), it is also a money sink (I will talk more about it later); The game needs a small stun lock when you attack enemies (I sensed that they could stun lock you, maybe I am wrong), for example an enemy is charging in my direction and I am firing a bow, the enemy dos not fell my attacks, by being able to stun lock a little it would help us kite the enemy better, and is also good for melee, slow weapons could stun more, right now slow weapons are a simply worse because of lower DPS (when we factor hit change slow weapons are penalized, because if you miss you lose a lot of DPS) Another thing, this stun lock is necessary for situations where you are outnumbered, in those you can be hitted simultaneously by all enemies and go from 120 hp to 0 in a blink of eye, if you are able to stun lock you could hit the enemies to prevent them from attacking (right now you try to kill everyone as fast as you can, block them in a door/tunnels) and spam potions. The game needs a block chance (for both monster and player), when a player/monster blocks the attack it should stun lock for a moment the attacker, functioning in an inverse way to attack, this way fast weapons are not simply better, because if you have low attack rating (and the enemy is centered around blocking, like the Shield Demon), attacking a lot could be a disadvantage instead of a advantage, it also helps to balance better the flow of combat, the prevents the attacker to stun lock the defender and it prevents that the game devolves in a battle in which the one that has the highest DPS always win. Again, Diablo 2 is a very good reference for this topic. The only magic type good is ice, in some sense it applies this stun lock (you attack a enemy using ice and you stop it for a brief moment, essential for crowd control), the issue is that enemies/casters fell very weak if they are not using ice, so it is very unbalanced (again, in Diablo 2 this is correct by enemies having immunities and differences, for example, fire is the highest overall DPS, lighting has the higher damage celling and floor, and cold is a little less damaging, but applies slow) Again, the same applies to enemies and melee, if the enemy is fast like a Goremaker (and hits fast) it is a very high threat and sometimes unfair (when they are in a big group they kill you incredible fast), but if it is a little slower monster like a Shield Demon or a skeleton gole it is a nule threat (to give examples of monsters in the same area/levels), again with things like stun lock/block change the fast enemies could be less of a threat and slower monster could be made a little faster and more resilient to stun (they are slower, but less prone to stop when hit, and can put you in stun lock by blocking, for example). Again, in the topic of fast monsters, they are soo fast that you need to use haste or you cant create a distance (since you cant stun lock them), I am not saying that we need a option to run, but consider that a stun lock and/or a aura of speed could alleviate this problem for ranged characters. The actual balance is impacted by this issue, for example, when you reach a floor with a lot of fast monster the game difficulty spikes (becomes too hard) and when you reach a floor where they are not so prevalent it become too easy. Again, fast enemies are a lot worse than slow ones, even if they have less HP and deal less damage (they seem to deal a lot of damage, War Mothers and Goremakers attack fast and very hard, for example). Spells variance of monster, a minor point, but the game has a lot of spells, and the monster use very few of them, they should be more varied, especially to avoid weak casters (lighting, poison, fire) and strong ones (ice). No enemies should have a permanent shield against ranged attack or any type of damage (except if it is a immunity), for example I was playing a melee/archer, and my only option was to dive straight in the middle of the monsters when fighting casters and monsters like the unseen. I am not against a protection, but I should be able to play a ranged character if I want (and not use offensive magic, or use it only for buffing). In this case, mak
👍 : 2 | 😃 : 0
Positive
Playtime: 70 minutes
In it's current state I cannot recommend this.. It feels like half a game. It has the creepy, gross out look for a diablo like game down, wonderful art design. The music is pretty good. There is loot but no point to carrying anything if you do not equip it as there is no way to sell, buy or craft anything. You get to level up attributes when you gain XP but new skills are gated by the same thing everything else is RNG. Just not for me.
👍 : 5 | 😃 : 0
Negative

Tower of Kalemonvo Screenshots

View the gallery of screenshots from Tower of Kalemonvo. These images showcase key moments and graphics of the game.


Tower of Kalemonvo Minimum PC System Requirements

Minimum:
  • OS *: Windows 7
  • Processor: i5-6200U @ 2.30GHz
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 520 (HP)
  • Storage: 1 GB available space
  • Additional Notes: ~30FPS

Tower of Kalemonvo Recommended PC System Requirements

Recommended:
  • OS *: Windows 7
  • Processor: i5-11400 @ 2.60GHz
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce 1060
  • Storage: 1 GB available space
  • Additional Notes: ~200FPS

Tower of Kalemonvo has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

Tower of Kalemonvo Latest News & Patches

This game has received a total of 31 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Cunning Hotfix Collection [v0.23]
Date: 2023-09-26 18:02:30
A roundup of the many changes and improvements that were made before bringing the Demo over to Steam
👍 : 6 | 👎 : 0
Patch v0.23f
Date: 2023-10-04 23:14:27
Minor content patch with a few new things and some improvements and balance changes to enemies.
👍 : 15 | 👎 : 0
Hotfix 0.23f1
Date: 2023-10-06 14:33:31
Small fix which increases spell book drop rate and enemy aggro range
👍 : 9 | 👎 : 0
The Depths of Madness Patch
Date: 2023-11-23 14:09:43
new update, some music and a lot of bugfixes
👍 : 11 | 👎 : 0
v0.24b Hotfix
Date: 2023-11-27 01:04:39
Minor hotfixes with saving/loading, and with the shop
👍 : 7 | 👎 : 0


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