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MythForce Multiplayer Update Stream 🕹️

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MythForce Multiplayer Improvement Update Is Now LIVE 🌟

Update 1.0.3.0 Patch Notes

[h2]The Multiplayer Improvement Update[/h2]

Greetings, friends! Project Director Luke here. I’m very pleased to bring to you the first of a few patches to greatly improve your experience playing MythForce.

This update addresses issues related to the multiplayer experience, focused largely around making sure that the experience as a client player is smooth and reliable. Because MythForce is a peer-to-peer game, a poor connection to the host can cause issues such as some actions finishing execution on a slight delay or a need to lead projectile attacks a little more. These updates should alleviate most other multiplayer issues.

Added Content & Features

[h2]New Monster: The Bat[/h2]
  • A new bat monster has appeared in the Castle to challenge the heroes of MythForce. The bat flies, and has a dive-bomb attack that causes Bleed if it hits a player.

[h2]New Animated Endings[/h2]
  • Now when Deadalus is defeated, the ending is presented as a 2D animated cartoon sequence featuring the character who struck the final blow against Deadalus.

[h2]Additional VO[/h2]
  • Added a bark when a player drinks a potion.
  • Added a bark to alert when an item is stolen by a Redcap.
  • Added a bark when Victoria or Hawkins revives a party member.
  • Added a “thank you” bark when a player is revived by another player.
  • Added a bark when a player is revived at a Spirit Shrine.
  • Added a bark after a combat room has been completed.

[h2]Invite Friends Panel[/h2]
  • Pressing the Online Friends ‘+’ now opens an in-game invite panel that shows friends who are online, and adds an “Invite” button.
  • Pressing the Online Friends ‘+’ button no longer calls up the platform overlay. This resolves an issue where nothing will happen when the overlay is disabled.
  • It is still possible to invite and join friends through the platform overlay.
  • KNOWN ISSUE: If a player has linked Epic and Steam accounts, and both accounts are logged in, the player will appear twice in the Invite Friends panel: Once for each account. There is currently no indicator which account is which if usernames are identical.
  • KNOWN ISSUE: The panel provides only invite functionality currently. Please use your platform overlay to join if wishing to join a friend’s game manually.
  • NOTE: Epic players must have their steam accounts linked to their Epic accounts for friend invites to function. Steam does not provide account linking in the other direction, so Epic players will be required to send invites.

[h2]Quickplay Difficulty Cap Setting[/h2]
  • Added the ability to set a difficulty cap for joining sessions. You should no longer be spawned into Quickplay sessions of higher difficulty than you have achieved.

[h2]Ability Improvements[/h2]
  • The “The Honor of Eldryth” upgrade to Victoria’s Lion’s Roar ability now instantly refreshes the cooldowns of Vanguard and Sling Shield.
  • The “Barrier Bounce” upgrade to Sling Shield now does not count other players toward the total number of bounces before the shield returns.
  • Victoria’s Vanguard ability no longer sets off spore pods and other trap triggers.
  • A musical cue now plays for the duration of MythForce Overdrive.

[h2]Combat Improvements[/h2]
  • Improved mace Power Attacks to feel more responsive.
  • Revised Power Attack camera sway to return to neutral more quickly.
  • Improved Power Attack swing speed.
  • Revised recovery animation.
  • Improved animation timing on defensive actions. Daggers and Shields should now get to full defensive stance more quickly.
  • Removed the upswing portion of Charge Attacks. They now execute more predictably.
  • Revised the shield bash animation. It now acts as a “shield punch” and executes more quickly.
  • It is now possible to animation-cancel out of the Perfect Block animation, allowing you to combo into an attack more quickly.

[h2]UI Improvements[/h2]
  • Added character jump ability descriptions to the Choose Your Character screen.
  • Added popup windows describing Star Shards looking at them on the ground.
  • The results screen now shows how many Glyphs and Star Shards have been gathered throughout the run.
  • The cancel button/escape key now dismisses the Star Shard tray in the constellation instead of closing the Constellation screen and returning to the Sun Disc.

[h2]Other Improvements[/h2]
  • Now when an enemy or other target is within attack range of the equipped weapon, the targeting reticle in the center of the screen will turn red, indicating that the enemy is in range of your weapon.
  • Glyphs are now picked up automatically when walking near them instead of requiring manual pickup.
  • Added an automatic ping to reveal the location of the last enemy in a room, making them easier to find.
  • Added an automated ping to the exit from the Deadalus boss fight arena as some players reported having difficulty finding the exit.
  • Added a “MythForce Owl Emblem” transition animation when embarking into an episode without an animated intro.
  • Added “Watch Chapter Cinematic” buttons in the Embark screen to allow players to view story animations without entering the mission.
  • Added some ambient skeleton spawns into Branch rooms to give players something to smash while adventuring.
  • Difficulty setting now persists after selection in the Embark screen on a per-episode basis.
  • Game type now persists across all sessions. Switching between Open and Friends Only will stay set until manually changed. The setting still exists on the Embark screen.
Balance Changes

[h2]General Balance Changes[/h2]
  • Changed Perk, Enchantment, and Trinket damage modifier percentages to be additive instead of cumulative. Now adding +50% and +50% to 100 results in 200, instead of 225

[h2]Perks[/h2]
  • Adrenaline: The energy cost now scales more evenly between tiers.
  • Brazen Charge: Damage modifier has been increased.
  • Channeler: Channel speed increase has been raised.
  • Danger Zone: Damage modifier has been greatly increased.
  • Defensive Dash: Damage reduction has been greatly increased.
  • Double-Edged: Damage modifier has been greatly increased.
  • Giant’s Heart: Now grants the same amount of Max HP as HP Healed.
  • Glass Cannon: Damage modifier has been greatly increased.
  • Heavy Hitter: Damage modifier has been greatly increased.
  • Inspiring Defense: Physical Defense buff has been increased.
  • Nimble Blade: Attack speed buff has been greatly increased, EP regeneration bonus has been reduced at higher tiers.
  • Painsmith: Damage modifier has been greatly increased.
  • Perfectionist: Damage modifier has been increased.
  • Power Lifter: Movement penalty decreases more evenly between tiers.
  • Rallying Speech: Attribute improvement has been increased.
  • Razor’s Edge: Damage modifier has been increased.
  • Rising Tide: Physical Defense bonus has been increased.
  • Shrewd Negotiator: The Tier 1 bonus has been reduced to 20% from 30%.
  • Spare the Dying: The revive time reduction has been slightly reduced.
  • Stalwart: The movement speed penalty has been slightly improved, and EP cost bonus has been reduced slightly.

[h2]Enchantments[/h2]
  • Ambushing: Damage modifier has been increased.
  • Beastor’s Rage: Power Attack damage modifier has been greatly increased, light attack damage penalty has been reduced.
  • Bow Mastery: Damage modifier and headshot crit bonus have been increased.
  • Dagger Mastery: Damage modifier has been greatly increased.
  • Heavy: Energy cost modifier has been reduced, damage modifier has greatly increased.
  • Intense: Energy cost modifier has been reduced, damage modifier has greatly increased.
  • Light: Energy cost reduction modifier has increased.
  • Mace Mastery: Damage modifier has been greatly increased.
  • Masterework: Damage modifier has been increased.
  • Mild: Energy cost reduction modifier has increased.
  • Opportunistic: Damage modifier has been greatly increased.
  • Overwhelming: Damage modifier has been increased.
  • Painful: Damage modifier has been increased, damage remains the same.
  • Relentless: Stamina Refund is slightly increased.
  • Spellbook Mastery: Damage modifier has been greatly increased.
  • Sword Mastery: Damage modifier has been greatly increased.
  • Vengeful: Additional damage granted has been increased.


Bug Fixes

[h2]Quickplay/Join[/h2]
  • Improved our session matchmaking algorithm—previously the game would prioritize finding a session early in the game. Matchmaking now prioritizes adding quickplay players to existing groups first.
  • Improved player spawning on first join. Players should now always spawn if a member of the party is in a safe room, including entrances, exits, connecting corridors, treasure rooms, and branch rooms that lead to treasure rooms.
  • Fixed an issue where some rooms that required a lever or other puzzle element to open the final exit door would not cause a recently joined player to spawn after a completed room.
  • Fixed an issue that made it difficult for Epic and Steam players to join one another’s games.
  • Temporarily removed the “Invite Only” game type, as friends were still able to join an invite-only game without invites when set.

[h2]General Multiplayer Issues[/h2]
  • Made spell casting client-authoritative, increasing responsiveness. You should no longer experience casting any spell and the spell not executing, or appearing to execute and not doing damage as a client in multiplayer.
  • Fixed an issue where as a client in multiplayer, jump abilities would fail to execute when pressing the jump ability.
  • Improved client movement, you should no longer experience rubberbanding at high ping.
  • Fixed an issue where client players could have difficulty targeting and interacting with objects in the world, making it difficult to pick items up or use shrines.
  • Fixed an issue where client players could get stuck in an infinite loop of falling into and respawning directly above a pit.
  • Fixed an issue where players would see enemies appearing to float up into the sky when knocked down.
  • Fixed a number of issues causing client players to have a different experience from the host within levels:
    • Fixed an issue where it would sometimes appear that the exit gate had not opened in a multiplayer game. Previously client players could walk through but could still see the portcullis as closed.
    • Fixed an issue where client players in a multiplayer session could end up facing the wrong direction when passing through portals in the Castle.
    • Fixed an issue where clients would not see Beastor appear in the set piece event battle at the end of Episode 1 at all.
    • Fixed an issue where the Merchant’s table would not spawn if a client player streamed the room in ahead of the host in multiplayer.
  • Clients can now no longer continue to reroll beyond the first reroll on a single choice.

[h2]Character Abilities[/h2]
  • Made the following fixes to Maggie’s abilities:
    • Snap no longer triggers Tripwires.
    • Snap no longer causes her to be affected by emitter traps when passing through them.
    • The Heating Element upgrade to Familiar now correctly scales with Magic Attack.
    • The Deluxe Edition upgrade to Familiar now correctly scales with Magic Attack.
  • Made the following fixes to Victoria’s abilities:
    • Fixed an issue where Vanguard could fail to execute as a client player in multiplayer.
    • Fixed an issue where enchanted shield could get stuck on her arm, even when swapping to other weapons.
    • Fixed an issue where Sling Shield ability could fail to execute, causing Victoria to have no shield due to its not returning until swapping weapons or using the ability again.
    • Fixed an issue where Sling Shield ability could fail to return to Victoria, causing her to lose access to her shield until swapping weapons or using the ability again.
    • Fixed an issue where Shield could become permanently disabled if Victoria dies while Sling Shield is active.
    • Fixed an issue where Victoria could get stuck in her Thunderstrike targeting state in multiplayer, losing the ability to attack.
    • Fixed an issue where the ground targeting VFX for Thunderstrike would not appear.
    • Fixed an Issue where if Thunderstrike ended with her landing in a pit, she would get in a state where her next jump would also cause her to appear to fall into a pit and respawn while on solid ground.
    • Fixed an issue where different video settings would cause Thunderstrike to behave differently.
  • Made the following fixes to Rico’s abilities:
    • Fixed an issue where Rico’s abilities could fail to do damage when he has an elemental enchantment on his weapon.
    • Fixed an issue where it was not possible to swap weapons while the smokescreen was active when using the Smoke Bomb upgrade to Pocket Sand.
    • The Dark Wave upgrade to Deadly Thrust now correctly scales with Physical Attack.
  • Made the following fix to Hawkins’s abilities:
    • Fixed an issue where Spirit Shot and Rift Arrow could become stuck in a bow draw state and not fire on releasing the key/button.

[h2]Combat & Weapons[/h2]
  • Fixed a number of issues where players could become stuck in an unresponsive or limited state:
    • Fixed an issue where players could get stuck when attempting to swap weapons while emoting.
    • Fixed issues where players could become stuck in a defensive stance, causing the player to move more slowly and have issues attacking.
    • Fixed issues where players could become stuck in a power attack charging state, causing the player to move more slowly and have issues attacking.
    • Fixed an issue where it was possible to get stuck in a state where you could not sprinting attack with a Greatsword after performing a jumping power attack.
  • Fixed an issue where the game could register a dagger block while attempting to slash with the dagger.
  • Fixed an issue where Spellbook Mastery would not apply a damage bonus to spells.
  • Fixed an issue where it was possible for Hawkins to spawn without a shield when selecting the Sword and Shield weapon set.

[h2]Creatures[/h2]
  • Fixed some collision issues with enemies:
    • Fixed an issue where flying creatures like the Wraith or Elementals could clip through or get stuck in geometry when doing swooping/dashing attacks.
    • Fixed an issue where it was possible to walk through/into Beastor and Hexstar after they had been defeated.
    • Fixed an issue where the Wraith and a player character could occupy the same space and get stuck in one another.
    • Fixed an issue where the miniboss Reptilicus had some issues navigating in his miniboss arena.
    • Fixed an issue where enemies could spawn inside columns or other world geo in certain Crypt rooms.
    • Fixed various locations where enemies could get hung up on stairs and become unable to navigate to players.
  • Fixed a number of issues related to spawn closets:
    • Fixed an AI issue where Whirligigs could get into a loop of flying back into their spawn closets after being pushed out.
    • Fixed an issue where it was possible for monsters to walk into or be knocked into one-way spawn closets.
    • Fixed an issue where enemies could infrequently become stuck inside spawn closets, making them impossible to kill and soft-locking the run.
    • Fixed an issue where some creatures could become stuck in the air when exiting spawn closets above the ground.
  • Improved creature hitboxes and animations to improve hit accuracy.
  • Previously aggroed enemies will no longer return to an idle/sleeping state.
  • Fixed an issue where Hexstar would not animate in her attack phase in her boss battle.
  • Fixed an issue where Deadalus would not take damage from some character abilities while in his final form.
  • Fixed an issue where Crypt Goliath projectiles would track players even if the Goliath’s arm is pointed in a different direction.
  • Fixed an issue where elite monsters could become stun-locked after a player Perfect Blocks one of their attacks.
  • Added KO VFX to the Fireblight Grave so they now burst into flame when defeated.

[h2]Levels & Encounters[/h2]
  • Closed some holes in certain levels, to prevent players from falling through the world.
  • Added a safeguard to falling out of the level. In the unlikely event that the player does encounter a hole in geometry, they will immediately be transported back to their last known valid location on the ground.
  • Fixed the following multiplayer-specific issues:
    • Fixed an issue where it would sometimes appear that the exit gate had not opened in a multiplayer game. Previously client players could walk through but could still see the portcullis as closed.
    • Fixed an issue where client players in a multiplayer session could end up facing the wrong direction when passing through portals in the Castle.
    • Fixed an issue where clients would not see Beastor appear in the set piece event battle at the end of Episode 1 at all.
    • Fixed an issue where the Merchant’s table would not spawn if a client player streamed the room in ahead of the host in multiplayer.
  • Fixed an issue where too few enemies would spawn in the Hexstar boss battle.
  • Fixed an issue where Maggie could snap through the gate into Deadalus’s Arena.
  • Fixed an issue where standing inside the connecting corridor, close to the outside edge of a spawn closet in some forest combat rooms would cause the player to be ejected into the combat room.
  • Fixed an issue where occasionally a floating shrine would appear in the Hexstar boss battle arena.
  • Fixed an issue where the gate in the set piece event battle at the end of Episode 1 is already open when the players arrive, instead of opening when Beastor pulls his lever.
  • General level art polish and cleanup.

[h2]Controller Use[/h2]
  • Fixed an issue where it was impossible to navigate to a 4th perk card when the player has a Discerning Charm equipped that grants extra perk choices.
  • Fixed an issue where the Perk, Enchantment, or Ability Upgrade card received was not the one the player had highlighted.
  • Fixed an issue where the right analog stick would adjust the slider previously highlighted with the D-pad rather than the slider currently highlighted with the cursor.
  • Fixed an issue where the D-pad could not access the invite friend or change hero buttons in the Citadel.
  • Fixed an issue where the “Controller Disconnected” UI could not be dismissed with mouse and keyboard
  • Fixed an issue where Perk, Enchantment, and Ability Upgrade cards could be spam-clicked, causing the “selected” effect to restart each time.

[h2]UI[/h2]
  • Fixed an issue where the Results screen would misreport the amount of gold a player had received on victory.
  • Fixed the following HUD issues related to Overdrive:
    • Fixed an issue where the MythForce Overdrive gauge would get stuck appearing to be fully charged after using Overdrive twice.
    • Fixed an issue where the MythForce Overdrive screen VFX would persist for client players in multiplayer after the ability had completed.
  • Fixed some automated ping issues:
    • Fixed an issue where sometimes exit door pings would fail to appear after a room was completed.
    • Fixed an issue where the exit door ping could show high above or below the exit door due to being attached to a moving portcullis.
    • Fixed an issue where there were visible debug logs in Maggie’s Barrier and Hawkins’s Spectral Detour ability description videos.
    • Fixed an issue where sometimes the pop-up panel in Citadel vendor screens would not appear while highlighting an item.
  • Fixed an issue where some sockets in the Constellation appeared to be the wrong type.
  • Fixed an issue where buttons on the Communication wheel appeared too small in Spanish, French, Brazilian Portuguese, and Simplified Chinese.
  • Fixed an issue where health bars in the Party Vitals section of the HUD stretch to match the length of the player name if it exceeds the default bar length.
  • Fixed an issue where the selection arrow over Hawkins in the Choose your Character screen was offset from his standing position.

[h2]Audio[/h2]
  • Fixed an issue where no players would bark to inform that a teammate had been KO’d
  • Fixed an issue where barks would be repeated in multiplayer multiple times when one player falls into a pit.
  • Deadalus’s flying sword in the second phase of the boss battle now has audio.
  • Fixed an audio balancing issue in the Hexstar boss battle, where player voices would play too quietly.
  • Fixed an issue where only the host player in multiplayer sessions would not hear the MythForce Overdrive audio stinger, even when triggered by other players.
  • Fixed an issue where ambient audio volume was not affected by master volume in the options menu.
  • Footstep audio in the options menu now only controls creature footstep sounds. Player footsteps have been moved to the Sound Effects slider, to allow players to tune the audio of monster approaching sounds without being drowned out by their own movement sounds.
  • Some character exertion barks can interrupt and cancel active dialogue.
  • Characters now correctly identify items when pinging them on the Merchant’s Table.

[h2]General Issues[/h2]
  • Improved an issue where the game could hitch or even temporarily freeze when changing characters in the Choose Your Character screen.
  • Idle animations no longer cause any camera movement, which some players reported caused nausea.
  • Fixed an issue where rerolling Tier 2 perks and enchantments at the beginning of episodes 3, 6, or 9 would cause the rerolled cards to be Tier 1.
  • Added audio to Star Shard pickups.
  • Changed the VFX for Bleed and Corrupted status effects.
  • Fixed an issue where it was not possible to bind Ctrl, Shift, Tab, or Alt in keybindings.
  • Fixed an issue where Gambling Shrines could fail to increment cost and become unusable after first use.
  • Fixed an issue where players could fail to be returned to the Citadel screen if they lose internet connection while on the results screen.
  • Fixed an issue where characters could get stuck in a state where they became unable to move or attack.
  • Fixed an issue where players could access a higher Mythic Tier difficulty level than they had unlocked by selecting a higher difficulty level in a different episode first.
  • Other general performance improvements.
  • It is possible to activate the fall-out-of-the-world failsafe on safe ground, causing you to be teleported back after a jump or Snap.

[h2]Graphics Issues[/h2]
  • Fixed an issue where the game could appear too dark on Low and Medium global illumination. It is possible you may need to reset your graphics settings once to fix any issues.
  • Limited graphics options to only 16:9 and 16:10 aspect ratios due to the game misbehaving on wide/ultrawide. Support for other aspect ratios coming in a later update.
  • Fixed an issue where Health and Energy bars could get stuck in a highlighted state.
  • Fixed an issue where targeting reticles could render over creature health bars.
  • Fixed an issue where targeting reticles could render over the Necrolyte’s buff VFX.
  • Fixed some VFX appearing pixelated or extremely low quality on low graphics settings.
  • Fixed an issue where some enemies could fail to render at distance.
  • Fixed an issue where the exit portal at the end of Episode 9 would either not show up or would show up before it was available for client players in multiplayer.
  • Fixed an issue where the sarcophagus in the Choose Your Character and Press Any Key screens appeared dark or corrupted on low graphics settings.
Known Issues

[h2]Known Areas of Instability[/h2]
  • On some devices, the game may temporarily freeze while connecting online at boot. This should resolve on most devices. It has been observed this can, on occasion, not recover on some Steam Decks and low-performance hardware.
  • We have observed a very rare crash on transition between rooms.

[h2]Multiplayer[/h2]
  • If the host disconnects during a game, there is no way to go online while in-session, meaning that other players will be unable to re-join the multiplayer session until the host returns to the Citadel and presses the “Go online” button.

[h2]Abilities[/h2]
  • It is possible for Victoria’s Sling Shield with the “Barrier Bounce” upgrade applied to timeout without returning Victoria’s shield to her if it cannot find any enemies to target due to players no longer counting toward total bounces but still attempting to target players to add barriers. If this happens, swapping weapons will reset the shield.
  • Victoria’s Thunderstrike camera position on landing pitches too far downward.
  • As a client in Multiplayer, the Glitter Dust upgrade to Rico’s Pocket Sand ability can fail to cause damage to linked enemies.
  • The text of the Pain Chain upgrade to Rico’s Deadly Thrust ability states that the ability reduces damage of Deadly Thrust, but the ability damage is not reduced by the upgrade. We may officially remove the damage reduction in an upcoming update.
  • For some players, on rare occasions the Fan-Tasm upgrade will not apply properly, causing Hawkins to still fire only a single arrow.
  • We have reduced the likelihood but it is possible for Rico’s Backslash to miss and fail to do damage under certain conditions.

[h2]Weapons[/h2]
  • Swords and Greatswords infrequently do not use energy when performing a light attack.
  • Perfect Blocks and Perfect Parries are not currently refunding energy.
  • At noticeably high ping to the host, arrows currently fire on a delay.

[h2]Creatures & Encounters[/h2]
  • Under certain rare circumstances, it is possible for Beastor to become stuck in place except for jumping attacks during his boss battle, trivializing the fight.

[h2]Perks[/h2]
  • Ill-Gotten Gains: The perk currently does not appear in perk selections until all other possible perk selections have been exhausted.
  • Stalwart: The energy cost of blocking and parrying is unchanged regardless of tier. Movement speed improvements work as expected.
  • Thrill of the Fight: The enemy counter is reset when upgrading tiers, making it confusing to know exactly how many EP have been added.

[h2]Enchantments[/h2]
  • Arcane Enchantment: Increased tiers of Arcane do negligible additional damage.
  • Beastor’s Rage: Applied additional Power attack damage increase is much greater than described on the card at higher tiers.
  • Poised: We have temporarily disabled the enchantment, due to an issue where Perfect Parries are not refunding any energy, making this perk useless.
  • Trident: We have temporarily disabled the enchantment, due to an issue where damage modifiers were being applied incorrectly and reducing the damage done by bows to 0% at Mythic Tier.
  • Vengeful: Amount of additional damage is much greater than described on the card at higher tiers.

[h2]Trinkets[/h2]
  • Abjuring Amulet: We have temporarily disabled spawning of the trinket due to an issue with no additional Magic Resistance being applied, making the trinket useless.
  • Ironclad Amulet: We have temporarily disabled spawning of the trinket due to an issue with no additional Physical Resistance being applied, making the trinket useless.

[h2]Status Effects[/h2]
  • The range of applied damage increases but only by 1 HP per tier of bleed applied.
  • Daze does not reduce enemy turn speed. Abilities are still locked out while dazed.

[h2]UI[/h2]
  • Client players in a multiplayer session may be unable to see floating damage numbers in some rooms of the dungeon.
  • The Corrupted status effect appears as Exposed in some locations.
  • There are some instances where items that upgrade Utility abilities refer to them as Mobility abilities.
  • Character portraits in the Vitals section of the HUD can appear pixelated.
  • On occasion, Last Enemy pings may not clear when the enemy is defeated.

[h2]Audio[/h2]
  • Only Victoria and Hawkins have a voice line for actively reviving a party member. VO for reviving was not recorded for Maggie or Rico and so is not currently addable.
  • Disabling Character Barks in the options menu also suppresses character dialogue when adventuring through the dungeon.
  • Disabling Character Barks in the options menu also disables player voice lines and communications triggered via the Comms Wheel.
  • Some creatures do not have “wake up” sounds when aggroed.
  • Some creature attack telegraph vocalizations are not currently playing.
  • Player sounds can be heard at the same time as the intro videos in multiplayer if other players skip the video while a player is still watching.

[h2]Graphics[/h2]
  • Portal colors are inconsistent in the Castle, making it difficult to understand whether they are locked or unlocked.
  • First person VFX from some status effects can fail to appear.

[h2]General[/h2]
  • Victoria’s hands when doing the Vertical Push-Ups emote do not flatten out on the ground.
  • Extra instances of Hexstar can appear in some set piece events that idle in place.


This is our first update in a series of improvement updates that we are working on. We’re well underway on adding even more improvements to your gameplay experience. On top of improvements we’ve already added to 1.0.3.0, the next patch will focus on even greater improvements in your moment-to-moment combat experience focusing on responsiveness, combat flow, and improving the functionality of your abilities.

More information to come soon, so stay tuned!

Coming Soon to MythForce!

Greetings, friends! Project Director Luke here.

It’s been just over a month since launch, and I hope you’ve been having a good time with your adventures in the Cursed Lands. While you’ve been bashing baddies, we’ve focused on your feedback, identified the biggest issues, and formulated a game plan.

Now I want to give everyone an update about where we are, where we’re going, and what to expect over the coming weeks and months for MythForce.



Your feedback largely falls into one of three major categories:

  • Bugs, or anything that doesn’t work the way it’s intended to.
  • Gameplay, or anything related to pacing, action fidelity, or general gameplay issues.
  • Content volume, or requests for increased variety in the game overall.


Philosophically, I rank those three types of issues in that order of importance. No amount of content is going to make a game that’s not fun enough to play from moment to moment better, and no amount of solid gameplay is going to be enjoyable if there are too many bugs.

With that in mind, our paramount goal is to eliminate all of the bugs that are creating issues with core gameplay. Let’s call that a “core gameplay stability pass.”

Within those bugs, most notable are issues that make the multiplayer experience less enjoyable.



With our next patch, the goal is to ensure that—lag due to bad connection to host notwithstanding—your experience as a client is just as smooth as if you were the host or playing solo. What that means practically is that we are focusing on networking, eliminating anything that can cause an input to be lost, a hit not to register, or any inability to interact with something in the world.

Also to help with that multiplayer experience, we’re making some changes to our matchmaking. We’re working to prevent situations where you can quickplay into a game with an unplayable ping, as well as the issue of quickplay frequently dropping you into the first episode or an episode far above what you’ve unlocked.

Aside from multiplayer, we’re addressing any core gameplay that is glitching and getting into bad states, like losing the ability to block, getting stuck moving at walking speed, or enemy collision pushing you through the floor.



All of the above and more are the priorities in our 1.0.3.0 patch, which is currently in progress. If everything goes according to plan, it will be ready to roll out on PC in the coming weeks, and on consoles (Xbox, Playstation, Switch) sometime afterward, pending a little extra time spent on 8th-generation console performance and certification time.

Once we’re confident that the core gameplay is much more stable, the next step is doing a thorough pass on all of our gameplay actions. We’ve made an inventory of every single action you can perform in the dungeon and how it interacts with everything else. We’ve listed everything that doesn’t chain properly, every animation that can’t be canceled as intended, and every action that takes even a few frames too long to execute.

If it wasn’t a bug breaking the action but it still needed polish, our plan is to address it in the 1.0.4.0 patch. The same patch will also focus not only on improving the actions already there but also on fixing some other, broader issues of pacing, progression, and the experience of fighting monsters in the dungeon—maximizing the fun in the adventure itself, especially in the early parts of the dungeon where the game ramps up slowest.



By the end of 1.0.4.0, our hope is that the experience inside the dungeon feels much more polished, after which we’ll turn our attention to the metagame and re-evaluate your progression as a player and with your character through the game.

There are many ways that we can improve the game between sessions, and we have some plans, but we’re still in the stages where things can go in a few different directions, so we need to choose the best one.

What we do know at this point is that our goal with 1.0.5.0 and beyond is improving your experience of playing the game between sessions—giving you clearer goals and much better rewards for progressing. We want to reduce “grinding” for simple bonuses to stats and focus more on building your character in a way that you enjoy.

More to come on that as we solidify our plans.



That leaves “Content,” the broad category of more to do and see.

The addition of new content will take time. We have some things near completion that can be added in the mid-term, but we’ll be selective, improving the places that most need new content and greater diversity first.



We’re looking at the early game experience, especially in that first episode of Bastion of the Beastlord, and at making changes to ensure that the experience ramps up faster and that you’ve got more to experience sooner. We’ve heard you: fighting regular skeletons for five or six rooms in a row is too monotonous. We’ve also noticed a few bugs affecting how the game is choosing the order of rooms, exacerbating that repetitiveness.

We’ll be going into more detail over time as we keep the development going, but I hope this gives you a view into what to expect over the next few releases. We’re excited about what the future holds for MythForce, and we’re grateful that you’re here with us on the journey.

Stay tuned for more soon!

Lore Blog: Meet the Heroes of MythForce

Like any good Saturday morning cartoon, MythForce presents a diverse group of heroes with their own strengths and weaknesses—and each representing a classic archetype—together fighting against the forces of evil. Yet we join them as they approach the climax of their quest after many adventures together.

You don’t see the previous “seasons” unfold, and the events of the game could almost be thought of as “The Movie” that ends a long-running arc. As a player, you may ask, “Who are the heroes of MythForce?” and, “What was their story before the game?”

Today, let’s get to know the characters that you’ll be playing as you battle your way through the Cursed Lands.

[h3]Victoria, the Knight[/h3]


Born to a petty warlord in Argyros, at her parents’ insistence Victoria became a squire for a Solairean knight. While her family hoped Victoria’s association with the famous Order of the Lion would advance their political aspirations, the young squire instead became close friends with Princess Ancilla of the royal family of Solaire. When Ancilla became queen, Victoria swore her allegiance to Solaire, relinquishing all claims to her family’s holdings.

Until recently, Victoria was the captain of the royal guard. Solaire was one of the first nations targeted by Deadalus during his rise to power, and Victoria led the charge against him. While Deadalus failed to conquer the kingdom, the war to repel him devastated its land and people. Victoria realized that it would take more than rulers and armies to thwart the dark lord. Thus, she has embarked upon a quest to gather fellow heroes and defeat Deadalus once and for all.



[h3]Hawkins, the Hunter[/h3]


Hawkins grew up as the child of a famous monster hunter, Lena Keen-Eye. Between her missions to defend Kovinans, she taught Hawkins archery and monster lore. When Hawkins was still a teen, a dragon attacked Kovina Town. Defending the Evulsion Dome, Lena sprinted up the monster’s back to attack its vulnerable eyes. The enraged dragon fled, Lena clinging to its head.

For a year, Hawkins searched in vain for his mother. In desperation, he turned to an Argyrian witch who performed a ritual that put him in touch with something he insisted was not his mother. Whatever he contacted gave him the spectral powers that he now uses, at his father’s encouragement, in support of MythForce and against the monstrous hordes of Deadalus.



[h3]Maggie, the Mage[/h3]


Maggie is a magical prodigy. Despite coming from a poor family, she secured a scholarship at the Lyceum, an ancient school of magic. She was the youngest student ever admitted, a scrappy underdog among snobby peers. Foremost among her scornful rivals was the sinister Hexstar, who had already consorted with evil powers in the pursuit of mastery.

Maggie had been studying at the Lyceum for years when the knight Victoria arrived seeking allies against Deadalus. That same day, the envious Hexstar sabotaged one of Maggie’s experiments. The resulting explosion destroyed a portion of the Lyceum’s arcane library, and Hexstar fled, leaving Maggie to serve as scapegoat. Impressed with Maggie’s quick-thinking containment of the explosion, Victoria invited the young mage to join MythForce.



[h3]Rico, the Rogue[/h3]


Since he was a child, Ricochet served Deadalus as a scout and assassin. He demonstrated a keen tactical mind and a talent for swordsmanship, quickly rising through the ranks to become one of the dark lord’s top lieutenants. Ricochet reveled in his triumphs and focused on carrying out Deadalus' orders, knowing no other way of life. Deadalus was a harsh and unforgiving master, however, so Ricochet felt small and powerless around Deadalus.

When Ricochet fought Victoria, he finally experienced defeat. When she showed him mercy, he experienced another surprise: for the first time in his life, his heart longed for something other than wickedness. Victoria saw potential in the rogue, and after a long series of conversations, he agreed to change his ways and join the team known as MythForce. To honor his change of heart, Victoria declared all would now call him “Rico.”



Thanks for joining us today. There’s more MythForce lore coming soon, so stay tuned!