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MythForce 1.2 Playtest Now LIVE!

[h3]BIG NEWS, ADVENTURERS![/h3]

The first official playtest for the MythForce 1.2 update has OFFICIALLY BEGUN!

It’s time to jump in and experience the most RADICAL version of MythForce yet, featuring:
  • New skill trees for each hero
  • New encounter objectives that keep you guessing on every dungeon run
  • A reworked armory system that lets you customize your weapons the way you want
  • Numerous metagame and progression reworks to enhance your adventure
  • Hundreds of bug fixes, gameplay tweaks, and so much more!

Didn’t register for the playtest via the MythForce Discord?

No worries!

We’ve decided to open up the 1.2 playtest to as many players as possible—so if you own MythForce, you can jump in right now!

How to Install the Playtest


1️⃣ Select MythForce from your Steam Library
2️⃣ Right-click the game and select Properties

3️⃣ Navigate to the Beta tab on the left panel
4️⃣ Click the dropdown menu next to Beta Participation and select the public test branch to download the 1.2 build

5️⃣ Have fun! 🎉
6️⃣ Let us know what you think!

Once you've had a chance to experience the 1.2 build, we’d love to hear your feedback! Share your thoughts in the MythForce Discord or Steam Discussions and help us make the game even better.

See you in the dungeon! 🏰⚔️


Now, let's see what Project Director Luke Rideout has to say about the Update!

Greetings, friends! Project Director Luke here.

Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.

We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.

At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.

Many of the Roguelike elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.

Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelike” and much further into a more traditional “Multiplayer Action game with random elements” - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.

There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:


[h3]Metagame 3.0[/h3]

In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”.

[h3]Character leveling[/h3]

The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Observatory (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.

As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.

[h3]The Armory[/h3]

The armory is now a place to customize your weapons. We’ve moved all weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.

  • Weapons are no longer character-locked. Any character can carry any weapon.
  • Instead of specific weapon sets, loadouts are composed of a main and offhand slot.
  • You no longer unlock and upgrade enchantments to be found in the dungeon
  • Enchantments are now applied to weapons inside the Armory.
  • Each weapon has a primary enchantment slot and up to 3 secondary slots
  • Selected weapons in either loadout are separately enchantable

[h3]The Library[/h3]

The Library is largely unchanged in 1.2, but does include the addition of a 4th book: A Glossary of terms that will help you in understanding all of the various effects that you can encounter in MythForce. The Glossary is fully unlocked without collecting any lost pages in the dungeon.

[h3]The Observatory[/h3]

The Observatory has seen the largest change in 1.2, as we have completely removed the concept of shards and slotting shards into constellations. Now, the Observatory is the place you go to power yourself up by spending points in your character’s ability trees.

  • Each character now has 3 distinct ability trees. 1 Skill point is gained every level, which can be spent freely across all 3 trees, but points must be spent in each level of the tree to unlock access to the next step up toward the top of the tree.
  • Each tree also has 3 loadout slots that you can use to custom-build different builds for different playstyles.
  • As you level up, you also gain attribute points, which can be applied to Strength, Magic, or Toughness (Now encompassing both physical and magic defense).

[h3]The Emporium[/h3]

Keaton offers a new service in loaning out trinkets for you to take with you into the dungeon! Now you can upgrade your amulets, bracers, boots, and charms in the emporium, then bring one of each with you into the dungeon. Beware, Redcaps can (and will!) still steal your gear, so trinkets will also still appear in chests.

  • A number of new trinkets have been added for each category, for a total of 15 each.
  • Glyphs can be spent in the emporium to permanently power up the trinkets you can take into the dungeon. Higher level upgrades are locked behind character level.

[h3]The Conclave[/h3]

There are fewer perks in MythForce than there were previously, with many former perk offerings being rolled into the player Skill Trees, but a few new perks have been added, and upgrades to perks are now instantly applied when found in the dungeon, allowing for access to much greater power without having to stack multiple choices.

[h3]The Boutique[/h3]

The Boutique remains the same as it was - use Glyphs to buy cosmetics, voice lines, and emotes that can be applied to your character to use in the dungeon.

In the Dungeon

[h3]New Encounter Objectives[/h3]

The biggest change to the dungeon experience is in the addition of a number of new “Encounter Objective” types that flavor the way you interact with each room as you play. Now each time you enter a new room in the dungeon, you will be given an objective that must be completed in order to progress to the next room. Some of the objectives are as follows:

  • Defeat Enemies: The classic, simple combat experience. There will be a number of waves of enemies that spawn, and each must be defeated in order to move on.
  • Horde Mode: Once the entire party has gathered in the room, the forces of evil begin throwing everything they have at you. The horde will continue spawning until the timer expires. Upon defeating the remaining enemies after the timer expires, the exit will be unlocked.
  • Destroy the Crystals: There are a number of Power Crystals magically locking the exit of the room. All but one crystal at a time will be protected by a shield. Destroy each crystal in order, while defending yourself from waves of enemies, to move on.
  • Discharge the Relic: A large Relic powers a shield guarding the exit. Discharge it by staying in close proximity for some time while fighting a horde of enemies. After the Relic is discharged, defeat remaining enemies to unlock the exit.
  • Disable the Barrier: The exit is sealed with a powerful magical barrier. Fight through a horde of enemies, picking up the Soul Gems they drop. Fire the Soul Gems at the barrier to bring it down. Defeat remaining enemies to unlock the exit.
  • Protect the Artifact: Activate a mighty Artifact that can bring down the barrier around the exit. Protect it long enough from a horde of enemies to drop the barrier. Fail, and the Artifact will be reset and you will be forced to start again! Defeat remaining enemies to unlock the exit.
  • Slot the Medallions: 3 Stone Medallions have fallen out of their receptacles and are scattered throughout the room. Slot them into their receptacles while fighting off a horde of enemies to unlock the door mechanism. After all Stone Medallions have been slotted, defeat the remaining enemies to unlock the exit.
  • Destroy the jewels with Soul Gems: 3 blue soul jewels are located in the room. Fight through a horde of enemies, picking up the Soul Gems they drop. Destroy the Jewels by firing the Soul Gem at them. When all Jewels are destroyed, defeat the remaining enemies to unlock the exit.
  • Destroy the jewels in sequence: 3 green soul jewels are mounted on the wall in the room. Destroy them in sequence by attacking the highlighted jewel while fighting off a horde of enemies. Each jewel must be destroyed before the timer runs out or the sequence will be reset.

[h3]Buffs, Debuffs, and Keywords[/h3]

All status effects are now associated with a number of specific keywords, each one covered in detail within the new Glossary, which can be found in the Library in the Citadel. These tags will make the effects of all of the abilities and effects in the game much clearer. Also, every effect has been clearly sorted into the category of Buffs and Debuffs which have their own dedicated space on the screen while adventuring. Some new keywords include (But are not limited to):

  • Bravado: Guarantees the next hit to be a crit
  • Lethal: Lethal attacks instantly kill Non-Tough creatures and deal double damage against Tough creatures
  • Tough: Only take double damage from Lethal attacks, and can’t be Knocked Back, Knocked Down, Frozen, or Rooted
  • Affinity: Having Affinity with an element causes you to be healed by it instead of damaged.
  • Weakened: Decreases damage output by the weakened creature
  • Exposed: Guarantees that the next hit on the Exposed creature does Critical damage.
  • Damage Linked: A portion of the damage dealt to Damage Linked creatures is also dealt to other Damage Linked creatures.

You can peruse all 37 keywords and their effects in the Glossary!

[h3]Elemental Combos[/h3]

Now elemental effects can be combined to create powerful magical explosions, affecting all enemies nearby. When an enemy is afflicted with Burning, Chilled, or Electrified, then applying one of the other elemental effects causes an AoE explosion causing elemental damage and applying a debuff:

  • Burning + Chilled = Weakened
  • Burning + Electrified = Exposed
  • Chilled + Electrified = Damage Linked

[h3]Mystic Forges[/h3]

We’ve changed how Mystic Forges appear in your dungeon runs. Instead of alternating between forges and Skill Shrines, now they can occasionally appear randomly in dungeon rooms while exploring. They will always provide 4 choices - 1 per weapon, per loadout, or 2 for a 2-handed weapon (i.e. if you have a sword and shield, you will get 1 sword enchantment, 1 shield enchantment, or 2 enchantments for a bow). The Enchantment shrine will grant from the pool of all secondary enchantments available.

[h3]General Improvements, Changes, & QoL Fixes[/h3]
  • Did a consistency pass on strings where we now refer to either "buffs" or "debuffs", as well as "elemental debuffs" or "non-elemental debuffs". We don't use the term "status effect" anymore
  • We have added “Uncommon” as a distinct tier across all weapons, trinkets, and perks.
  • Added new icons to the dungeon depth progress bar to show special rooms (Treasure icon for Treasure/Merchant, skull icon for Lieutenant/Boss/Setpiece).
  • Rerolls can now be used freely up to the limit per-run, instead of one reroll per shrine.
  • Trap damage now scales against enemies, making them always viable against enemies, even in high difficulty and late-game.
  • In all Mythic difficulties, all monsters that can appear in the chapter will be able to spawn in any episode in that chapter at any depth. Creature rosters will still progress more gradually in Easy~Hard difficulty.

[h3]UI[/h3]
  • A number of improvements to the in-game HUD
  • Re-organized and simplified the display of buffs and debuffs in the HUD to make it easier to understand the state of your character during gameplay
  • UI Navigation with controller has been improved and stabilized.

[h3]Enemy types[/h3]
  • Champion enemies will no longer spawn in Chapter 1 on Easy or Normal difficulty.
  • Previous “Filler” enemies like Redcaps are now part of the regular creature roster, so they can spawn as part of enemy waves, instead of only at the beginning of a room. Only Potstickers are now “fixed spawn” enemies.
Bug Fixes


There have been far more small bug fixes than are listed down below, but this is a list of some of the most “visible” items updated and fixed in v1.2.

[h3]Character Abilities[/h3]
  • Hawkins can now use Air Dash while Spectral Detour is active.
  • Chicory (Maggie’s Familiar) now has a different colored orb in its chest and eyes depending on the type of elemental damage it has applied.
  • Fixed issues with the shield not re-equipping after using the Sling Shield ability.
  • Rico can no longer backslash teleport onto Deadalus during his monologue before the final battle
  • Rico’s backslash ability should no longer be able to miss

[h3]Combat & Weapons[/h3]
  • Fix Enchantments: Gathering Storm, Sniping, and Strike Twice multiplying all damage you dealt while the weapon was equipped (e.g. damage dealt by abilities)
  • Lethal damage is now calculated in a consistent place in the damage calculation, and it's calculated closer to the end of the damage calculation. Should avoid possible issues of damage being reduced by Physical or Magic Defense so that it's no longer Lethal.
  • Greatsword power attacks and charging attacks no longer do a damageless AoE on attack. Previously it incorrectly appeared you were hurting enemies when you were not.
  • Perfect actions have been further stabilized and cleaned up.
  • Dodge, jump, and jump abilities are now client-authoritative, so should not rubberband or stutter in multiplayer. This also means it should be much less likely for a jump ability to fail to activate due to a bad connection to the host.
  • Improved the Shield Bash hitbox.

[h3]Creatures[/h3]
  • Fixed many creature attacks so they would be less likely to miss attacks that are within range.
  • Fixed many attack ground indicators to better represent exactly where attacks will land
  • Fixed creature AI to make better decisions about what attacks are appropriate at different engagement ranges
  • Fixed Necrolytes getting completely stuck/lost after becoming blinded.

[h3]UI[/h3]
  • Fixed an issue where buff and debuff effects could become stuck on screen even after the effect had expired.
  • Now the last 2 enemies in any encounter become automatically pinged, instead of 1

[h3]Audio & VO[/h3]
  • Fixed some audio issues where SFX were not playing when hitting prone enemies, or playing incorrectly when using mace charge attacks that hit nothing.
  • Perks/Enchantments/Trinkets/Curses
  • Fixed an issue where some trinkets could spawn that granted bonuses against enemies that would never spawn in that Chapter.

[h3]Known Issues[/h3]
  • Due to changes to improve the roster and spawning systems, Bestiary progress for Skeletal Lizardfolk (only) will be reset.

[h3]Known Areas of Instability[/h3]
  • Due to an EOS friends list server data issue, it is possible though rare that a network call causes a brief hitch in Citadel screens.

[h3]Multiplayer[/h3]
  • Although we have greatly improved multiplayer action responsiveness, as MythForce is a Peer-to-peer game, if the client’s connection to the host is particularly poor, it is still possible for the client player to miss attacks that appear to have hit.

MythForce 1.2 - Skill Trees - Victoria Edition

[h3]Hey Adventurers![/h3]

We've arrived at the final hero dev blog for the 1.2 update, and this week, we’re shining the spotlight on the heart & shield of MythForce—Victoria the Knight. As a steadfast defender, battlefield commander, and relentless warrior, Victoria brings a trio of unique playstyles that let you take control of combat in a variety of new ways. Whether you prefer standing strong as an unbreakable tank, rallying your allies as an inspiring leader, or diving headfirst into battle as a fierce warrior, Victoria’s rework ensures there’s a build for every kind of front line hero.


Let’s bring on the BONK and take a closer look at her three distinct classes: Knight, Commander, and Warrior.

Knight – Holding Out for a Hero

As a Knight, Victoria is the shield that stands between your team and the unrelenting hordes of Deadalus's army. This class focuses on taunts, knockdowns, and defensive buffs, making her the ultimate wall of defense. Enemies won’t just notice you – they’ll be forced to deal with you.

Some standout abilities in Victoria’s Knight tree include:
  • Eldryth’s Champion: Take less damage from, and deal more damage to, taunted enemies
  • Valorous Charge: Gain one stack of ARMORED buff for each enemy hit by Victoria's vanguard ability.
  • Knight: Taking hits charges your MythForce meter

As a Knight, when MythForce is activated, Victoria becomes indestructible, making her completely INVINCIBLE for its duration. If you love being the unmovable object standing between your allies and danger, the Knight class is for you.

Commander – Rebel Yell

The Commander class is all about supporting allies and weakening enemies. If you enjoy a leadership role, directing the battle through auras and buffs, this is your time to shine.

Some standout abilities in Victoria’s Commander tree include:
  • Bolster: Creates a large aura upon activating Lion's Roar that buffs allies and debuffs enemies
  • Intervene: Enemies hit by vanguard are electrified, and an aura is created on ability end that buffs allies
  • Commander: Buffing allies and debuffing enemies charges your MythForce meter.

Activating MythForce as a Commander puts Victoria back on the offensive, granting her LETHAL damage against CORRUPTED enemies while making her allies RELENTLESS and POWERFUL for the duration. If boosting your team while crippling your foes is your playstyle, this class is your best pick.

Warrior – Another One Bites the Dust

Ready to smack first and ask questions later? The Warrior class turns Victoria into a relentless damage dealer who thrives on power attacks and charging headfirst into the action.

Some standout abilities in Victoria’s Warrior tree include:
  • Pinball: Adds additional bounces to Sling Shield and inflicts burning on enemies the shield bounces to.
  • Inner Flame: Lion's Roar inflicts burning on taunted enemies and is extended by every hit taken when active.
  • Combat Veteran: On kill gain 2 max hp up to a maximum of 100 (sorry folks no more uncapped craziness)

When MythForce is triggered, Victoria’s power attacks become LETHAL for the entire duration, allowing her to carve through enemies like a true battlefield berserker. If high-risk, high-reward combat is your style, Warrior Victoria will be your new favorite build.

[h2]Playtest Update[/h2]

Development on the 1.2 update is progressing smoothly, and we’re still on track to launch our first playtest soon! If you haven’t already, make sure to join our Discord to get notified the moment the playtest goes live and secure your spot! If everything goes as planned, the next update you read here will be the exciting announcement that the 1.2 update is officially live for testing!

See you in the dungeon!......................(the 1.2 dungeon)





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!