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MythForce Setpiece Hotfix Now LIVE 🔥

Hotfix 1.0.2.2 Patch Notes

[h2]Setpiece Hotfix[/h2]

Greetings, friends! Project Director Luke here. Hot on the heels of Friday’s hotfix, we have another small one for you today.

After we deployed last Friday's fix to PC, some players reported that the final encounters we had attempted to fix in Episodes 4 and 9 are still not working for them. Thanks to a group of players on our Discord who let me ride along in their game, we got to the bottom of the issue.

It appears that disabling barks via the toggle in the options menu also disabled all character banter dialogue, which made some of the narrative events unable to progress, stopping the encounter altogether. We’ve altered the toggle not to disable narrative-event dialogue, so anyone who’s been blocked at Episode 4 or at the Deadalus final battle should now be able to play through normally.



[h2]Issues Addressed in Hotfix 1.0.2.2[/h2]

[h3]Encounters[/h3]
  • We applied a new fix that addresses the issue of story encounters at the end of Episodes 4 and 9 failing to progress if barks were not enabled via the "Enable Barks" toggle in the options menu.




[h3]Narrative[/h3]
  • The “Enable Barks” toggle now affects only barks, as intended—character banter and story dialogue are no longer affected by the toggle. It is still possible to mute voice by using the slider in the audio tab of Options.




This fix, as well as those from Hotfix 1.0.2.1 and some remaining quality-of-life features from the 1.0.2.0 version will be submitted to console first-parties soon. It will take up to a couple of weeks before the patches land on consoles, but they are on their way.

We will continue to look at issues as they crop up, but we are now focused on a more comprehensive next patch, introducing some larger quality-of-life features with an additional focus on stability and addressing the more complicated issues you’ve been sending our way.

Thank you again for playing, and stay tuned for more!

MythForce Hotfix 1 Now LIVE 🔥

Hotfix 1.0.2.1 Patch Notes


Greetings, friends! Project Director Luke here.

Thank you all for joining us for our launch of MythForce. It’s been a wild week, and we’d like to thank everyone who’s helped us identify issues. We’re noting everything you send our way, triaging the issues, and preparing fixes.

Some issues may take time to investigate, but we are committed to improving the game experience. There were some tuning issues and bugs the team was able to correct quickly, so we’ve addressed those as fast as we can with a hotfix.

Here’s a short list of the items we’ve addressed. We’ll continue to pull together a more comprehensive patch to address even more.



[h2]Issues Addressed in Hotfix 1.0.2.1[/h2]

[h3]Energy Economy[/h3]

  • Many players report finding the Energy economy too difficult and are becoming exhausted too quickly. We’ve increased the starting pool of Energy for each character by 50 EP, and we’ve increased the base Energy Regeneration rate from 1.0/s to 1.2/s. This should feel much more permissive while still providing a reasonable resource management challenge.




[h3]Quests[/h3]

  • We’ve fixed the issue causing achievements not to trigger. To ensure that you can receive the achievement, this fix will reset all of your progress in the Quest Board, but you will retain existing gold and glyphs and can claim the reward again upon re-completion.

  • We’ve moved completed but unclaimed quests to the top of the list in the Quest Board.

  • We’ve also added a red exclamation point pip to all quests that have been completed but are not yet claimed, reminding you to claim your rewards.




[h3]Encounters[/h3]

  • We’ve fixed an issue in which the set piece encounter at the end of Episode 4 would not trigger sometimes due to not identifying that all players are in the combat arena.

  • We’ve also fixed an issue in the same encounter where players could exit the combat arena and get locked behind a portcullis.

  • We’ve fixed a similar issue where players could exit out of the Deadalus combat arena right before the door closed, causing them to be locked in the vestibule.




[h3]UI[/h3]

  • We’ve fixed an issue where the “Difficulty Decrease” icon duplicates in the character stats menu when it’s opened.


[h3]Audio[/h3]

  • We’ve reduced the frequency of character barks when channeling spells from “always” to 20% chance on channel, so you should hear, “This will teach you a lesson” much less often when preparing a fireball.

  • We’ve also reduced the frequency of character barks when using special abilities from “always” to 50% chance on ability use.


We’re also working on a patch for consoles that will include the above fixes as well as a number of quality-of-life and performance improvements already present in the PC 1.0 version. These changes should improve your experience on lower-end consoles like the Switch, Xbox One, and PlayStation 4.

We hope to have that patch to our console players soon, and we appreciate your patience as we submit the patches to first parties for certification. When they’re ready, we’ll prepare more comprehensive patch notes for them.

Thank you again everyone for playing, and stay tuned for more!

MythForce Is OUT NOW 📺

Saturday mornings are back with #MythForce! 📺

80s roguelite cartoon chaos đź’Ą
Co-op dungeon crawling action ⚔️
Epic 80s soundtrack 🎶

The roguelite of the century (the 20th century) is OUT NOW!

Looking for an adventuring party?
Join our discord community: https://discord.gg/MythForce

Sign up on https://mythforce.com/ to stay in the loop!

See you in the dungeon heroes!

MythForce Instruction Manual 🕹️




Finishing Touches

Greetings, friends! Project Director Luke here.

All of a sudden we’re less than a week away from the release of MythForce. Sorry it’s been a while since the last devblog. The team’s been focused on getting the game into the best shape possible for September 12, and I’m really proud of how much we’ve accomplished.

We’ve been teasing the new chapters and episodes on our socials, and I’m super excited to see how everyone likes the game.



This week, instead of a focused look at a single vendor or mechanic, I want to address the gameplay experience of MythForce and how we’ve addressed some of the feedback since we first got the game in your hands during Steam Next Fest.

Huge thanks to everyone who’s engaged with us on our Discord and other socials, where we’ve witnessed some awesome discussions around game mechanics from dedicated players. We appreciate all of you who answered our questionnaires to identify which parts you felt needed a bit more love. And that’s what this blog post is about: the ways we’ve polished the game to make your play experience even better.

I won’t be able to describe everything we’ve done, since there’s been so much going on in the last few months, but I want to touch on some broad themes.

Optimization and performance have been at the top of our list. We want the game to run as smoothly as possible for everyone. We’ve been profiling, improving, optimizing, and cleaning up as much as possible to deliver the most bang for your CPU and GPU buck. This has been especially important for our last-gen consoles, but the savings trickle up. You should find that your game just runs smoother—or, if it already ran smoothly—at least a bit cooler than before.



On a similar note, we also have been deeply focused on improving the multiplayer experience. As a peer-to-peer game, lag is still subject in part to your connection to the host player, but we’ve been working to migrate a number of actions to become client-authoritative. That means that—instead of the client’s telling the host, “I want to do this,” and the host’s needing to verify the action and pass it back to the client and any other players—now the client says, “I have done this,” and the host accepts and lets the other players know.

I’m sure network experts are shaking their heads, horrified by my gross underselling of the complexity of peer-to-peer client-host relationship, but you get the idea. All this is to say that the game should feel much smoother as a client player in a multiplayer game. You should rubberband much less often, and your attacks and spells should be much more usable.

Moving on from performance, another frequent topic of feedback concerns pace. MythForce has always been about tactical sword & sorcery action. We’ve done our best to strike a balance between action and resistance, but a few elements still felt less like deliberate friction and more like needless slowing of the pace.



We wanted combat to be tactical but also dynamic and interesting—hitting, fading, and frequently using your special abilities. In that spirit, we took another look at our special ability cooldowns and reduced them almost across the board. We’ve re-tuned the Energy cost of many combat actions so that you’ll find yourself exhausted less often. We’ve even disabled Energy loss entirely when you’re out of combat so you can run around and practice as much as you like when you aren’t actively fighting.

After much discussion, we also decided to turn the player speed up just a little. Now you’ll find that attacks and movement are about 10% faster than they used to be. This change is almost imperceptible but feels much smoother without sacrificing the deliberateness of pace that we’ve been striving for.

We’ve also done a pass on ability animations. Though visually snazzy, many of our ability animations took too long to actually do the thing they’re meant to, like throwing pocket sand, so we’ve trimmed a few frames off the top of a number of our special abilities, making it feel much less like your abilities come out on a delay.

Pace dealt with, we turned our attention to the actions that still weren’t fun enough. Some actions were impractical or just not fun to use, like the sprinting (or charge) attack. We found that players either weren’t understanding it or—even if they did—would frequently not use it. We’ve removed the requirement of sprinting and holding down an attack, so now if you’re sprinting, attacking executes the sprint attack right then and there. It’s a great starter when closing on an enemy, and still impractical enough to use that it doesn’t feel overpowered.



Speaking of things that were underpowered, a few weeks back we held a poll about the ways you like to play. If there’s one absolutely crystal clear thing I took away from it, it’s that few people enjoyed the Ice spellbook. In a beautifully evenly sliced “favorite weapon” pie, the Ice book was a pitiful little sliver. This just won’t do. Thus, Ice spikes now come in a volley of three, each capable of extra damage with a headshot, and the blizzard ticks much more often. Also, Freeze no longer makes the frozen creature warded against Ice damage. There may yet be some improvements to make, but the Ice spell is much more fun now.

By the way, did you notice that the blizzard VFX were upside-down? We’ve fixed that.



The Lightning spell has also received a few improvements, like reducing the re-cast speed for thrown lightning bolts, which now hit for a heavier stagger—and they can crit like any other pinpoint projectile.

Weapons no longer ricochet off of the environment. Walls, foliage, furniture, and the like no longer stop your weapon from traveling to its destination. That means greatswords no longer have one of their few drawbacks, but it also means less frustration when using other weapons.

Finally, a number of special abilities weren’t scaling in damage with player stats, so investing in your Constellation could cause your normal attacks to outpace your specials. It was a special kind of sad to execute Lion’s Roar and do half as much damage as you would do with a normal mace.



Our combat designers have done a huge pass on creature stats, reducing some enemy defensive stats so they’re less tanky—particularly our champions, who would accumulate so many stacking physical resistance bonuses that they would reduce incoming hits to a minimum. Rogue type enemies (dual-wielders) now do less damage per hit, since they usually do two- to three-hit combo attacks and could tear you apart deeper in the dungeon, and the goliaths have had a pass on their attributes too.

It hasn’t all been balance and stat changes. We’ve also done some work to make things more intuitive and readable, like making it more obvious which weapon Enchantments are applied to, with the weapon icon appearing at the top of each Enchantment card.

The Constellation menu, being arguably one of the most important screens in the Citadel, has had an overhaul. We’ve greatly expanded the information panel in the Constellation so you can see exactly what you’re doing when you add and remove Star Shards. We’ve also made opening and closing the Shard tray more intuitive, clicking the socket now to open it. The sockets also have gotten a visual upgrade to make it more obvious what they are, so you no longer need to memorize shapes to know which socket does what.



The vendors’ text has been revised to make their function easier to understand, the multiplayer flow has been simplified to favor parties and quickplay, removing the old server browser. And, of course, the Emporium, Conclave, and Bounty Board—which I’ve spoken about in other devblogs—are all now open for business.

This isn’t an exhaustive list of recent changes, but I hope it’s enough to get you excited about what’s right around the corner. You’ll have to wait for the full game to come out on September 12 to see the rest, but you won’t have to wait long.

Stay tuned!