1. MythForce
  2. News

MythForce News

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!

Journey through the Cursed Lands

Greetings, friends! Project Director Luke here. As of publishing this blog, we’ll be just shy of a month from our big launch.

It’s exhilarating, hopeful, and terrifying getting this close. I’m overjoyed at the response the game’s had so far, from the early days of Early Access right up until now, when the features of the game are locked in and the team is focused on finaling the game so it can be as polished, balanced, and bug-free as we can make it.

We’ve made massive improvements to the game thanks to the feedback you’ve offered via Discord, bug reports, and social media. Even compared to the demo we released only two months ago, the game has leapt forward light years in quality.

This time, as promised, I want to talk about the adventure you’ll embark upon as a hero of MythForce storming the Castle of Evil and how it’s improved with your feedback.



Throughout Early Access, we’ve presented Bastion of the Beast Lord as one long, three-floored adventure in which you always start on the sunny first floor and work your way through a number of combat rooms and set-piece events to the final confrontation with Beastor and the escape sequence afterward.

This has been a fantastic way to observe players and guide them through their adventure, but as we prepare for your journey through the second and third chapters, Crypts of the Necromancer and into the Cauldron of Bats, we’ve made some changes to the adventure structure.



Thanks to your feedback and our own observations, we’ve decided to address the repetitiveness of starting every adventure from the first floor every time. Depending on how thoroughly you explore and loot, a single run can take an hour or longer before you face Beastor. That’s a lot of times hearing, “My Minions will deal with you.”

We’ve decided that once you’ve cleared each floor, you’ve proven yourself. You deserve to skip forward to that next challenge, so we’re splitting that three-floor adventure into episodes within a chapter. Each episode is equivalent to one of the three floors you already know, but now taking about 20–25 minutes each to complete.



Chapter 1 of MythForce, Bastion of the Beast Lord, includes three episodes: “Thicket of Bones,” “Fungal Forces,” and “Savage Arena.” For each run, you can access the adventures you’ve already unlocked via the brand-new adventure map showing your journey through the Cursed Lands. Crypt of the Necromancer and Cauldron of Bats both also consist of three episodes that you can skip after completion.

This change allows us also to spruce up the individual run, balance it much more tightly, and add a little more structure, with added merchant rooms and, at the midpoint of each episode, a battle with one of our new minibosses.



To test your mettle (and provide extra shards and glyphs), mid-way through the episode you’ll now meet with some new enemies, like “Spore-takus,” the spore goliath, or “The Snipe,” an elite lizardfolk archer. Each is more powerful than a champion monster and should give you a nice run for your money. Speaking of money, after each miniboss fight and finale, you’ll find a big chest full of metagame goodies for your trouble.



You may also be asking yourself how we tackle the progression of power through overall shorter episodes: In this new structure, you’ll continue to receive perks and enchantments via post-combat-room shrines, around 12–15 in a single run, plus there are more upgrades available via perk shards and upgrade orbs at the merchant’s table, which now appear a few times each episode.



To balance the challenge of the deeper floors, we also bump up your starting level and grant some perks and enchantments at the start of later episodes to catch you up. It’ll still provide a tough challenge, but thanks to a few months of balancing by our design team, we’re confident that as long as you’re keeping up with your constellation and other upgrades in the citadel, you’ll find that challenge to be just right.



We’re looking forward to sharing the adventure with you very soon and seeing which episode is your favorite. Next time, let’s talk about some other balance changes and other improvements we’ve made in your moment to moment gameplay on the way to 1.0.

Stay Tuned!

Loop-De-Loot

Greetings, friends! Project Director Luke here.

In the past month, we’ve had the pleasure of bringing MythForce to a whole new audience by participating in the Steam Next Fest event, where we presented the 0.11.2.1 update both to our amazing early access community and to a deluge of fresh faces. It’s an absolute joy to see so many people getting their hands on the game for the first time, jumping into games to play with one another, and giving us a ton of great feedback. We’re using that feedback to tune a number of our systems so we’ll have the smoothest possible gameplay experience at 1.0.



We’re enjoying watching the community grow and seeing folks playing the game on streaming services. At the same time, we’re been hard at work pushing toward our big release date, which we announced recently with the animated cinematic intro to MythForce Chapter 2: Crypts of the Necromancer. That’s only one of two as-yet-unreleased chapters of MythForce you can play when we launch on all major platforms across the game-o-sphere.

So what lies in store for you on September 12?



Today I want to talk about some of the few remaining pieces around the modifications we’re making to the loot experience: trinkets and orbs. I also want to introduce the Emporium, where the plucky Argyrian Aquilar apprentice adventurer, Keaton, keeps a catalog of all of the trinkets you can find. He can also use his supernatural knack for finding “shinies” to help you find better ones on your adventures.



When visiting the Emporium, you’ll find a list of all of the trinkets and their powers. It’s an invaluable resource for learning about some of the most valuable gear to be found in your adventures. Even more importantly, the Emporium allows you to spend gold to “attune” with trinkets, increasing the likelihood that the ones you choose will appear in the dungeon at a higher rarity and—in the case of Mythic Tier attunement—even guarantee a higher minimum rarity.

For our full-release version of MythForce, trinkets have undergone an overhaul. While some of the artifacts that existed in older Early Access have been converted to perks, most of the rest have been repurposed to appear in the dungeon as trinkets. Each trinket now has a distinct look corresponding to its enchantment, and each trinket slot now has a specific role. Amulets bolster your resistances, bracers add to your ability to deal damage, boots improve your mobility, and charms provide strange and wonderful effects.



Alongside trinkets, you’ll also begin to see large, colorful orbs appearing on rare occasion within treasure chests and at the Merchant’s table. For those who’ve been playing since earlier in our Early Access, these orbs are the return of our Ability Upgrade system, which formerly lived within the metagame. Orbs, which appear in blue, gold, and red, grant the hero a choice of powerful upgrades to the heroes’ core abilities.



Where the ability upgrades were originally something you would spend a limited pool of ability points on to unlock, committing to all of your upgrade choices before an adventure started, this conversion to orbs offers less certainty from session to session but more choice on the fly, leading to strategic decisions of which upgrades to take and in what order.



Between the improved trinkets and the addition of orbs, each dive into the dungeon now offers more opportunities for the discovery of powerful loot that gives you the edge to take on the monsters you face on your journey through the Cursed Lands to defeat Deadalus.

Next time we’ll talk about how the adventures are evolving and how you’ll travel through the dungeon from the Bastion of the Beast Lord to your final confrontation with Deadalus.

Stay tuned! 📺