Ghost of a Tale is an action-RPG game in which you play as Tilo, a mouse and minstrel thrown into a perilous adventure. Through stealth and cunning you’ll be able to explore the secrets of Dwindling Heights Keep and navigate its dangers.
User reviews:
Very Positive (18 reviews) - 100% of the 18 user reviews in the last 30 days are positive.
Very Positive (443 reviews) - 95% of the 443 user reviews for this game are positive.
Release Date: Jul 25, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Although Ghost of a Tale is not yet complete, the game is at a point where we would benefit from a community of players exploring Dwindling Heights Keep, and giving us feedback (both technical and otherwise).

The second important point is obviously money. Back in 2013 the Indiegogo campaign raised roughly $40K of actual game budget. Microsoft helped us with a small advance on the Xbox One version but even that can’t keep us going for much longer. Putting the game on Early Access will allow us to complete the game (including localization) to our same high-quality standard while still remaining fully independent.”

Approximately how long will this game be in Early Access?

“We estimate that Ghost of a Tale will be in early access for up to six months (though of course this is subject to change). We are a very small team (one person does 90% of art and coding) and we’ll need that time to complete the game, test and localize it.”

How is the full version planned to differ from the Early Access version?

“While the game’s core mechanics are about 85-90% there (including player character, NPC interaction/dialogue system, enemy behaviour etc.) we reckon that this pre-release represents the first 25-30% of the full game (in terms of quests to be completed and locations to be explored).

It's possible that the events of the final release of Ghost of a Tale will not play out exactly as those in the early access version. Saves will likely not carry over but your playing the pre-release will not be in vain - it will unlock secrets in the final release.”

What is the current state of the Early Access version?

“This release is fully playable, and gives an accurate representation of the quality, atmosphere and gameplay you can expect from the final game. However, as we said above, it encompasses roughly a quarter of the content that we expect the full release to have. So please keep in mind this pre-release ends in the middle of the action!”

Will the game be priced differently during and after Early Access?

“We expect the price of the final game to be $24.99 once it graduates out of Early Access.”

How are you planning on involving the Community in your development process?

“In August 2014 we showed a demo of Ghost of a Tale at Gamescom in Cologne, Germany. It was the first time we’d had a large number of players try out the game, and we learned a lot from the feedback we received. Early Access will hopefully allow us to do the same on a larger scale (and at a much more advanced stage in development), giving players, Indiegogo backers and the larger community a chance to share their thoughts and suggestions.

You can leave feedback on the Steam forums, and also on the official Ghost of a Tale site (, where we’ve been keeping a devblog that should give you a sense of how the game is evolving.”
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Recent updates View all (29)

July 4

Patch release v4.40!

Hi all! This release is entirely focused on bug squashing. The remapping of buttons is fixed at last as well as many other issues, both trivial and important.

Among the most important fixes Tilo doesn't pop on top of the rats' colliders anymore! So it is now impossible to get away from a tight spot by simply charging the guards!

  • Location prompts are not displaying anymore
  • The moon still triggers blue specular highlights through walls at sunrise and sundown
  • The torch in the bedroom by the gate to the far tower sometimes disappears
  • Some window sills are missing their underside geometry
  • Some see-through gaps around wooden doors’ frames
  • Rats can walk right through the columns in the courtyard near Rolo's forge
  • Rats can't chase Tilo up to the top of the tallest tower
  • Tilo can run up to the rats and pop up over them (collider issue)
  • Costumes stats are wrong after reloading a save
  • Crimson mushroom model in torture room’s cage doesn't fall when the cage opens
  • Spam LB + B while Tilo is in basket elevator (near Silas) leaves Tilo stuck floating in the air
  • Guards keep walking on the spot after Tilo dies (that always annoyed me)
  • Sometimes Tilo doesn't play his hit reaction animation when getting hit by the guards
  • Butterflies are present at night after a reload
  • Tilo is still considered in water after dying while being in water and reloading
  • Equipped boots can sometimes appear offset from Tilo's feet
  • When Tilo dies by falling down while holding a stool the stool is no longer there after reloading a save
  • Rare cases where a stool is not longer interactible (nor solid) after reloading a save
  • It is still possible to interact with items after Tilo dies
  • Greaves (armour piece) marker doesn’t appear on the map after Rolo reveals it
  • Reassigning buttons sometimes breaks making it impossible to complete the process
  • Sometimes leeches fail to attack even though they’re within range of Tilo
  • Leeches’ detection origin is much too high (they still see Tilo when he’s high above them and shouldn’t been seen anymore)

21 comments Read more

June 26

New patch release (v4.33)! Bug fixes galore!

Here is a new patch release addressing some more bugs! As always this is all thanks to your guys' steadfastness in reporting those in helpful details!

I'm pleased to say overall we are seeing less and less critical bugs being reported anymore (if at all). Which to us means less time spent hunting bugs and more time spent on adding content!

Which I think you'll agree is good news... :)

  • If Tilo stands in the window with the rose by a lectern and look back through the windows the interior section disappears
  • Colliders of window sills are too low (Tilo's feet penetrate the geometry)
  • In the collapsed tower the pushable beam's hole in the wall doesn't match the shape of the beam itself
  • Various parts of the courtyard are switching off when Tilo's on top of the gatehouse roof (between the 2 courtyards)
  • Tilo doesn't die when falling from the window of the highest tower
  • Tilo can get stuck behind the open metal gate off the rampart (if falling from the outcrop above)
  • Small geometry hole in the ceiling of Tilo's cell
  • Torch light leaking through wall in Powderkeg’s cell
  • Couple of typos in Faustus and Rolo's dialogs
  • When opening the door to the tunnel that leads beneath Kerold's cell the "pull lever" text stays on screen
  • Cases where the wrong (unequipped) tool is highlighted when opening up the inventory
  • Case where some icons still refer to the mouse although only a gamepad is being used
  • Light leaking in spiral staircase passage between the courtyards
  • Some fog particles can be seen in the sewers' cistern which disappear when getting towards the stairs
  • Light leaking in Rolo's forge in the morning
  • Gusto & Fatale disappear when entering the cell next to theirs (while they should still remain visible)
  • Light leaking in war room at different times of the day
  • If you save before the first rat comes in to open the metal gate and Tilo afterwards get killed, the rat won’t come to open the gate (as he’s supposed to) after reloading the save

  • The sun is now more visible during sunrise and sunsets (to justify the specular highlights on the lake)
  • Text font on the song book’s UI is now larger (easier to read)

10 comments Read more
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About This Game

Ghost of a Tale is an action-RPG game in which you play as Tilo, a mouse and minstrel caught up in a perilous adventure. The game takes place in a medieval world populated only by animals, and puts an emphasis on immersion and exploration. It features stealth elements, disguises, conversations with allies and enemies, and quests.

You’ll be able to explore the secrets of Dwindling Heights Keep and navigate its dangers. Tilo is not much of a fighter, so stealth and nimbleness are your allies when confronted with enemies twice your size. Talk to the characters you meet and leave no stone unturned in your quest to find Merra, your true love….

About the team:

Ghost of a tale is developed by a very small team. Lionel "Seith" Gallat does 90% of the art, design and coding. Paul Gardner is the game's writer and an experienced game designer. Cyrille Paulhiac does coding and develops tools. Jeremiah Pena is the game's composer, while Nicolas Titeux is responsible for sound design.

System Requirements

    • OS: Windows 7 32bit
    • Processor: Intel i5 - 2.5Ghz
    • Memory: 3 GB RAM
    • Graphics: NVIDIA GeForce GTX 660 (2GB) or AMD Radeon R9 270
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: Motherboard Integrated sound card
    • Additional Notes: Although Ghost of a Tale is fully playable with mouse and keyboard, we'd strongly recommend playing with a gamepad for the best experience.
    • OS: Windows 8.1 64bit
    • Processor: Intel i7 - 3.4Ghz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 770 (3GB) or AMD Radeon R9 285
    • DirectX: Version 11
    • Storage: 5 GB available space
    • Sound Card: DirectX 9.0c compatible sound card
    • Additional Notes: Although Ghost of a Tale is fully playable with mouse and keyboard, we'd strongly recommend playing with a gamepad for the best experience.

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