The vision beyond Mythswayer & the plans for Early Access


Mythswayer is going to be a tactical rogue-lite RPG. The Demo only showcases some aspects of the tactical turn-based gameplay on our diorama-like stages, along with the basics of the character, skill, and itemization systems, and the very foundations of the Arcane Tome/inking mechanics. Our vision for the game extends well beyond this, and we have a very well-defined plan for what we want to bring to life. However, things take time for a single programmer/developer (Aliza), even if she has the help of a junior-level designer/tester (Csaba). Our focus right now is to add in the rogue-lite mechanics, expand the combat system with more skills and elemental interactions, and so on, so the Early Access version of the game, that will plan to release by the end of this year, would be a more complete—if still limited—experience. Let’s take a closer look together at what exactly is coming to Mythswayer in the times ahead!

A rogue-lite adventure

The complete game will take you through multiple “myths” found in different magic books. You’ll be able to play through these books (i.e., do “runs”) in any order and any number of times. A successful run will earn you materials you can spend on meta-progression, like unlocking starting skills and gear, strengthening the base attributes of a particular character class, or enhancing the capabilities of the Arcane Tome (the book that lets you modify the environment through the Ideas with magical ink). You’ll also have access to the Reliquary, a system that will allow you to collect items of greater (but scaled) power, which you can bring to any new adventure. You’ll also be able to set up modifiers for the adventures you’re embarking on.

Great expectations

Mythswayer will allow you to build the ultimate fantasy hero. There will be multiple classes (mage, paladin, huntress, and maybe more) you can choose from when starting a run. Your class will determine your initial abilities, skills, and gear, and also add some additional restrictions, like limiting you to specific weapon types. But apart from this, Mythswayer has a classless progression system: any hero can learn (almost) any skills, and advance their stats in any direction. You can be a “battlemage” who excels in melee and only uses magic for defense and adding elemental power to his weapons, or a hunter who specializes in traps and spells instead of her bow.

Search for the ultimate treasure

The item system in Mythswayer is already pretty robust under the hood. The level and quality of an item determine the power of the enchantments it has, which are, in turn, determined by its type and other factors that can be either random or enforced by the adventure/conditions you found it in. You'll also meet different vendors and artisans who can help you optimize your gear. The Reliquary system will ensure that the greatest treasures you find are not just lucky “one-offs”: you’ll be able to take these items with you to the “Meta” and use them in other adventures. Relics of this kind won’t make you overpowered, though: in a new run, their power will scale with your current level—still, they’re a guarantee that if you live long enough, you’ll have the item you need and love with you!

Rewrite reality

The Arcane Tome lets you modify specific elements of your environment with the help of blue and red magical inks. In the future, many more types of objects—and even enemies—will be subject to this system, and you’ll also be able to find and unlock new Ideas, including one that will let you change your own character's ink color. Altering the battlefield by creating covers, removing the floor from under your foes, or making yourself temporarily “not there” will change the tides of battle. In exploration, many secret or inaccessible areas will open up if you keep note of special objects and manage your inking resources well.

A living environment

The day-night and weather systems will also be extended to have a greater effect on actual gameplay. Some enemies will only appear at night, or be stronger at twilight; heavy rains will affect fiery skills and make some crevices impassable temporarily. Paying attention to the passing of time can give you advantages when you learn how the different creatures and natural phenomena behave. Understanding the world of a myth will also help you uncover the greatest mysteries and hidden treasures.

Complex battle system

The current combat system will be augmented by elemental effects, area of effect skills, the ability to push enemies or objects, traps, alternate movement modes (flying, teleportation, etc.), and probably a few other things as well. There will be many more skills encompassing a wide range of different direct damage and tactical variants. We spent many hours working on the foundations of the character, combat, and item systems so that all of them can be more effectively extended in the future—and that future is coming now, after this Demo.

Randomized myths We left one of our biggest plans for last. Most of the myths (books) you’ll get to adventure through will be randomized to a great extent. We’re not speaking about only items and enemies, or the location of a treasure chest, but the layout of the land itself. Books will still adhere to their nature, of course, but you’ll never wander through the same forest on marshland, or delve into the same dungeon twice. This will not only heighten the sense of danger and adventure but, paired with the rogue-lite nature of the game, will bring endless hours of excitement to our heroes!

+++ Help us get funded! We need to get as many wishlists as possible! Many thanks for your support in advance! ;)

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