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MythForce 1.2 - Skill Trees - Hawkins Edition

[h3]Hey Adventurers![/h3]

We hope you enjoyed our last dev blog on Encounter Objectives and are ready to dive into another exciting character rework for MythForce’s upcoming 1.2 update. This week, we’re taking a closer look at Hawkins, the team’s monster-hunting marksman. Previously known for his role as a ranged DPS specialist, Hawkins is getting a major overhaul with unique changes and versatile playstyles that elevate his role. Hawkins’ rework offers a trio of specialized playstyles to match your preferred strategy. Whether you favor stealthy high-damage long ranged precision, mid-range skirmishes, or strategic team support and control, his three new skill trees provide multiple ways to stick it to the baddies.

Let’s take a closer look at the three distinct archetypes: Sharpshot, Quickshot, and Warden.

Sharpshot – Hit Me With Your Best Shot


As a Sharpshot, Hawkins is a master of long-range, high-damage combat. This archetype focuses on dealing devastating critical hits and using stealth to remain undetected while picking off enemies from afar. With abilities that reward precision and careful planning, Sharpshot is perfect for players who enjoy staying out of sight and striking with deadly accuracy.

Some standout abilities in Hawkins’ Sharpshot tree include:
  • Spirit Walker: Hawkins is able to attack while in spectral form.
  • Spectral Shot: Phantom Shot penetrates multiple targets and electrifies enemies
  • Shadow Striker: Long range kills (>25 meters) have a 25% chance of granting spectral for 5 sec.

To charge your MythForce as a Sharpshot, focus on landing critical hits and using abilities while in Spectral form. When activated, MythForce allows Hawkins to remain spectral for an extended period, exposes enemies, and gives him unlimited phantom shots. If you're ready to go on a monster hunting safari, Sharpshot will be your ideal playstyle.

Quickshot – Don’t Stop Me Now

The Quickshot tree is all about speed and rapid-fire precision. As a Quickshot, Hawkins excels at overwhelming enemies with rapid, relentless attacks and executing specials in quick succession. With abilities designed for fast-paced action, Quickshot is ideal for players who can't stop and won't stop.

Some standout abilities in Hawkins’ Quickshot tree include:
  • Rapid Fire: Phantom Shot rapid fires additional shots (up to 6 more)
  • Light Touch: Light attacks cost 50% less EP.
  • Raising Spirits: While spectral, phasing through enemies damage links them for 15 seconds.

In the Quickshot tree, the player's MythForce is charged by simply executing light attacks. Once activated, all enemies in the vicinity are damage linked and all of your projectile attacks explode in an AOE for the duration of MythForce. If turning your bow into a machine gun sounds like fun to you, then you're in for a good time with the Quickshot build.

Warden – Hold The Line

As a Warden, Hawkins takes on a support role, focusing on controlling the battlefield with status effects to help his team gain the upper hand. If you’re the kind of player who loves outsmarting enemies, laying clever traps, and locking down the battlefield, this archetype might be for you.

Some standout abilities in Hawkins’ Warden tree include:
  • Riftmaker: Gain up to 3 additional charges of your Rift Arrow
  • Spare the Dying: Hawkins is uninterruptable when reviving allies, and revives them 40% faster up to 60% hp.
  • Trappers Shot: Phantom Shot freezes and corrupts enemies that it hits.

What’s a hunter to do with so many Rift Arrows? Power up your MythForce, of course! Once activated, Warden's MythForce supercharges your team with buffs, freezes all enemies, and makes Rift Arrows EXTRA lethal. Be the ultimate team player and prove that no dungeon run is lost cause with a Warden on your side!

[h2]Hey............. so about that playtest......................[/h2]
We know how excited everyone is to jump into the upcoming 1.2 playtest! While we originally had planned to release our first test already, we decided to wait for a couple of minor placeholder visual assets to be swapped out before releasing the build to all of our testers. As for an ETA we are currently aiming for next month as our release target. Thank you all for your patience and understanding, you are the best community we could ever ask for.

See you in the dungeon!


MythForce 1.2 - Encounter Objectives

[h3]Hey Adventurers![/h3]

Over the past few weeks, we’ve taken a look at some of the changes coming to some of your favorite heroes and even introduced some new mechanics like elemental combos. Today, we’re diving into what might be the most significant change coming to MythForce in the 1.2 update - new encounter objectives!

But before we explore these new objectives, let’s define what an encounter objective is and why we’re implementing them.


[h2]What was the problem[/h2]

One of the biggest pieces of feedback we received after launching version 1.0 was about run variety. While there were ways to customize your hero and build, most runs would play out similarly, with only minor variations in enemy types during combat encounters.

With the exception of one or two big setpieces per episode, only one objective exists in every other room in the dungeon - eliminate all enemies. While it’s always a blast to cleave through hordes of Daedalus’s minions, players don’t have much else to focus on. Having this as the sole objective has also limited the need for build variety and team composition - most players focus on maximizing damage output and ignore all other roles.

With our new encounter system, players will experience a variety of objectives when they enter any dungeon room. We hope these changes will add to the run-to-run variety and encourage players to make more strategic choices with build variety and team composition.

Now, let’s dive into some of the new encounter objectives you’ll find in the dungeon!

Destroy The Crystals

In Destroy The Crystals, heroes take the offensive, tasked with destroying three separate power crystals scattered around the room. At the start, all power crystals are shielded and impervious to attacks. Once the encounter begins, one crystal becomes vulnerable - but dozens of enemies stand between you and your target. After destroying each crystal, players must face a wave of enemies before the next crystal becomes available. Destroy all three to progress to the next room!

Slot The Medallions

You’ll need a steady hand for this one! In the Slot The Medallions encounter, players must locate three medallions scattered around the room and carry each one to a designated slot. While carrying a medallion, players cannot attack, and enemies will continue to spawn until all medallions are slotted. Keep an eye out for teammates carrying medallions, and be ready to defend them!

Protect the Artifact

It’s time to go on the defensive! In Protect the Artifact, players must protect a large statue located in the room. Once the objective starts, a timer begins, and enemies will spawn with one goal: destroy the artifact. Use all your abilities to defend the artifact until the timer expires. If the artifact’s health hits zero before time runs out, you’ll have to start over - but enemies won’t stop coming. How long can you withstand the horde?

Disable The Barrier

It’s time for a great escape—MythForce style. In Disable The Barrier, heroes have one mission: leave the room. The problem? Hexstar’s magic has sealed it off. To disable the barrier, players must collect soul gems dropped by infinitely spawning enemies. If you find one, aim and fire at the barrier to break out of the encounter.

Jewel Sequence

Hope you packed your peppy boots, because Jewel Sequence is all about SPEED. In this encounter, players must hit three wall mounted destructible jewels within a limited time. As you race from jewel to jewel, aggressive enemies will spawn, trying to keep you from hitting all three. Room size also adds variety to this encounter - get it in a small room, you're in for a small sprint; in a large room, and you’re in for a marathon!

Discharge The Relic

Teamwork makes the dream work in Discharge The Relic. In this encounter, heroes must discharge the magic from a large relic by standing close to it. The more players who stand nearby, the faster the magic discharges—but be warned, gathering together will attract more enemies, so plan your defense accordingly.(Also - we know the relic in the footage shown below looks like a giant donair - this is strictly a placeholder for testing purposes and will be replaced………..maybe)

Destroy The Jewels

What do you get when two encounter objectives collide? One really tough encounter! In Destroy The Jewels, heroes must locate three wall mounted soul jewels and then use soul gems dropped by enemies to break each one. Will you split up to make the encounter shorter, or stick together for safety? The choice is yours!

Horde Mode

This one doesn’t need much of an introduction! In Horde Mode, players have a simple mission—survive until the timer runs out. With no other objectives, enemies will come at you fast and aggressively. This will be an intense fight! Fun fact: If you were one of our early access playtesters, you may remember a prototype of this encounter that didn’t make it into the final cut. And speaking of playtesting…

[h2]1.2 Playtest[/h2]

A huge shoutout to everyone who has already registered for our upcoming playtest! We’re aiming to launch the first round of tests in the coming weeks. If you haven’t registered yet and want to join, make sure to hop into the MythForce Discord and check the pinned messages for more info. We’re excited to see your reactions to these new encounter objectives!

As always, we’d love to hear your thoughts, so feel free to share in the comments or in Discord. And if you have thoughts about how the new encounter objectives can be made even more exciting, we'd love to hear from you!

See you in the dungeon!




MythForce 1.2 - Skill Trees - Rico Edition

[h3]Hey Adventurers![/h3]

We hope you enjoyed our last blog on elemental combos, and are excited to start taking down mobs of Deadalus’s forces with your friends. This week, we’re taking a look at everyone’s favorite bad boy of MythForce - Rico, and what changes you can expect to see in the 1.2 update. Whether you love dealing sneaky backstabs for high crit damage, dominating the battlefield with lightning-fast attacks, or supporting your team by debuffing/misdirecting the enemy, Rico’s three distinct skill trees each bring something unique to the table, so “Enough talk - have at you!”

NightBlade - Smooth Criminal


As a Nightblade, Rico is all about delivering big, one-hit damage from sneak attacks. If you're looking to find success as a Nightblade, you’re gonna want to stick to the shadows and avoid taking on foes head on. Nightblades aren't just about stalking your prey, you’ll find yourself teleporting around the battlefield, always ready to land the finishing strike.

Some standout abilities for Rico’s NightBlade tree include:
  • Cool Off: On Crit Kill, decrease all ability cooldowns by 15%
  • Smoke Bomb: Rico’s smoke bomb freezes all enemies in the vicinity
  • Encore: Increases the number of backslash charges and increases damage by 25%

As with every skill tree, Rico’s Nightblade comes with several unique changes to how their MythForce ability is charged, and its effect on activation. In order to charge Rico’s MythForce as a Nightblade, players must execute (surprise surprise) critical hits. When activated, all enemies in the area are temporarily blinded, serving themselves up a silver platter for you and your teammates. If being the deadliest assassin in the dungeon is your goal - then the Nightblade skill tree is for you.

Swashbuckler - Don't Stop 'Til you Get Enough


Sneaking around the battlefield not for you? Want to get right into the action for some fast-paced combat while dealing rapid strikes? The Swashbuckler may be the class for you. With lightning-fast light attacks and abilities that allow you to keep up relentless pressure, Rico the Swashbuckler is always on the move, and rarely not attacking.

Some standout abilities for Rico’s Swashbuckler tree include:
  • Speedy: On kill, gain a speed buff for 5 seconds, increasing your movement speed and attack rate.
  • Invigorating: After activating backstab, Rico refreshes all his other active ability cooldowns
  • Wind Tunnel: Immunity to ranged projectile attacks while sprinting

To charge your MythForce as a Swashbuckler players will need to execute as many melee combos as possible on the battlefield. Once your is charged, activate it to damage link all enemies in the nearby vicinity. You’ll have plenty of stamina to spare, so get slashin’ and start clearing those mobs!

Trickster - Rock with You


What monstrosity is this? A version of Rico that isn’t self-centered and is all about teamplay? As a Trickster players will be confounding their enemies with debuffs, misdirection, and knockbacks. While not as effective at dealing damage as his other classes, Trickster Rico excels at hampering foes, making them vulnerable to your allies’ attacks.

Some standout abilities for Rico’s Trickster tree include:
  • Spectral: Go into ghost form for 5 seconds after using special abilities, allowing you to pass through enemies unharmed.
  • Dirty Fighter: Deal 30% extra damage to enemies that are burning, confused, or blinded
  • Punch Card: Power attacks have a 10% chance to confuse enemies for 20 seconds

Charging your MythForce as a Trickster is as easy as debuffing every enemy you see. When activated, Trickster Rico will throw all enemies in the vicinity into a state of confusion, causing them to attack one another for 20 seconds. If you enjoy supporting your team by keeping enemies disoriented and weak, Trickster is the path to take.

What’s Next


The team has made significant progress in the past few weeks and we are now transitioning into the QA stage for the 1.2 update. We know that a lot of you are extremely eager to be able to playtest the update, and if you have read this far into our dev blog you are exactly the kind of player we want testing this update and providing valuable feedback. Currently, we are opening up registration in our discord for playtesting the update. To register your interest, and get notified as soon as playtests go live join our discord and check our pinned comments for playtest information.

For our next dev blog, we will be delving deep into what is arguably the most significant (and coolest) addition in the 1.2 update -Encounter Objectives.

Stay tuned and see you in the dungeon!

MythForce 1.2 - Elemental Combos

[h3]Hey Adventurers![/h3]

Welcome back! In our last dev blog, we took a deep dive into Maggie’s new skill trees and some of the radical new classes you’ll be able to mix and match with. We’ve been thrilled by the feedback so far, and are happy to see how many of you are excited about the 1.2 update!

This time, we’re focusing on another brand-new mechanic coming with 1.2—Elemental Combos. This new mechanic is something the team has been working very hard on, and we feel it addresses a lot of the issues/limitations players may have previously experienced with the current elemental system. Without further ado, let’s break down what elemental combos are and how they’ll enhance your combat experience in the upcoming update.



What Are Elemental Combos?

In the 1.2 update, elemental combos are triggered when two different elemental status effects combine. These combos can occur through spellbooks, elemental weapons, or special abilities. When triggered, they create an instant AoE (area of effect) explosion based on the combination of elements involved. The resulting AoE debuffs/damages all enemies within the blast radius. Importantly, elemental combos can only be triggered by players, so no need to worry about being nuked into oblivion by a group of acolyte casters.



What Was the Problem?

One of the goals for the MythForce team has always been to make combat feel IMPACTFUL but FUN. While there are plenty of cool elemental effects in the current version of the game, they’ve often gone underutilized. The reason? Many players felt that elemental-enhanced weapons weren’t pulling their weight compared to their non-elemental counterparts. Running around with a flaming greatsword or lightning bow should make you feel MORE powerful, but currently it feels more like a hindrance. The team settled on elemental combos as a way of not only encouraging players to enchant their weapons with elemental enhancements, but to add an additional layer of strategy when selecting weapon types and effects when playing as a group. Let's take a look at some of the elemental combos you can expect to see when battling it out in the dungeon.

[h2]FIRE + ICE [/h2]
Combining Fire and Ice creates a blast that weakens and exposes all enemies in the vicinity. Weakened enemies deal less outgoing damage, while exposed enemies guarantee your next hit will be a critical strike. This combo is perfect for setting up powerful follow-up attacks and controlling the flow of battle.




[h2]ICE + LIGHTNING [/h2]
Mixing Ice and Lightning results in a deadly combo that weakens enemies and links their damage. With damage link in place, hitting just one enemy will spread damage to all linked foes, making this combo ideal for clearing out large groups.




[h2]LIGHTNING + FIRE [/h2]
Combine Lightning and Fire for a devastating effect that both exposes and damage-links nearby enemies. Have a sharp enough greatsword? You might be able to take out a whole group with one swing.

(elemental combo debuff effects are subject to change pending playtest feedback)

What's Next

Whether you’re switching between a fire spell and a greatsword as Rico or swapping between spellbooks as Maggie, we believe there are tons of exciting and deadly elemental combos for players to discover in the 1.2 update. Stay tuned for more info on how you can customize your hero with the revamped armory and enchantment system!

As always, we’d love to hear your thoughts—drop your feedback in the comments below and join our Discord to stay updated on future testing opportunities.


See you in the dungeon!

MythForce 1.2 - Skill Trees - Maggie Edition

Hey Adventurers!

It's been a while since our last update, and we know many of you have been eager to learn more about the upcoming 1.2 overhaul!

Since our previous dev blog, we’ve received lots of questions about some of the incoming changes and how they’ll impact the gameplay experience. So, over the next few weeks, we’ll be rolling out a series of deep dives that cover everything from the new skill tree system, encounter objectives, elemental combo mechanics—and more. While we are still not ready to release the update just yet, our goal is to get as much feedback on the new character trees and mechanics as possible to ensure this update truly resonates with the community. We’re even exploring pre-release testing to let you try out the changes before they go live. If you’re interested in helping shape this update, be sure to drop your thoughts in the comments or join our Discord for future beta test announcements!


One of the most exciting features in this overhaul is the introduction (or reintroduction, for our early access veterans) of skill trees. Unlike the current system - where heroes level up only during a run - the new skill tree system moves progression to the outer loop. Players will now earn XP across runs, which will level up each individual hero. When players increase a character’s level, they will unlock skill points that they can spec into one of three distinct skill trees—or mix and match between them.


Each of these trees offers unique play styles that cater to different kinds of players. In addition to the difference in playstyles between each of skilltree, each hero’s Overdrive meter will charge, and have different effects when activated depending on the skill tree you spec into. We'll explore all of the heroes in the coming weeks, but to kick things off, let’s take a closer look at the skill trees for Maggie.


We’ve been hard at work developing three distinct hero classes for our resident Mage. These classes include; Wild Mage, Artificer, and Battlemage, with each one offering a unique approach to combat. Whether you’re a fan of chaotic elemental damage, crowd control, or high speed action, there’s an class here for you.

Here’s the breakdown;

Wild Mage: You’ve been……..Thunderstuck!


As a Wild Mage, Maggie’s all about unleashing chaotic elemental combos (more on this later) that can quickly shift the tide of battle against any powerful foe. Maggie’s abilities take on random elemental properties, adding another layer of chaos that makes fights feel fresh and unpredictable.

Some standout abilities for Maggie’s Wild Mage class include;
  • Chaotic Combo: Applies a random buff to the player on any triggered elemental combo.
  • Wild Owl: Familiar projectiles now explode in an AOE which damages nearby enemies.
  • Conflux: Every enemy killed inside Maggie’s barrier increases its radius by 10%

When Maggie enters Overdrive in Wild Mage mode, things get even wilder! By applying elemental damage Maggie charges her Overdrive meter, and on activation, all enemies receive a random elemental debuff. Not only that, her elemental combos during Overdrive become extra lethal. If you’re looking for a balance of supporting your party, dealing damage, and creating a little chaos, the Wild Mage class is for you.



Artificer: Say hello to my little Friends


For those players that prefer a more tactical playstyle, the Artificer archetype turns Maggie into a powerful support hero. With the ability to freeze enemies, heal allies (finally), and summon multiple familiars, Artificer Maggie is a key player when it comes to controlling the battlefield and keeping your team in the fight.

Some standout abilities for Maggie’s Artificer class include;
  • Familiars Mod: Familiars can now target Maggie and friendly players and HEAL on hit.
  • Lockdown: Increased damage to chilled or frozen enemies
  • Force Field: Allies inside Maggie's bubble gain recharge.

When you activate Overdrive as an Artificer, the entire battlefield chills out. Activating MythForce freezes all enemies in the current room, giving your team a chance to regroup, or get some easy hits on some undead popsicles. The Overdrive meter in the Artificer class is charged by activating special abilities, so keep laying down turrets and bubbles to trigger a second Ice Age.



Battlemage: Highway to the Danger Zone


If raw power and high damage numbers are your thing, look no further than the Battlemage. This class focuses on getting in enemies faces at close range with a portable shield/familiar and dealing devastating power attacks at mid-range while weakening enemies to set them up for even bigger hits. Battlemage Maggie is all about moving fast and maximizing damage with overwhelming force.

Some standout abilities for Maggie’s Battlemage class include;
  • Focused: Power attacks have a chance to grant a speed boost to Maggie
  • Besties: Enemies hit by Maggie’s familiar are debuffed
  • Snappier: On snap activation, gain a speed boost

Once Overdrive is activated in Battlemage mode, Maggie debuffs all enemies on the battlefield, setting them up for massive damage spikes. Maggie’s power attacks charge the overdrive meter, so every hit you land brings you closer to lethal strikes against weakened foes. If you want to obliterate enemies with precision and raw power, Battlemage is where you’ll thrive.



What’s Next?


We’re incredibly excited for players to get their hands on these new classes for Maggie, and curious to see what kind of build combinations players come up with when our 1.2 update launches. Whether you’re a fan of fast-paced elemental combos, strategic battlefield control, or raw damage output, Maggie’s classes will give you the tools to play the way you want. Which class are you most excited to try? Let us know in the comments below.

As always, keep the feedback coming, and stay tuned for more dev blogs & previews in the coming weeks.

Happy adventuring!