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Monomyth patch EA2.5.0a is now live!

[p]Hi, dungeon-crawling fans![/p][p][/p][p]Monomyth's Early Access version 2.5.0a is now live on the default branch![/p][p][/p][p]This is an intermediate patch. Nevertheless, there have been plenty of significant changes. [/p][p]Most notably, combat has been adjusted. Kicking enemies and utilizing the environment to your advantage now play a significantly larger role. Ragdolling enemies can be kicked into open fires or onto conveniently placed spike racks.[/p][p]Gore effects have been added as well. You will quickly find that enemies meet a much more graphic end in this version, especially if you hit them on the noggin.[/p][p]Another important change has been made regarding spell casting. It is now possible to cast channelling and instant spells from the offhand. Only invocations require a tome or an orb. The default offhand action key has been changed to 'C'.[/p][p][/p][p]Known bug:[/p][p]If you are using an old savestate, crates and barrels will be offset into the ground, since the center of mass has changed for these models. That being said, you can still pick them up and put them down normally, and they should be fine. You can also throw them at an enemy and send them flying.[/p][p][/p][p]Anyway, here is the full list of changes:[/p][p][/p][p][c]-Version EA2.5.0a (17.12.2025)[/c][/p][p][c]* Added new Lysandrian Guard design[/c][/p][p][c]* Added plate armor[/c][/p][p][c]* Kicks with plate boots now deal extra damage[/c][/p][p][c]* Levelling skills will now correctly update the critical hit chance[/c][/p][p][c]* Added toggleable minimap (default key: M)[/c][/p][p][c]* The mouse cursor is now a little gauntlet[/c][/p][p][c]* Kicks adjusted for multiple/nearby objects[/c][/p][p][c]* Kick range slightly increased[/c][/p][p][c]* Kicks will now make enemies stagger[/c][/p][p][c]* Movement penalty on player attacks removed[/c][/p][p][c]* Adjusted center of mass for crates and barrels[/c][/p][p][c]* Lowered ragdoll intensity on NPC death[/c][/p][p][c]* Standardized weapon range slightly increased[/c][/p][p][c]* Standardized hit radius increased[/c][/p][p][c]* Melee hits should be more precise now[/c][/p][p][c]* Enemies will now parry and block attacks[/c][/p][p][c]* Enemy kicks will stagger the player[/c][/p][p][c]* Player kicks can now activate ragdolling[/c][/p][p][c]* Enemies can now be kicked into spikes[/c][/p][p][c]* Enemies can now be set on fire[/c][/p][p][c]* Enemies will flee when set on fire[/c][/p][p][c]* Fixed bug that would nullify status effects[/c][/p][p][c]* Knocked down enemies will now receive fall damage[/c][/p][p][c]* Added a hint for the teleporter puzzle in the second royal grave[/c][/p][p][c]* Added environment hazards to several areas[/c][/p][p][c]* Zombies can no longer be killed with normal means[/c][/p][p][c]* The beggar in Lower Lysandria now removes the correct amount of gold from the player's inventory[/c][/p][p][c]* Flaming Hands now has a chance to set NPCs on fire[/c][/p][p][c]* Weapon/Equipment durability adjusted[/c][/p][p][c]* It is no longer possible to dodge while jumping[/c][/p][p][c]* Various minor level design fixes[/c][/p][p][c]* The lightning spell should now work correctly[/c][/p][p][c]* Improved collision on cliff model[/c][/p][p][c]* Instant/Channelling spells can now be cast as an offhand action[/c][/p][p][c]* The default keyboard key for offhand actions is now 'C'[/c][/p][p][c]* Fixed a bug that would delay Lord Belrik's guards to get out of the way[/c][/p][p][c]* Fixed movement bug caused by underwater breathing[/c][/p][p][c]* Fixed a bug turning one of the imprisoned miners into a floating head[/c][/p][p][/p][p]Have fun, and best wishes,[/p][p]Michael[/p]

Patch EA2.5.0a is now live on the test branch

[p]Hi, dungeon-crawling fans![/p][p][/p][p]I have just uploaded the intermediate patch EA2.5.0a to the test branch.[/p][p][/p][p]To access the test branch:[/p]
  • [p]Right click Monomyth's library entry -> Properties -> Betas [/p]
  • [p]Under "Beta Participation", select "testing - Public testing branch"[/p]
[p][/p][p]This patch introduces various QoL improvements (such as an on-screen map), adds gore effects, and overhauls the player kick.[/p][p]It is now possible to decapitate most enemies without head or neck protection. There is also full-body gibbing.[/p][p]Kicking now causes enemies to ragdoll. This also led to some changes in the encounter design. I have added (conveniently placed) spikes and open fires to the environment. These can be used during combat.[/p][p]Short Preview[/p][p][/p][p]Naturally, these additions drastically affect encounter balance, which will have to be adjusted in an ongoing manner during future patches.[/p][p]It was important for me to push these changes before Beta 3. That way, I can immediately integrate the new gameplay-related elements into the new area.[/p][p][/p][p]Anyway, here is a full list of the changes:[/p][p]* Added new Lysandrian Guard design[/p][p]* Added plate armor[/p][p]* Kicks with plate boots now deal extra damage[/p][p]* Levelling skills will now correctly update the critical hit chance[/p][p]* Added toggleable minimap (default key: M)[/p][p]* The mouse cursor is now a little gauntlet[/p][p]* Kicks adjusted for multiple/nearby objects[/p][p]* Kick range slightly increased[/p][p]* Kicks will now make enemies stagger[/p][p]* Movement penalty on player attacks removed[/p][p]* Adjusted center of mass for crates and barrels[/p][p]* Lowered ragdoll intensity on NPC death[/p][p]* Standardized weapon range slightly increased[/p][p]* Standardized hit radius increased[/p][p]* Melee hits should be more precise now[/p][p]* Enemies will now parry and block attacks[/p][p]* Enemy kicks will stagger the player[/p][p]* Player kicks can now activate ragdolling[/p][p]* Enemies can now be kicked into spikes[/p][p]* Enemies can now be set on fire[/p][p]* Enemies will flee when set on fire[/p][p]* Fixed bug that would nullify status effects[/p][p]* Knocked down enemies will now receive fall damage[/p][p]* Added a hint for the teleporter puzzle in the second royal grave[/p][p]* Added environment hazards to several areas[/p][p]* Zombies can no longer be killed with normal means[/p][p]* The beggar in Lower Lysandria now removes the correct amount of gold from the player's inventory[/p][p]* Flaming Hands now has a chance to set NPCs on fire[/p][p][/p][p]I might make some further adjustments before pushing this to the main branch. [/p][p]I'll keep you updated![/p][p][/p][p]Best wishes,[/p][p]Michael[/p][p][/p][p][/p]

Video Devlog 18.0 | Gamepad Controls

[p]Hi, dungeon-crawling fans![/p][p]This month, I only have a very brief update for you, but I think some will appreciate the content all the more. With patch EA2.0.1a Monomyth finally has proper gamepad support. You can find out all about it in this month's video devlog:[/p][p][/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]As always, you can find the transcript below.[/p][p]Best wishes,[/p][p]Michael[/p][p]--------------------------------------------------------------------------------[/p][p]Hi, dungeon-crawling fans![/p][p]It is summer! The temperatures are rising but Monomyth’s development continues. It’s been a bit more than a month since beta version 2 was pushed to the main branch and it’s time for another update![/p][p]During the last month I mostly focused on reworking gamepad controls.[/p][p]With the exception of some text boxes, Monomyth can now be fully controlled with a standard XBox controller or equivalent. A bug that caused unresponsive gamepad controls has been fixed. All tutorial texts have been complemented with gamepad and keyboard glyphs. I have also added a few tooltips to immediately show context specific controls to players. PS4 and 5 controller support is unfortunately not natively functional in Unreal Engine unless you are a Playstation verified developer and have the respective plugins. However there are emulation options out there that let you use your Playstation controller on Windows PC, respectively in Unreal Engine games without the said plugin.[/p][p]Additionally there have been a few fixes concerning 16:10 resolutions. So the game can now also be played on the Steam Deck without problems.[/p][p]The gamepad layout preset for Steam Deck has been adjusted to match the current gamepad setup. In case you have set a different layout manually in the past, the matching one is the “Gamepad with camera controls” layout. In the current version of the game, the mouse cursor is moved with the analog sticks.[/p][p]A few things, like full Steam API integration for the virtual keyboard, still have to be tackled. I’ll probably do this in another sprint.[/p][p]I have also spent some time on sound design. I only have very little knowledge in that field so I limited myself to three minor soundtracks you can now hear in some of the subareas of the game.[/p][p]I also fixed several small bugs. Among other things the critical hit chance should be correctly updated after levelling your character now and right clicking textboxes will no longer open a context menu[/p][p]In the following month I will mostly focus on preparing beta update 3. I’ll probably continue with some performance optimizations I already started some time ago. As I already mentioned the area itself is basically done. The main focus will be on polishing and proper integration with the rest of the game.[/p][p]I will also look into cloudsaves in the coming days. So if you have any save files on different devices, it might be a good idea to create a backup of these files. Under windows you can find the save files in %LOCALAPPDATA%\\ProjectAriath\\Saved\\SaveGames (I’ll copy that into the video description)[/p][p]And that is already it for this month.[/p][p]As always I will keep you updated and see you soon![/p]

First-person dungeon-crawler Monomyth gets better Steam Deck and gamepad support

Need a new first-person dungeon-crawling RPG? Perhaps it's time to check out Monomyth. The devs just updated it with better Steam Deck and gamepad support.

Read the full article here: https://www.gamingonlinux.com/2025/06/first-person-dungeon-crawler-monomyth-gets-better-steam-deck-and-gamepad-support/

EA2.0.1a - Steam Deck & Gamepad Improvements

[p]Hi, dungeon-crawling fans![/p][p]I just moved patch EA2.0.1a to the default branch. It features numerous improvements related to Steam Deck compatibility, fixes for 16:10 resolutions, and significant enhancements to gamepad controls. Here is the full changelog:[/p][p][/p][p]-Version EA2.0.1a (26.06.2025)[/p][p]* Fixed unresponsive/unfocused buttons in menu navigation via gamepad[/p][p]* Added three minor sub-area soundtracks[/p][p]* Adjusted the gamepad layout preset (Steam Deck)[/p][p]* Adjusted the main menu for 16:10 screens[/p][p]* Fixed a bug in gamepad controls that would re-open containers after taking all items from them[/p][p]* Added gamepad controls overview[/p][p]* Added gamepad/keyboard glyphs to tutorial texts[/p][p]* Right-clicking textboxes will no longer open a context menu[/p][p]* Fixed gamepad freeze on exit prompt[/p][p]* Fixed item dropping bug on looting container[/p][p]* Added tooltips[/p][p][/p][p]The game should be fully playable with a gamepad/Steam Deck now. The only missing features are an automatic virtual keyboard for textboxes (you can open one manually through the Steam button on your Steam Deck) and a few special grips for things like opening the journal. [/p][p]I'll add these in another sprint in the future. For now, I will focus again on preparing Beta 3.[/p][p][/p][p]Until then, have fun and best wishes![/p][p]Michael[/p][p][/p]