The Steam Autumn Sale is blasting through your screen like a turbo-charged pixel storm! And hold onto your laser swords—MythForce is slashing prices by a whopping 66%! That’s right, heroes—more dungeon crawling, less coin fumbling! Snag all Beamdog titles up to 70% off! 👑MythFor
The Steam Autumn Sale is blasting through your screen like a turbo-charged pixel storm!
And hold onto your laser swords—MythForce is slashing prices by a whopping 66%!
That’s right, heroes—more dungeon crawling, less coin fumbling!
Snag all Beamdog titles up to 70% off!
👑MythForce now just $6.79 (66% off its new base price).
POW! HEY THERE, MYTHFORCE HEROES! This is our FINAL POWER PATCH, and it's unleashed straight from the secret chamber of Castle of Evil! Since pounding its way out of Early Access back in April ’22, our dungeon-delving adventure has leveled up in ways we only dreamed of. Sure, we
POW! HEY THERE, MYTHFORCE HEROES!
This is our FINAL POWER PATCH, and it's unleashed straight from the secret chamber of Castle of Evil! Since pounding its way out of Early Access back in April ’22, our dungeon-delving adventure has leveled up in ways we only dreamed of. Sure, we hit a few “uh-oh!” walls along the way, but look at us now: MythForce is battle-ready and brimming with heroic flair!
Your feedback and enthusiasm could have us tweaking MythForce ’til the end of time, but then we’d never hatch fresh legends! We’re locking this in so we can crank up work on brand-new adventures.
EPIC PRICE DROP
We’ve dialed the cost back to a mighty $19.99 USD/EUR—the very price we should’ve launched at. For solo players and party-up adventurers alike, this dungeon romp is now an unstoppable bargain!
ACCESSIBILITY POWERS UNLOCKED
Your cheers and suggestions have fueled our forge, but every forge needs to spark something new. With this final patch, we’re granting ALL adventurers the gift of accessibility—because every hero deserves a fair shot at glory!
So strap on your gauntlets, rally your fellow champions, and dive into the most heroic MythForce update ever. Let’s ride… to infinity and dungeon beyond!
Full 1.2.4.2 Patch Notes
Camera Related Accessibility Options
We have implemented the following accessibility options:
First Person Idle Animations
Toggles the idle movement your character will do every few seconds when there is no input. When disabled, no idle animations will occur.
Head Bobbing
Toggles camera "head movement” to make movement feel more natural. When disabled, the camera will not bob while walking or landing after a jump/fall.
Camera Shake
When the Camera Shake option is disabled, the camera will remain stationary during combat actions, rather than shake in reaction, including when:
Getting hit
Taking damage
Blocking an attack
Swinging a weapon
Parrying an attack
Fixes and Overall Polish
Phantom Shot: Fixed an issue where the Revenant pinnacle skill tree upgrade did not reset the ability cooldown as intended
Vanguard: Improved the responsiveness of melee attack inputs immediately after the ability ends
Gambler's Portal: Fixed an issue that caused items to clip out of the world on spawn
Character Select: Added a description of the MythForce ability
Character Select: Updated ability preview videos to match gameplay
Library: Fixed an issue where books were not interactable when using controller thumbstick navigation
Enchantment and Perk Selection: Fixed an issue that caused controller inputs to select the wrong choice
Now we'll be working on bringing this patch to consoles, so here is a small list of additional fixes for the upcoming console update:
PS5 Only: Fixed an issue with incorrect post-processing effects
PS4, Switch, XB1: Added an icon to the HUD while after completing a room to indicate that the next room is loading
(from 1.2.4.1) Fixed an issue with Soul Gem-based encounter objectives where some gems could not be damaged by the beam, preventing players from completing the objective
Today on MythForce… evil prices have been vanquished by the mighty Power of Deals! 💥The legendary heroes of Eldryth have SLASHED the price of MythForce to just $19.99 USD/EUR—forever and always! 🎮New price battle-ready on: Steam, EGS, and Xbox - LIVE NOW! PS4 & PS5 - launch
Today on MythForce… evil prices have been vanquished by the mighty Power of Deals!
💥The legendary heroes of Eldryth have SLASHED the price of MythForce to just $19.99 USD/EUR—forever and always!
🎮New price battle-ready on:
Steam, EGS, and Xbox - LIVE NOW!
PS4 & PS5 - launching August 4!
Nintendo Switch - storming in August 8!
So rally your squad, sharpen your blades, and dive into Saturday-morning mayhem—for less!💰
This is a hotfix for a small issue we felt was important to address quickly. Fixed an issue with Soul Gem-based encounter objectives where some gems could not be damaged by the beam, preventing players from completing the objective Thanks a lot for all the feedback on the 1.2 Upd
This is a hotfix for a small issue we felt was important to address quickly.
Fixed an issue with Soul Gem-based encounter objectives where some gems could not be damaged by the beam, preventing players from completing the objective
Thanks a lot for all the feedback on the 1.2 Update! Play on!
Our most ambitious and content-rich update reimagines the core experience, bringing a version of MythForce that is maxed out, full power, bigger, bolder, and better than ever before! Greetings, friends! Project Director Luke here. Welcome to the absolutely massive overhaul of Myt
Our most ambitious and content-rich update reimagines the core experience, bringing a version of MythForce that is maxed out, full power, bigger, bolder, and better than ever before!
Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.
We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.
At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.
Many of the Roguelite elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.
Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelite” and much further into a more traditional co-op action game - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.
There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:
Metagame 3.0
In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”
Character leveling
The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Sun Disc (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.
As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.
The Armory
The armory is now a place to customize your weapons. We’ve moved weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.
Weapons are no longer character-locked. Any character can carry any weapon.
Instead of specific weapon sets, loadouts are composed of a main and offhand slot.
You no longer unlock and upgrade enchantments to be found in the dungeon.
Enchantments are now applied to weapons inside the Armory.
Each weapon has a primary enchantment slot and up to 3 secondary slots.
Selected weapons in either loadout are separately enchantable.
The Library
The Library is largely unchanged in 1.2, but does include the addition of a 4th book: A Glossary of terms that will help you in understanding all of the various effects that you can encounter in MythForce. The Glossary is fully unlocked without collecting any lost pages in the dungeon.
The Sun Disc
The Sun Disc has seen the largest change in 1.2, as we have completely removed the concept of shards and slotting shards into constellations. Now, the Sun Disc is the place you go to power yourself up by spending points in your character’s skill trees.
Each character now has 3 distinct skill trees. Skill points are gained every level, which can be spent freely across all 3 trees, but points must be spent in each level of the tree to unlock access to the next step up toward the top of the tree.
Each tree also has 3 loadout slots that you can use to custom-build different builds for different playstyles.
As you level up, you also gain attribute points, which can be applied to Strength, Magic, or Toughness (Now encompassing both physical and magic defense).
The Emporium
Keaton offers a new service in loaning out trinkets for you to take with you into the dungeon! Now you can upgrade your amulets, bracers, boots, and charms in the emporium, then bring one of each with you into the dungeon. Beware, Redcaps can (and will!) still steal your gear, so watch out! Not to worry though, any stolen trinkets will be available for your next dungeon run.
A number of new trinkets have been added for each category, for a total of 15 each.
Glyphs can be spent in the emporium to permanently power up the trinkets you can take into the dungeon. Higher level upgrades are locked behind character level.
The Conclave
There are fewer perks in MythForce than there were previously, with many former perk offerings being rolled into the player Skill Trees, but a few new perks have been added, and upgrades to perks are now instantly applied when found in the dungeon, allowing for access to much greater power without having to stack multiple choices.
The Boutique
The Boutique remains the same as it was - use Glyphs to buy cosmetics, voice lines, and emotes that can be applied to your character to use in the dungeon.
New Encounter Objectives
The biggest change to the dungeon experience is in the addition of a number of new “Encounter Objective” types that flavor the way you interact with each room as you play. Now each time you enter a new room in the dungeon, you will be given an objective that must be completed in order to progress to the next room. Some of the objectives are as follows:
Defeat Enemies: The classic, simple combat experience. There will be a number of waves of enemies that spawn, and each must be defeated in order to move on.
Horde Mode: Once the entire party has gathered in the room, the forces of evil begin throwing everything they have at you. The horde will continue spawning until the timer expires. Upon defeating the remaining enemies after the timer expires, the exit will be unlocked.
Destroy the Crystals: There are a number of Power Crystals magically locking the exit of the room. All but one crystal at a time will be protected by a shield. Destroy each crystal in order, while defending yourself from waves of enemies, to move on.
Discharge the Relic: A large Relic powers a shield guarding the exit. Discharge it by staying in close proximity for some time while fighting a horde of enemies. After the Relic is discharged, defeat remaining enemies to unlock the exit.
Disable the Barrier: The exit is sealed with a powerful magical barrier. Fight through a horde of enemies, picking up the Soul Gems they drop. Fire the Soul Gems at the barrier to bring it down. Defeat remaining enemies to unlock the exit.
Protect the Artifact: Activate a mighty Artifact that can bring down the barrier around the exit. Protect it long enough from a horde of enemies to drop the barrier. Fail, and the Artifact will be reset and you will be forced to start again! Defeat remaining enemies to unlock the exit.
Slot the Medallions: 3 Stone Medallions have fallen out of their receptacles and are scattered throughout the room. Slot them into their receptacles while fighting off a horde of enemies to unlock the door mechanism. After all Stone Medallions have been slotted, defeat the remaining enemies to unlock the exit.
Destroy the jewels with Soul Gems: 3 blue soul jewels are located in the room. Fight through a horde of enemies, picking up the Soul Gems they drop. Destroy the Jewels by firing the Soul Gem at them. When all Jewels are destroyed, defeat the remaining enemies to unlock the exit.
Destroy the jewels in sequence: 3 green soul jewels are mounted on the wall in the room. Destroy them in sequence by attacking the highlighted jewel while fighting off a horde of enemies. Each jewel must be destroyed before the timer runs out or the sequence will be reset.
New Potions
We’ve added a variety of new potions that can be acquired in dungeons. These potions will confer one of our new buffs to the player for a fixed period of time: Invincible, Powerful, Recharge, Relentless, and Speedy. These potions only appear at the Merchant or at Gambling Shrines. Similar to Health Potions, these can spawn as Small/Medium/Large, with the buff duration increasing by quality. Note that the Bottomless trinket works with these new potions, but Bolstering and Overflow do not.
Buffs, Debuffs, and Keywords
All status effects are now associated with a number of specific keywords, each one covered in detail within the new Glossary, which can be found in the Library in the Citadel. These tags will make the effects of all of the abilities and effects in the game much clearer. Also, every effect has been clearly sorted into the category of Buffs and Debuffs which have their own dedicated space on the screen while adventuring. Some new keywords include (But are not limited to):
Bravado: Guarantees the next hit to be a crit.
Lethal: Lethal attacks instantly kill Non-Tough creatures and deal double damage against Tough creatures.
Tough: Only take double damage from Lethal attacks, and can’t be Knocked Back, Knocked Down, or Frozen.
Affinity: Having Affinity with an element causes you to be healed by it instead of damaged.
Weakened: Decreases damage output by the weakened creature.
Exposed: Guarantees that the next hit on the Exposed creature does Critical damage.
Damage Linked: A portion of the damage dealt to Damage Linked creatures is also dealt to other Damage Linked creatures.
You can peruse all 37 keywords and their effects in the Glossary!
Trinket Infusions
You will now find Infusion Orbs at the Merchant that will give you the option to add stats to your equipped Trinkets. These increases are small but cumulative for the duration of the dungeon. They do not persist after the run is finished. The bonuses on a particular trinket will be related to the Trinket’s type: attack related bonuses for Amulets, defense related bonuses for Bracers, and speed related bonuses for Boots. Charms cannot be infused. The bonuses are tied to the Trinket that was infused, so watch out for those Redcaps!
Elemental Combos
Now elemental effects can be combined to create powerful magical explosions, affecting all enemies nearby. When an enemy is afflicted with Burning, Chilled, or Electrified, then applying one of the other elemental effects causes an AoE explosion causing elemental damage and applying a debuff:
Burning + Chilled = Weakened
Burning + Electrified = Exposed
Chilled + Electrified = Damage Linked
Mystic Forges
We’ve changed how Mystic Forges appear in your dungeon runs. Instead of alternating between forges and Skill Shrines, now they can occasionally appear randomly in dungeon rooms while exploring. They will always provide 4 choices - 1 per weapon, per loadout, or 2 for a 2-handed weapon (i.e. if you have a sword and shield, you will get 1 sword enchantment, 1 shield enchantment, or 2 enchantments for a bow). The Enchantment shrine will grant from the pool of all secondary enchantments available.
Difficulty
We’ve added Mythics 4 - 7! So please enjoy pushing your character builds to the limit. Additionally, on the Difficulty Selection screen a crown icon is now displayed beside each difficulty you've completed per-adventure.
Note: this uses stats that were not tracked prior to this change, so it won't know if your save file had beat difficulties in a previous build of the game
General Improvements, Changes, & QoL Fixes
Did a consistency pass on strings where we now refer to either "buffs" or "debuffs", as well as "elemental debuffs" or "non-elemental debuffs". We don't use the term "status effect" anymore.
We have added “Uncommon” as a distinct tier across all weapons, trinkets, and perks.
Added new icons to the dungeon depth progress bar to show special rooms (Treasure icon for Treasure/Merchant, skull icon for Lieutenant/Boss/Setpiece).
Rerolls can now be used freely up to the limit per-run, instead of one reroll per shrine.
Trap damage now scales against enemies, making them always viable against enemies, even in high difficulty and late-game.
In all Mythic difficulties, all monsters that can appear in the chapter will be able to spawn in any episode in that chapter at any depth. Creature rosters will still progress more gradually in Easy~Hard difficulty.
Added button to "Claim All" quests.
Added new Maggie's Research entries to the Scrapbook.
UI
A number of improvements to the in-game HUD
Re-organized and simplified the display of buffs and debuffs in the HUD to make it easier to understand the state of your character during gameplay.
UI Navigation with controller has been improved and stabilized.
Enemy types
Champion enemies will no longer spawn in Chapter 1 on Easy or Normal difficulty.
Previous “Filler” enemies like Redcaps are now part of the regular creature roster, so they can spawn as part of enemy waves, instead of only at the beginning of a room. Only Potstickers are now “fixed spawn” enemies.
Note that the list there is long, 27-pages (!) long, and it also covers all of the fixes and changes that were made to PC versions of MythForce prior to 1.2. These changes are all finally coming to console versions in 1.2.4.0 today (the Switch patch is still in testing with Nintendo though)!
Unleash your inner Saturday morning cartoon hero—MythForce Episode 1 is playable NOW in the Steam demo! ⚔️Choose your class 🏰Enter the Castle of Evil 🎒Craft your perfect loadout as you level to 5 Play solo or co-op with friends—progress carries over to the full game! View game
Unleash your inner Saturday morning cartoon hero—MythForce Episode 1 is playable NOW in the Steam demo!
⚔️Choose your class
🏰Enter the Castle of Evil
🎒Craft your perfect loadout as you level to 5
Play solo or co-op with friends—progress carries over to the full game!
MythForce 1.2, the game’s most ambitious and content-rich update yet, will launch as a free update on June 26 across all platforms . Packed with player-requested features and gameplay enhancements, this update reimagines the core experience, bringing fans a version of MythForce t
MythForce 1.2, the game’s most ambitious and content-rich update yet, will launch as a free update on June 26 across all platforms. Packed with player-requested features and gameplay enhancements, this update reimagines the core experience, bringing fans a version of MythForce that is maxed out, full power, bigger, bolder, and better than ever before!
“MythForce 1.2 is a true labor of love,” said Trent Oster, Beamdog CEO. “We took everything we’ve learned from players, went back to the drawing board, and turned it up to eleven. This is MythForce in its final form, bold, magical, and wildly fun.”
With full character customization, a revamped encounter system, and explosive elemental combat, MythForce 1.2 makes every run feel brand new, whether you’re soloing the dungeon or teaming up with friends.
Highlights from MythForce 1.2 include:
Class Switching & Hero Customization: Choose from three distinct classes for each of the four heroes, each with their own unique skill trees. Craft your ideal loadout and play your way.
All-New Encounter Objectives: Fresh dungeon events like “Destroy the Crystals” and “Discharge the Relic” introduce greater challenge and build variety and strategic depth to every run.
Elemental Combos: Fire, Ice, and Lightning combine magical effects to unleash devastating new attack synergies that reshape solo and co-op combat.
Polished & Enhanced Gameplay: From console performance improvements to deeper co-op dynamics to a smoother solo experience, MythForce 1.2 delivers the most refined version of the game yet.
Greetings Adventurers! As we mentioned last week on Discord, the time for our final beta update is upon us. We’ve implemented the results voted on in the community poll, and have included a number of other small and miscellaneous fixes and improvements. We plan to keep the playte
Greetings Adventurers!
As we mentioned last week on Discord, the time for our final beta update is upon us. We’ve implemented the results voted on in the community poll, and have included a number of other small and miscellaneous fixes and improvements.
We plan to keep the playtest live for one more week before taking it down, but we will continue to polish up where we can as we begin the console certification process with the goal of officially releasing the MythForce 1.2 Update on all platforms.
From the bottom of our hearts, thank you for sticking with us and providing excellent feedback over the last couple of weeks. We hope to see you all in retail soon!
Addressing Feedback and Other Requests
Based on the results of feedback and the poll we conducted last week, we’ve implemented the following changes:
Gold now converts to XP at the end of the run
--The results screen has a new field to display this and both XP fields now have an icon
Improved various Encounter Objective text to be clearer to the player
In the Armory, a newly purchased Enchantment will now auto-equip if you have a free slot
In the Armory, added new text that explains that upgrading an item will grant an additional Enchantment Slot
The icon of Skill Tree nodes that are clickable is no longer faded, to draw the player's attention a bit more to the bottom of the skill tree
Charms have been re-added to the Emporium. Revelatory Charm is also reverted to previous behaviour
--You don't need to hit max level on a character to access it
Level 3, 5, 7 and 9 now grant 2 skill points each, meaning the player gets a total of 28 Skill Points and 24 Attribute Points
Adjusted Abjuring and Ironclad Bracer implementations so they Add to your defenses instead of Multiply
--This makes them much more useful when you don't already have a lot of Toughness
Trinket Infusion cost reduced and effects buffed
Buffed various Enchantments and Trinkets
Daggers and Shields no longer display "Power Attack" stats in the Armory
Difficulty Selection and Loading Screen now display the bonus XP granted per difficulty
Added Mythics 4 - 7 and removed the "Coming Soon" button
On the Difficulty Selection screen, a crown icon is now displayed beside each difficulty you've completed per-adventure
--Note: this uses stats that were not tracked prior to this change, so it won't know if your save file had beat difficulties in a previous build of the game
Added button to "Claim All" quests
Fixes and Polish
Optimized soul gem VFX
Fixed clients not seeing buffs and debuffs on enemy health bars
If the same buff or debuff is applied to the player multiple times the HUD radial timer will show the duration of the effect with the most time remaining
--Formerly, it displayed the oldest effect
Fixed an issue where the HUD radial timer would not appear if a buff or debuff transitioned from infinite to finite duration
Added spawn portal VFX and taunt animations to the Warchief in Crypt SP2
Fixed Copters not dropping the intended number of potions
Fixed a broken puzzle slot in a Forest room
Fixed a streaming issue in the Episode 1 Horde fight
Fixed items occasionally failing to roll quality, making it possible to find a "Common Potion"
Fixed an issue where Ability cooldowns sometimes increased instead of decreased when the player received cooldown reduction
--E.g. from the Cool Off Perk
Fixed an issue where abilities with charges sometimes coming off cooldown too early
Fixed some issues with the active state (glow) of HUD cooldown indicators
Fixed Phantom Shot "Spectral Shot 2" not applying cooldown refund if an enemy was killed before the ability ended
Fixed Encounter Objective text in the HUD sometimes not updating for clients
Fixed issues with door placement in some Forest and Crypt rooms
Fixed an issue on client where Perfect Blocks were not behaving as intended with respect to AoEs
Fixed clients sometimes failing to create VFX for Deadalus' blink ability
Resolved various (harmless) Warnings and Errors in the logs
Changed behaviour so trinkets do NOT unequip when you die, as this was causing you to lose their effects.
--This mostly affects the behaviour of the following Charms: Collectors, Frugal, Hoarder, and Revelatory
Fixed navigation issues in a Crypt room
Added a couple of new roster templates that are all-Berserker and all-Rogue
Updated Abjuring description to use standardized terminology
Trinket Infusions are now displayed in a bullet list to differentiate them from the base trinket effect
Replaced the remaining placeholder icons with final art
Added new Maggie's Research entries to the Scrapbook
The Glossary now displays icons for relevant buffs and debuffs
Fixed an issue where the Merchant was not offering the correct item types
Fixed geo issues in the Crypt where the player could get soft-stuck
Fixed Flawless Victory quest not being granted if the player's max health was modified
Fixed Debuff Dogpile quest auto-unlocking because it didn't filter-out buffs
Fixed an issue where the Library would sometimes not display images for each entry
Fixed the quest list on the results screen not displaying quest progress for quests that triggered at the very end of the game
Fixed Encounter Objectives spawning too far in the ground in some Castle rooms
Greetings Adventurers! We have another round of changes ready for the beta, this time we’ve focused primarily on addressing feedback relating to Trinkets, the Merchant, and the utility of gold. Trinkets, Gold, and the Merchant As mentioned last week, the general consensus from th
Greetings Adventurers!
We have another round of changes ready for the beta, this time we’ve focused primarily on addressing feedback relating to Trinkets, the Merchant, and the utility of gold.
Trinkets, Gold, and the Merchant
As mentioned last week, the general consensus from the feedback was that the recent meta game changes to the in-dungeon Trinket drops, the Merchant, and the utility of gold were not quite there. To address this, we’ve done the following:
Amulets, Bracers, and Boots have been removed entirely as drops and as options from the Merchant. However, to increase early engagement with these Trinkets and to tie into some new systems details below, all players will now start with the Shattering Amulet, Bone Resistant Bracers, and Indefatigable Boots unlocked and equipped.
Charms, on the other hand, have been almost entirely removed from the Emporium. We have left the Revelatory Charm which grants a bonus to XP gained, and it is now unlocked after reaching max level on your first character. The upgrade cost on the Revelatory Charm has also been significantly decreased. By allowing players to equip the Revelatory Charm from the Emporium we hope it will be much easier to level subsequent characters after the first. Charms will serve as random drops in dungeon runs now, and will be sold at the Merchant. We hope this takes a step towards adding some in-dungeon flavour that was lost when we moved Weapons, Weapon Enchantments, and Trinkets to the Citadel while still maintaining the benefits of the new meta game.
To further mix up the run-to-run gameplay we’re also trying some new concepts: New Potions and Trinket Infusions.
New Potions
To give players an alternative to Health Potions we are trying out 5 new Potions which confer some of the game’s strongest buffs for a relatively significant duration. We’ll let you discover for yourselves what they are, and are looking forward to hearing what you think about them. These potions will only appear at the Merchant and as possible loot from Gambling Shrines. Like Health Potions, these are available in a variety of rarities. The rarity of the potion determines the duration of the effect.
Trinket Infusions
Even though the consensus was that the in-game Trinkets weren’t useful, much of the feedback indicated a desire for “something” to be there rather than nothing. To address this, we are trying out what we’ve termed “Trinket Infusions”. You will now find Infusion Orbs at the Merchant that will give you the option to add stats to your equipped Trinkets. These increases are small but cumulative for the duration of the dungeon. They do not persist after the run is finished. The bonuses on a particular trinket will be related to the Trinket’s type: attack-related bonuses for Amulets, defense-related bonuses for Bracers, and speed-related bonuses for Boots. Charms cannot be infused. The bonuses are tied to the Trinket that was infused, so watch out for those Redcaps!
Gold and the Merchant
Now with Perk Orbs, Infusion Orbs, Potions, and Charms available at the Merchant and via Gambling Shrines, we hope gold is a more interesting dungeon currency to acquire and spend.
We’ve also changed the re-roll cost at the Merchant to be constant. It no longer increases with subsequent rolls. We did this to keep the re-roll mechanic from becoming prohibitively expensive and make it easier to spend gold while engaging with the Merchant.
Even with these adjustments, it’s still not fun finding gold after the last shrine or Merchant when there is no utility for it. We’ve heard this feedback loud and clear, but unfortunately, did not make any changes to address this in today’s patch. However, our desire is to convert any leftover gold at the end of the run into XP. It’s not a terrific exchange rate as we still want to encourage players to spend that gold in the dungeon rather than take it with them, but we hope this small change feels a little better than what we had before. You can look forward to it in next week’s update.
Beta Only Feature: All difficulties unlocked
We received some feedback that unlocking Mythic difficulties was a potentially time-consuming process, especially in light of the fact that this is a Beta that we want to encourage players to play at all character levels and difficulties. Last week we added a Beta Only feature in the Observatory to allow players to adjust their Level, and this week we’re unlocking all difficulties by default. This is a beta-only feature, and when the patch is released to retain,l it will retain the current unlock requirements.
Fixes and Polish
Black Screen/MythForce not launching fix. We changed how cutscenes and movies are rendered. This may fix issues some players were experiencing with black screens when loading into a dungeon, or getting stuck on the splash screen when booting the game
Enemy navigation improved in select Forest rooms
Removed a trap that could kill Karkas the Lieutenant before you enter the room
Fix place where the player could become stuck in the Forest
Fix exit gate placement in one Forest room
Fix players sometimes spawning midair into the Crypt, causing a falling grunt sound
Merchant:
--Delay between rerolls increased from 1s to 2s. Additionally, the interact prompt now properly updates during this time: it greys-out and displays some new flavour text
--Added SFX when a reroll is done
Adjust UI so that "Normal" difficulty doesn't appear as a curse
Greetings Adventurers! Since the beta started on April 8th, we have received hundreds of comments sharing your feedback, concerns, requests, and general thoughts about the upcoming update! More than 50 MythForce players completed our Playtest survey (so far), and we’re thankful t
Greetings Adventurers!
Since the beta started on April 8th, we have received hundreds of comments sharing your feedback, concerns, requests, and general thoughts about the upcoming update! More than 50 MythForce players completed our Playtest survey (so far), and we’re thankful to each and every one of you!
We’ve implemented some changes based on the feedback and are looking forward to hearing from you.
We still have more work planned, the Playtest will continue for a few more weeks, so stay tuned! The largest areas of feedback we received were the following:
Difficulty
The general feedback was that Single Player games and Encounter Objectives that require the player to carry Soul Gems were much too intense for Easy and Normal difficulties in particular. To address this feedback, we’ve implemented the following:
We’ve lowered the enemy density on Easy and Normal difficulties to make combat less intense
Soul Gem beams now damage and Chill enemies to make related Encounter Objectives easier to manage
Player Max Energy no longer increases based on Player Level, it is instead now the Max Energy you would have formerly had at Max Level
--This was a modest increase to begin with, so now energy management should be easier for new players while not impacting advanced players
Levelling and Level Up Rewards
Feedback indicated that it takes too long to get into the Skill Trees, particularly over the course of the first 10 levels. At the top end, the consensus was 25 levels per character at the current experience gain rate was more investment than most people were willing to put in for second, third, or fourth characters. To address this we have:
Reduced Max Level from 25 to 20 and are granting more Skill Points and Attribute Points as rewards for the earlier levels.
The total number of Skill Points and Attribute Points available at Max Level is the same
We have lowered the XP requirements to reach higher levels
We have changed the XP awarded from various Episodes
We have increased XP bonus of the Revelatory Charm to speed up the levelling process
Related Playtest Levelling Notes
If you want to experience the new changes as intended, we recommend starting with a new save file. Please reach out on Discord if you have any questions regarding the process.
The feedback indicated that most players did not get the opportunity to play more than one character at a high level. To give Playtesters the opportunity to play with different characters at high level, we have added a toggle in the Observatory that allows players to manually increase or decrease their Level. This is a Playtest Only Feature, and we hope you’ll enjoy experimenting with other characters at, or near, Max Level.
Trinkets, Gold, and the Merchants Table
The general consensus is that now that we can equip trinkets from the Emporium and take them into dungeons, the in-run Trinkets have no meaningful relevance, which also greatly impacts the utility of the Merchant Table. Related feedback around gold, particularly around gold pickings after the last Merchant Table having no utility was received as well.
For today’s update we’ve focused on difficulty and levelling, so we haven’t addressed this feedback in this patch.
Fixes and Polish
Interaction button callout for puzzle items is properly greyed-out while in Spectral Detour
HUD notifications for gold or glyphs will now accumulate numbers for a short duration, rather than displaying a separate pop-up for each collectible obtained
Clients that disconnect before they spawn-in will no longer take up an (un-kickable) session slot
Light and Medium hit reactions no longer interrupt revives
Enemies no longer block line-of-sight for interaction (most noticeable when holding the button to revive a teammate)
First order of business, Thank You, Adventurers! The MythForce 1.2 Playtest has been an incredible success and the whole team has been thrilled by the amazing feedback and enthusiasm for the changes that we have seen so far from the community. As we approach the final stages of d
First order of business,
Thank You, Adventurers!
The MythForce 1.2 Playtest has been an incredible success and the whole team has been thrilled by the amazing feedback and enthusiasm for the changes that we have seen so far from the community.
As we approach the final stages of development, we'd love to hear more from you. We've put together a quick survey to gather your thoughts on the playtest experience and 1.2 changes.
Your feedback will directly shape the final tweaks and balance changes before 1.2 goes live to everyone, so don't miss your chance to have your voice heard!
This update wouldn't be possible without you - so from the whole MythForce team - Thank you!
BIG NEWS, ADVENTURERS! The first official playtest for the MythForce 1.2 update has OFFICIALLY BEGUN! It’s time to jump in and experience the most RADICAL version of MythForce yet, featuring: New skill trees for each hero New encounter objectives that keep you guessing on every d
BIG NEWS, ADVENTURERS!
The first official playtest for the MythForce 1.2 update has OFFICIALLY BEGUN!
It’s time to jump in and experience the most RADICAL version of MythForce yet, featuring:
New skill trees for each hero
New encounter objectives that keep you guessing on every dungeon run
A reworked armory system that lets you customize your weapons the way you want
Numerous metagame and progression reworks to enhance your adventure
Hundreds of bug fixes, gameplay tweaks, and so much more!
We’ve decided to open up the 1.2 playtest to as many players as possible—so if you own MythForce, you can jump in right now!
How to Install the Playtest
1️⃣ Select MythForce from your Steam Library 2️⃣ Right-click the game and select Properties
3️⃣ Navigate to the Beta tab on the left panel 4️⃣ Click the dropdown menu next to Beta Participation and select the public test branch to download the 1.2 build
5️⃣ Have fun! 🎉 6️⃣ Let us know what you think!
Once you've had a chance to experience the 1.2 build, we’d love to hear your feedback! Share your thoughts in the MythForce Discord or Steam Discussions and help us make the game even better.
See you in the dungeon! 🏰⚔️
Now, let's see what Project Director Luke Rideout has to say about the Update!
Greetings, friends! Project Director Luke here.
Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.
We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.
At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.
Many of the Roguelike elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.
Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelike” and much further into a more traditional “Multiplayer Action game with random elements” - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.
There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:
Metagame 3.0
In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”.
Character leveling
The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Observatory (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.
As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.
The Armory
The armory is now a place to customize your weapons. We’ve moved all weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.
Weapons are no longer character-locked. Any character can carry any weapon.
Instead of specific weapon sets, loadouts are composed of a main and offhand slot.
You no longer unlock and upgrade enchantments to be found in the dungeon
Enchantments are now applied to weapons inside the Armory.
Each weapon has a primary enchantment slot and up to 3 secondary slots
Selected weapons in either loadout are separately enchantable
The Library
The Library is largely unchanged in 1.2, but does include the addition of a 4th book: A Glossary of terms that will help you in understanding all of the various effects that you can encounter in MythForce. The Glossary is fully unlocked without collecting any lost pages in the dungeon.
The Observatory
The Observatory has seen the largest change in 1.2, as we have completely removed the concept of shards and slotting shards into constellations. Now, the Observatory is the place you go to power yourself up by spending points in your character’s ability trees.
Each character now has 3 distinct ability trees. 1 Skill point is gained every level, which can be spent freely across all 3 trees, but points must be spent in each level of the tree to unlock access to the next step up toward the top of the tree.
Each tree also has 3 loadout slots that you can use to custom-build different builds for different playstyles.
As you level up, you also gain attribute points, which can be applied to Strength, Magic, or Toughness (Now encompassing both physical and magic defense).
The Emporium
Keaton offers a new service in loaning out trinkets for you to take with you into the dungeon! Now you can upgrade your amulets, bracers, boots, and charms in the emporium, then bring one of each with you into the dungeon. Beware, Redcaps can (and will!) still steal your gear, so trinkets will also still appear in chests.
A number of new trinkets have been added for each category, for a total of 15 each.
Glyphs can be spent in the emporium to permanently power up the trinkets you can take into the dungeon. Higher level upgrades are locked behind character level.
The Conclave
There are fewer perks in MythForce than there were previously, with many former perk offerings being rolled into the player Skill Trees, but a few new perks have been added, and upgrades to perks are now instantly applied when found in the dungeon, allowing for access to much greater power without having to stack multiple choices.
The Boutique
The Boutique remains the same as it was - use Glyphs to buy cosmetics, voice lines, and emotes that can be applied to your character to use in the dungeon.
In the Dungeon
New Encounter Objectives
The biggest change to the dungeon experience is in the addition of a number of new “Encounter Objective” types that flavor the way you interact with each room as you play. Now each time you enter a new room in the dungeon, you will be given an objective that must be completed in order to progress to the next room. Some of the objectives are as follows:
Defeat Enemies: The classic, simple combat experience. There will be a number of waves of enemies that spawn, and each must be defeated in order to move on.
Horde Mode: Once the entire party has gathered in the room, the forces of evil begin throwing everything they have at you. The horde will continue spawning until the timer expires. Upon defeating the remaining enemies after the timer expires, the exit will be unlocked.
Destroy the Crystals: There are a number of Power Crystals magically locking the exit of the room. All but one crystal at a time will be protected by a shield. Destroy each crystal in order, while defending yourself from waves of enemies, to move on.
Discharge the Relic: A large Relic powers a shield guarding the exit. Discharge it by staying in close proximity for some time while fighting a horde of enemies. After the Relic is discharged, defeat remaining enemies to unlock the exit.
Disable the Barrier: The exit is sealed with a powerful magical barrier. Fight through a horde of enemies, picking up the Soul Gems they drop. Fire the Soul Gems at the barrier to bring it down. Defeat remaining enemies to unlock the exit.
Protect the Artifact: Activate a mighty Artifact that can bring down the barrier around the exit. Protect it long enough from a horde of enemies to drop the barrier. Fail, and the Artifact will be reset and you will be forced to start again! Defeat remaining enemies to unlock the exit.
Slot the Medallions: 3 Stone Medallions have fallen out of their receptacles and are scattered throughout the room. Slot them into their receptacles while fighting off a horde of enemies to unlock the door mechanism. After all Stone Medallions have been slotted, defeat the remaining enemies to unlock the exit.
Destroy the jewels with Soul Gems: 3 blue soul jewels are located in the room. Fight through a horde of enemies, picking up the Soul Gems they drop. Destroy the Jewels by firing the Soul Gem at them. When all Jewels are destroyed, defeat the remaining enemies to unlock the exit.
Destroy the jewels in sequence: 3 green soul jewels are mounted on the wall in the room. Destroy them in sequence by attacking the highlighted jewel while fighting off a horde of enemies. Each jewel must be destroyed before the timer runs out or the sequence will be reset.
Buffs, Debuffs, and Keywords
All status effects are now associated with a number of specific keywords, each one covered in detail within the new Glossary, which can be found in the Library in the Citadel. These tags will make the effects of all of the abilities and effects in the game much clearer. Also, every effect has been clearly sorted into the category of Buffs and Debuffs which have their own dedicated space on the screen while adventuring. Some new keywords include (But are not limited to):
Bravado: Guarantees the next hit to be a crit
Lethal: Lethal attacks instantly kill Non-Tough creatures and deal double damage against Tough creatures
Tough: Only take double damage from Lethal attacks, and can’t be Knocked Back, Knocked Down, Frozen, or Rooted
Affinity: Having Affinity with an element causes you to be healed by it instead of damaged.
Weakened: Decreases damage output by the weakened creature
Exposed: Guarantees that the next hit on the Exposed creature does Critical damage.
Damage Linked: A portion of the damage dealt to Damage Linked creatures is also dealt to other Damage Linked creatures.
You can peruse all 37 keywords and their effects in the Glossary!
Elemental Combos
Now elemental effects can be combined to create powerful magical explosions, affecting all enemies nearby. When an enemy is afflicted with Burning, Chilled, or Electrified, then applying one of the other elemental effects causes an AoE explosion causing elemental damage and applying a debuff:
Burning + Chilled = Weakened
Burning + Electrified = Exposed
Chilled + Electrified = Damage Linked
Mystic Forges
We’ve changed how Mystic Forges appear in your dungeon runs. Instead of alternating between forges and Skill Shrines, now they can occasionally appear randomly in dungeon rooms while exploring. They will always provide 4 choices - 1 per weapon, per loadout, or 2 for a 2-handed weapon (i.e. if you have a sword and shield, you will get 1 sword enchantment, 1 shield enchantment, or 2 enchantments for a bow). The Enchantment shrine will grant from the pool of all secondary enchantments available.
General Improvements, Changes, & QoL Fixes
Did a consistency pass on strings where we now refer to either "buffs" or "debuffs", as well as "elemental debuffs" or "non-elemental debuffs". We don't use the term "status effect" anymore
We have added “Uncommon” as a distinct tier across all weapons, trinkets, and perks.
Added new icons to the dungeon depth progress bar to show special rooms (Treasure icon for Treasure/Merchant, skull icon for Lieutenant/Boss/Setpiece).
Rerolls can now be used freely up to the limit per-run, instead of one reroll per shrine.
Trap damage now scales against enemies, making them always viable against enemies, even in high difficulty and late-game.
In all Mythic difficulties, all monsters that can appear in the chapter will be able to spawn in any episode in that chapter at any depth. Creature rosters will still progress more gradually in Easy~Hard difficulty.
UI
A number of improvements to the in-game HUD
Re-organized and simplified the display of buffs and debuffs in the HUD to make it easier to understand the state of your character during gameplay
UI Navigation with controller has been improved and stabilized.
Enemy types
Champion enemies will no longer spawn in Chapter 1 on Easy or Normal difficulty.
Previous “Filler” enemies like Redcaps are now part of the regular creature roster, so they can spawn as part of enemy waves, instead of only at the beginning of a room. Only Potstickers are now “fixed spawn” enemies.
Bug Fixes
There have been far more small bug fixes than are listed down below, but this is a list of some of the most “visible” items updated and fixed in v1.2.
Character Abilities
Hawkins can now use Air Dash while Spectral Detour is active.
Chicory (Maggie’s Familiar) now has a different colored orb in its chest and eyes depending on the type of elemental damage it has applied.
Fixed issues with the shield not re-equipping after using the Sling Shield ability.
Rico can no longer backslash teleport onto Deadalus during his monologue before the final battle
Rico’s backslash ability should no longer be able to miss
Combat & Weapons
Fix Enchantments: Gathering Storm, Sniping, and Strike Twice multiplying all damage you dealt while the weapon was equipped (e.g. damage dealt by abilities)
Lethal damage is now calculated in a consistent place in the damage calculation, and it's calculated closer to the end of the damage calculation. Should avoid possible issues of damage being reduced by Physical or Magic Defense so that it's no longer Lethal.
Greatsword power attacks and charging attacks no longer do a damageless AoE on attack. Previously it incorrectly appeared you were hurting enemies when you were not.
Perfect actions have been further stabilized and cleaned up.
Dodge, jump, and jump abilities are now client-authoritative, so should not rubberband or stutter in multiplayer. This also means it should be much less likely for a jump ability to fail to activate due to a bad connection to the host.
Improved the Shield Bash hitbox.
Creatures
Fixed many creature attacks so they would be less likely to miss attacks that are within range.
Fixed many attack ground indicators to better represent exactly where attacks will land
Fixed creature AI to make better decisions about what attacks are appropriate at different engagement ranges
Fixed Necrolytes getting completely stuck/lost after becoming blinded.
UI
Fixed an issue where buff and debuff effects could become stuck on screen even after the effect had expired.
Now the last 2 enemies in any encounter become automatically pinged, instead of 1
Audio & VO
Fixed some audio issues where SFX were not playing when hitting prone enemies, or playing incorrectly when using mace charge attacks that hit nothing.
Perks/Enchantments/Trinkets/Curses
Fixed an issue where some trinkets could spawn that granted bonuses against enemies that would never spawn in that Chapter.
Known Issues
Due to changes to improve the roster and spawning systems, Bestiary progress for Skeletal Lizardfolk (only) will be reset.
Known Areas of Instability
Due to an EOS friends list server data issue, it is possible though rare that a network call causes a brief hitch in Citadel screens.
Multiplayer
Although we have greatly improved multiplayer action responsiveness, as MythForce is a Peer-to-peer game, if the client’s connection to the host is particularly poor, it is still possible for the client player to miss attacks that appear to have hit.
Hey Adventurers! We've arrived at the final hero dev blog for the 1.2 update, and this week, we’re shining the spotlight on the heart & shield of MythForce—Victoria the Knight. As a steadfast defender, battlefield commander, and relentless warrior, Victoria brings a trio of u
Hey Adventurers!
We've arrived at the final hero dev blog for the 1.2 update, and this week, we’re shining the spotlight on the heart & shield of MythForce—Victoria the Knight. As a steadfast defender, battlefield commander, and relentless warrior, Victoria brings a trio of unique playstyles that let you take control of combat in a variety of new ways. Whether you prefer standing strong as an unbreakable tank, rallying your allies as an inspiring leader, or diving headfirst into battle as a fierce warrior, Victoria’s rework ensures there’s a build for every kind of front line hero.
Let’s bring on the BONK and take a closer look at her three distinct classes: Knight, Commander, and Warrior.
Knight – Holding Out for a Hero
As a Knight, Victoria is the shield that stands between your team and the unrelenting hordes of Deadalus's army. This class focuses on taunts, knockdowns, and defensive buffs, making her the ultimate wall of defense. Enemies won’t just notice you – they’ll be forced to deal with you.
Some standout abilities in Victoria’s Knight tree include:
Eldryth’s Champion: Take less damage from, and deal more damage to, taunted enemies
Valorous Charge: Gain one stack of ARMORED buff for each enemy hit by Victoria's vanguard ability.
Knight: Taking hits charges your MythForce meter
As a Knight, when MythForce is activated, Victoria becomes indestructible, making her completely INVINCIBLE for its duration. If you love being the unmovable object standing between your allies and danger, the Knight class is for you.
Commander – Rebel Yell
The Commander class is all about supporting allies and weakening enemies. If you enjoy a leadership role, directing the battle through auras and buffs, this is your time to shine.
Some standout abilities in Victoria’s Commander tree include:
Bolster: Creates a large aura upon activating Lion's Roar that buffs allies and debuffs enemies
Intervene: Enemies hit by vanguard are electrified, and an aura is created on ability end that buffs allies
Commander: Buffing allies and debuffing enemies charges your MythForce meter.
Activating MythForce as a Commander puts Victoria back on the offensive, granting her LETHAL damage against CORRUPTED enemies while making her allies RELENTLESS and POWERFUL for the duration. If boosting your team while crippling your foes is your playstyle, this class is your best pick.
Warrior – Another One Bites the Dust
Ready to smack first and ask questions later? The Warrior class turns Victoria into a relentless damage dealer who thrives on power attacks and charging headfirst into the action.
Some standout abilities in Victoria’s Warrior tree include:
Pinball: Adds additional bounces to Sling Shield and inflicts burning on enemies the shield bounces to.
Inner Flame: Lion's Roar inflicts burning on taunted enemies and is extended by every hit taken when active.
Combat Veteran: On kill gain 2 max hp up to a maximum of 100 (sorry folks no more uncapped craziness)
When MythForce is triggered, Victoria’s power attacks become LETHAL for the entire duration, allowing her to carve through enemies like a true battlefield berserker. If high-risk, high-reward combat is your style, Warrior Victoria will be your new favorite build.
Playtest Update
Development on the 1.2 update is progressing smoothly, and we’re still on track to launch our first playtest soon! If you haven’t already, make sure to join our Discord to get notified the moment the playtest goes live and secure your spot! If everything goes as planned, the next update you read here will be the exciting announcement that the 1.2 update is officially live for testing!
See you in the dungeon!......................(the 1.2 dungeon)
Hey Adventurers! We hope you enjoyed our last dev blog on Encounter Objectives and are ready to dive into another exciting character rework for MythForce’s upcoming 1.2 update. This week, we’re taking a closer look at Hawkins, the team’s monster-hunting marksman. Previously known
Hey Adventurers!
We hope you enjoyed our last dev blog on Encounter Objectives and are ready to dive into another exciting character rework for MythForce’s upcoming 1.2 update. This week, we’re taking a closer look at Hawkins, the team’s monster-hunting marksman. Previously known for his role as a ranged DPS specialist, Hawkins is getting a major overhaul with unique changes and versatile playstyles that elevate his role. Hawkins’ rework offers a trio of specialized playstyles to match your preferred strategy. Whether you favor stealthy high-damage long ranged precision, mid-range skirmishes, or strategic team support and control, his three new skill trees provide multiple ways to stick it to the baddies.
Let’s take a closer look at the three distinct archetypes: Sharpshot, Quickshot, and Warden.
Sharpshot – Hit Me With Your Best Shot
As a Sharpshot, Hawkins is a master of long-range, high-damage combat. This archetype focuses on dealing devastating critical hits and using stealth to remain undetected while picking off enemies from afar. With abilities that reward precision and careful planning, Sharpshot is perfect for players who enjoy staying out of sight and striking with deadly accuracy.
Some standout abilities in Hawkins’ Sharpshot tree include:
Spirit Walker: Hawkins is able to attack while in spectral form.
Spectral Shot: Phantom Shot penetrates multiple targets and electrifies enemies
Shadow Striker: Long range kills (>25 meters) have a 25% chance of granting spectral for 5 sec.
To charge your MythForce as a Sharpshot, focus on landing critical hits and using abilities while in Spectral form. When activated, MythForce allows Hawkins to remain spectral for an extended period, exposes enemies, and gives him unlimited phantom shots. If you're ready to go on a monster hunting safari, Sharpshot will be your ideal playstyle.
Quickshot – Don’t Stop Me Now
The Quickshot tree is all about speed and rapid-fire precision. As a Quickshot, Hawkins excels at overwhelming enemies with rapid, relentless attacks and executing specials in quick succession. With abilities designed for fast-paced action, Quickshot is ideal for players who can't stop and won't stop.
Some standout abilities in Hawkins’ Quickshot tree include:
Raising Spirits: While spectral, phasing through enemies damage links them for 15 seconds.
In the Quickshot tree, the player's MythForce is charged by simply executing light attacks. Once activated, all enemies in the vicinity are damage linked and all of your projectile attacks explode in an AOE for the duration of MythForce. If turning your bow into a machine gun sounds like fun to you, then you're in for a good time with the Quickshot build.
Warden – Hold The Line
As a Warden, Hawkins takes on a support role, focusing on controlling the battlefield with status effects to help his team gain the upper hand. If you’re the kind of player who loves outsmarting enemies, laying clever traps, and locking down the battlefield, this archetype might be for you.
Some standout abilities in Hawkins’ Warden tree include:
Riftmaker: Gain up to 3 additional charges of your Rift Arrow
Spare the Dying: Hawkins is uninterruptable when reviving allies, and revives them 40% faster up to 60% hp.
Trappers Shot: Phantom Shot freezes and corrupts enemies that it hits.
What’s a hunter to do with so many Rift Arrows? Power up your MythForce, of course! Once activated, Warden's MythForce supercharges your team with buffs, freezes all enemies, and makes Rift Arrows EXTRA lethal. Be the ultimate team player and prove that no dungeon run is lost cause with a Warden on your side!
Hey............. so about that playtest......................
We know how excited everyone is to jump into the upcoming 1.2 playtest! While we originally had planned to release our first test already, we decided to wait for a couple of minor placeholder visual assets to be swapped out before releasing the build to all of our testers. As for an ETA we are currently aiming for next month as our release target. Thank you all for your patience and understanding, you are the best community we could ever ask for.
Hey Adventurers! Over the past few weeks, we’ve taken a look at some of the changes coming to some of your favorite heroes and even introduced some new mechanics like elemental combos . Today, we’re diving into what might be the most significant change coming to MythForce in the
Hey Adventurers!
Over the past few weeks, we’ve taken a look at some of the changes coming to some of your favorite heroes and even introduced some new mechanics like elemental combos. Today, we’re diving into what might be the most significant change coming to MythForce in the 1.2 update - new encounter objectives!
But before we explore these new objectives, let’s define what an encounter objective is and why we’re implementing them.
What was the problem
One of the biggest pieces of feedback we received after launching version 1.0 was about run variety. While there were ways to customize your hero and build, most runs would play out similarly, with only minor variations in enemy types during combat encounters.
With the exception of one or two big setpieces per episode, only one objective exists in every other room in the dungeon - eliminate all enemies. While it’s always a blast to cleave through hordes of Daedalus’s minions, players don’t have much else to focus on. Having this as the sole objective has also limited the need for build variety and team composition - most players focus on maximizing damage output and ignore all other roles.
With our new encounter system, players will experience a variety of objectives when they enter any dungeon room. We hope these changes will add to the run-to-run variety and encourage players to make more strategic choices with build variety and team composition.
Now, let’s dive into some of the new encounter objectives you’ll find in the dungeon!
Destroy The Crystals
In Destroy The Crystals, heroes take the offensive, tasked with destroying three separate power crystals scattered around the room. At the start, all power crystals are shielded and impervious to attacks. Once the encounter begins, one crystal becomes vulnerable - but dozens of enemies stand between you and your target. After destroying each crystal, players must face a wave of enemies before the next crystal becomes available. Destroy all three to progress to the next room!
Slot The Medallions
You’ll need a steady hand for this one! In the Slot The Medallions encounter, players must locate three medallions scattered around the room and carry each one to a designated slot. While carrying a medallion, players cannot attack, and enemies will continue to spawn until all medallions are slotted. Keep an eye out for teammates carrying medallions, and be ready to defend them!
Protect the Artifact
It’s time to go on the defensive! In Protect the Artifact, players must protect a large statue located in the room. Once the objective starts, a timer begins, and enemies will spawn with one goal: destroy the artifact. Use all your abilities to defend the artifact until the timer expires. If the artifact’s health hits zero before time runs out, you’ll have to start over - but enemies won’t stop coming. How long can you withstand the horde?
Disable The Barrier
It’s time for a great escape—MythForce style. In Disable The Barrier, heroes have one mission: leave the room. The problem? Hexstar’s magic has sealed it off. To disable the barrier, players must collect soul gems dropped by infinitely spawning enemies. If you find one, aim and fire at the barrier to break out of the encounter.
Jewel Sequence
Hope you packed your peppy boots, because Jewel Sequence is all about SPEED. In this encounter, players must hit three wall mounted destructible jewels within a limited time. As you race from jewel to jewel, aggressive enemies will spawn, trying to keep you from hitting all three. Room size also adds variety to this encounter - get it in a small room, you're in for a small sprint; in a large room, and you’re in for a marathon!
Discharge The Relic
Teamwork makes the dream work in Discharge The Relic. In this encounter, heroes must discharge the magic from a large relic by standing close to it. The more players who stand nearby, the faster the magic discharges—but be warned, gathering together will attract more enemies, so plan your defense accordingly.(Also - we know the relic in the footage shown below looks like a giant donair - this is strictly a placeholder for testing purposes and will be replaced………..maybe)
Destroy The Jewels
What do you get when two encounter objectives collide? One really tough encounter! In Destroy The Jewels, heroes must locate three wall mounted soul jewels and then use soul gems dropped by enemies to break each one. Will you split up to make the encounter shorter, or stick together for safety? The choice is yours!
Horde Mode
This one doesn’t need much of an introduction! In Horde Mode, players have a simple mission—survive until the timer runs out. With no other objectives, enemies will come at you fast and aggressively. This will be an intense fight! Fun fact: If you were one of our early access playtesters, you may remember a prototype of this encounter that didn’t make it into the final cut. And speaking of playtesting…
1.2 Playtest
A huge shoutout to everyone who has already registered for our upcoming playtest! We’re aiming to launch the first round of tests in the coming weeks. If you haven’t registered yet and want to join, make sure to hop into the MythForce Discord and check the pinned messages for more info. We’re excited to see your reactions to these new encounter objectives!
As always, we’d love to hear your thoughts, so feel free to share in the comments or in Discord. And if you have thoughts about how the new encounter objectives can be made even more exciting, we'd love to hear from you!
Hey Adventurers! We hope you enjoyed our last blog on elemental combos , and are excited to start taking down mobs of Deadalus’s forces with your friends. This week, we’re taking a look at everyone’s favorite bad boy of MythForce - Rico, and what changes you can expect to see in
Hey Adventurers!
We hope you enjoyed our last blog on elemental combos, and are excited to start taking down mobs of Deadalus’s forces with your friends. This week, we’re taking a look at everyone’s favorite bad boy of MythForce - Rico, and what changes you can expect to see in the 1.2 update. Whether you love dealing sneaky backstabs for high crit damage, dominating the battlefield with lightning-fast attacks, or supporting your team by debuffing/misdirecting the enemy, Rico’s three distinct skill trees each bring something unique to the table, so “Enough talk - have at you!”
NightBlade - Smooth Criminal
As a Nightblade, Rico is all about delivering big, one-hit damage from sneak attacks. If you're looking to find success as a Nightblade, you’re gonna want to stick to the shadows and avoid taking on foes head on. Nightblades aren't just about stalking your prey, you’ll find yourself teleporting around the battlefield, always ready to land the finishing strike.
Some standout abilities for Rico’s NightBlade tree include:
Cool Off: On Crit Kill, decrease all ability cooldowns by 15%
Smoke Bomb: Rico’s smoke bomb freezes all enemies in the vicinity
Encore: Increases the number of backslash charges and increases damage by 25%
As with every skill tree, Rico’s Nightblade comes with several unique changes to how their MythForce ability is charged, and its effect on activation. In order to charge Rico’s MythForce as a Nightblade, players must execute (surprise surprise) critical hits. When activated, all enemies in the area are temporarily blinded, serving themselves up a silver platter for you and your teammates. If being the deadliest assassin in the dungeon is your goal - then the Nightblade skill tree is for you.
Swashbuckler - Don't Stop 'Til you Get Enough
Sneaking around the battlefield not for you? Want to get right into the action for some fast-paced combat while dealing rapid strikes? The Swashbuckler may be the class for you. With lightning-fast light attacks and abilities that allow you to keep up relentless pressure, Rico the Swashbuckler is always on the move, and rarely not attacking.
Some standout abilities for Rico’s Swashbuckler tree include:
Speedy: On kill, gain a speed buff for 5 seconds, increasing your movement speed and attack rate.
Invigorating: After activating backstab, Rico refreshes all his other active ability cooldowns
Wind Tunnel: Immunity to ranged projectile attacks while sprinting
To charge your MythForce as a Swashbuckler players will need to execute as many melee combos as possible on the battlefield. Once your is charged, activate it to damage link all enemies in the nearby vicinity. You’ll have plenty of stamina to spare, so get slashin’ and start clearing those mobs!
Trickster - Rock with You
What monstrosity is this? A version of Rico that isn’t self-centered and is all about teamplay? As a Trickster players will be confounding their enemies with debuffs, misdirection, and knockbacks. While not as effective at dealing damage as his other classes, Trickster Rico excels at hampering foes, making them vulnerable to your allies’ attacks.
Some standout abilities for Rico’s Trickster tree include:
Spectral: Go into ghost form for 5 seconds after using special abilities, allowing you to pass through enemies unharmed.
Dirty Fighter: Deal 30% extra damage to enemies that are burning, confused, or blinded
Punch Card: Power attacks have a 10% chance to confuse enemies for 20 seconds
Charging your MythForce as a Trickster is as easy as debuffing every enemy you see. When activated, Trickster Rico will throw all enemies in the vicinity into a state of confusion, causing them to attack one another for 20 seconds. If you enjoy supporting your team by keeping enemies disoriented and weak, Trickster is the path to take.
What’s Next
The team has made significant progress in the past few weeks and we are now transitioning into the QA stage for the 1.2 update. We know that a lot of you are extremely eager to be able to playtest the update, and if you have read this far into our dev blog you are exactly the kind of player we want testing this update and providing valuable feedback. Currently, we are opening up registration in our discord for playtesting the update. To register your interest, and get notified as soon as playtests go live join our discord and check our pinned comments for playtest information.
For our next dev blog, we will be delving deep into what is arguably the most significant (and coolest) addition in the 1.2 update -Encounter Objectives.
Hey Adventurers! Welcome back! In our last dev blog , we took a deep dive into Maggie’s new skill trees and some of the radical new classes you’ll be able to mix and match with. We’ve been thrilled by the feedback so far, and are happy to see how many of you are excited about the
Hey Adventurers!
Welcome back! In our last dev blog, we took a deep dive into Maggie’s new skill trees and some of the radical new classes you’ll be able to mix and match with. We’ve been thrilled by the feedback so far, and are happy to see how many of you are excited about the 1.2 update!
This time, we’re focusing on another brand-new mechanic coming with 1.2—Elemental Combos. This new mechanic is something the team has been working very hard on, and we feel it addresses a lot of the issues/limitations players may have previously experienced with the current elemental system. Without further ado, let’s break down what elemental combos are and how they’ll enhance your combat experience in the upcoming update.
What Are Elemental Combos?
In the 1.2 update, elemental combos are triggered when two different elemental status effects combine. These combos can occur through spellbooks, elemental weapons, or special abilities. When triggered, they create an instant AoE (area of effect) explosion based on the combination of elements involved. The resulting AoE debuffs/damages all enemies within the blast radius. Importantly, elemental combos can only be triggered by players, so no need to worry about being nuked into oblivion by a group of acolyte casters.
What Was the Problem?
One of the goals for the MythForce team has always been to make combat feel IMPACTFUL but FUN. While there are plenty of cool elemental effects in the current version of the game, they’ve often gone underutilized. The reason? Many players felt that elemental-enhanced weapons weren’t pulling their weight compared to their non-elemental counterparts. Running around with a flaming greatsword or lightning bow should make you feel MORE powerful, but currently it feels more like a hindrance. The team settled on elemental combos as a way of not only encouraging players to enchant their weapons with elemental enhancements, but to add an additional layer of strategy when selecting weapon types and effects when playing as a group. Let's take a look at some of the elemental combos you can expect to see when battling it out in the dungeon.
FIRE + ICE
Combining Fire and Ice creates a blast that weakens and exposes all enemies in the vicinity. Weakened enemies deal less outgoing damage, while exposed enemies guarantee your next hit will be a critical strike. This combo is perfect for setting up powerful follow-up attacks and controlling the flow of battle.
ICE + LIGHTNING
Mixing Ice and Lightning results in a deadly combo that weakens enemies and links their damage. With damage link in place, hitting just one enemy will spread damage to all linked foes, making this combo ideal for clearing out large groups.
LIGHTNING + FIRE
Combine Lightning and Fire for a devastating effect that both exposes and damage-links nearby enemies. Have a sharp enough greatsword? You might be able to take out a whole group with one swing.
(elemental combo debuff effects are subject to change pending playtest feedback)
What's Next
Whether you’re switching between a fire spell and a greatsword as Rico or swapping between spellbooks as Maggie, we believe there are tons of exciting and deadly elemental combos for players to discover in the 1.2 update. Stay tuned for more info on how you can customize your hero with the revamped armory and enchantment system!
As always, we’d love to hear your thoughts—drop your feedback in the comments below and join our Discord to stay updated on future testing opportunities.
Hey Adventurers! It's been a while since our last update, and we know many of you have been eager to learn more about the upcoming 1.2 overhaul! Since our previous dev blog , we’ve received lots of questions about some of the incoming changes and how they’ll impact the gameplay e
Hey Adventurers!
It's been a while since our last update, and we know many of you have been eager to learn more about the upcoming 1.2 overhaul!
Since our previous dev blog, we’ve received lots of questions about some of the incoming changes and how they’ll impact the gameplay experience. So, over the next few weeks, we’ll be rolling out a series of deep dives that cover everything from the new skill tree system, encounter objectives, elemental combo mechanics—and more. While we are still not ready to release the update just yet, our goal is to get as much feedback on the new character trees and mechanics as possible to ensure this update truly resonates with the community. We’re even exploring pre-release testing to let you try out the changes before they go live. If you’re interested in helping shape this update, be sure to drop your thoughts in the comments or join our Discord for future beta test announcements!
One of the most exciting features in this overhaul is the introduction (or reintroduction, for our early access veterans) of skill trees. Unlike the current system - where heroes level up only during a run - the new skill tree system moves progression to the outer loop. Players will now earn XP across runs, which will level up each individual hero. When players increase a character’s level, they will unlock skill points that they can spec into one of three distinct skill trees—or mix and match between them.
Each of these trees offers unique play styles that cater to different kinds of players. In addition to the difference in playstyles between each of skilltree, each hero’s Overdrive meter will charge, and have different effects when activated depending on the skill tree you spec into. We'll explore all of the heroes in the coming weeks, but to kick things off, let’s take a closer look at the skill trees for Maggie.
We’ve been hard at work developing three distinct hero classes for our resident Mage. These classes include; Wild Mage, Artificer, and Battlemage, with each one offering a unique approach to combat. Whether you’re a fan of chaotic elemental damage, crowd control, or high speed action, there’s an class here for you.
Here’s the breakdown;
Wild Mage: You’ve been……..Thunderstuck!
As a Wild Mage, Maggie’s all about unleashing chaotic elemental combos (more on this later) that can quickly shift the tide of battle against any powerful foe. Maggie’s abilities take on random elemental properties, adding another layer of chaos that makes fights feel fresh and unpredictable.
Some standout abilities for Maggie’s Wild Mage class include;
Chaotic Combo: Applies a random buff to the player on any triggered elemental combo.
Wild Owl: Familiar projectiles now explode in an AOE which damages nearby enemies.
Conflux: Every enemy killed inside Maggie’s barrier increases its radius by 10%
When Maggie enters Overdrive in Wild Mage mode, things get even wilder! By applying elemental damage Maggie charges her Overdrive meter, and on activation, all enemies receive a random elemental debuff. Not only that, her elemental combos during Overdrive become extra lethal. If you’re looking for a balance of supporting your party, dealing damage, and creating a little chaos, the Wild Mage class is for you.
Artificer: Say hello to my little Friends
For those players that prefer a more tactical playstyle, the Artificer archetype turns Maggie into a powerful support hero. With the ability to freeze enemies, heal allies (finally), and summon multiple familiars, Artificer Maggie is a key player when it comes to controlling the battlefield and keeping your team in the fight.
Some standout abilities for Maggie’s Artificer class include;
Familiars Mod: Familiars can now target Maggie and friendly players and HEAL on hit.
Lockdown: Increased damage to chilled or frozen enemies
Force Field: Allies inside Maggie's bubble gain recharge.
When you activate Overdrive as an Artificer, the entire battlefield chills out. Activating MythForce freezes all enemies in the current room, giving your team a chance to regroup, or get some easy hits on some undead popsicles. The Overdrive meter in the Artificer class is charged by activating special abilities, so keep laying down turrets and bubbles to trigger a second Ice Age.
Battlemage: Highway to the Danger Zone
If raw power and high damage numbers are your thing, look no further than the Battlemage. This class focuses on getting in enemies faces at close range with a portable shield/familiar and dealing devastating power attacks at mid-range while weakening enemies to set them up for even bigger hits. Battlemage Maggie is all about moving fast and maximizing damage with overwhelming force.
Some standout abilities for Maggie’s Battlemage class include;
Focused: Power attacks have a chance to grant a speed boost to Maggie
Besties: Enemies hit by Maggie’s familiar are debuffed
Snappier: On snap activation, gain a speed boost
Once Overdrive is activated in Battlemage mode, Maggie debuffs all enemies on the battlefield, setting them up for massive damage spikes. Maggie’s power attacks charge the overdrive meter, so every hit you land brings you closer to lethal strikes against weakened foes. If you want to obliterate enemies with precision and raw power, Battlemage is where you’ll thrive.
What’s Next?
We’re incredibly excited for players to get their hands on these new classes for Maggie, and curious to see what kind of build combinations players come up with when our 1.2 update launches. Whether you’re a fan of fast-paced elemental combos, strategic battlefield control, or raw damage output, Maggie’s classes will give you the tools to play the way you want. Which class are you most excited to try? Let us know in the comments below.
As always, keep the feedback coming, and stay tuned for more dev blogs & previews in the coming weeks.
Hey Adventurers! It’s been a while since we’ve given you an update on what we’ve been cooking up over at MythForce HQ, so here's the rundown. First off, we want to give a BIG shoutout to the entire community for your amazing feedback to our 1.0.5 Harder, Better, Faster, Story Upd
Hey Adventurers!
It’s been a while since we’ve given you an update on what we’ve been cooking up over at MythForce HQ, so here's the rundown.
First off, we want to give a BIG shoutout to the entire community for your amazing feedback to our 1.0.5 Harder, Better, Faster, Story Update, and recent Hotfixes. This feedback has been invaluable in shaping a lot of the design decisions being worked on for our next major update, which we are now calling 1.2 (formally 1.0.6). The name change reflects the extensive changes to the overall game loop and the significant amount of work involved compared to our previous updates.
While working on our upcoming overhaul the team noticed that there are parts of the game that seem to run counter to what we want to accomplish with MythForce. We’ve put together a plan to revise MythForce over the next while, which will see some systems completely go away, others changed and some new systems introduced. We are iterating as we go, trying to realize the potential that started us on MythForce years ago.
Big picture, We will be removing “inner loop leveling” which is what we call the gaining of levels within a gameplay session. Instead, all level progression will be moved out of session and into the outer loop. Playing an episode will give you XP, Gold and rewards which are then spent outside the episode to improve your character, your gear and open up new options.
To facilitate this we will be introducing character profiles at startup, giving you slots for your characters. This will allow players to have multiple builds across characters that they can instantly swap to without the fear of losing progress on a specific hero. Our aim with this system is to allow players to experiment freely with different build combinations across a variety of playstyles.
Constellations and star shards are going away and will be replaced by a skill tree system which allows much greater personalization and customization of character builds. The skill trees will allow you to build from a greater variety of abilities and power ups to better realize the character you want.
While our current constellation system allows for huge bonuses to stats, it doesn't offer much opportunity to vary how you approach gameplay outside of weapon selection. This creates some extreme challenges to game balance, as we have to allow for stats with hundreds of points difference in the same encounter, making many much too easy or hard. Our ultimate goal with this new system is to make the core gameplay loop for each hero feel unique and give players the freedom to experiment with different playstyles.
The armory and weapons as a whole will also be receiving a lot of attention as we examine elemental effects, potential elemental combos, and weapon enchantments to further weapon enhancement and customization.
As we make major changes to many systems, we are going to focus on the PC build to implement, polish, and iterate on those changes. Once we are satisfied with the state of the game, we will evaluate our timelines and resources for other platforms. Since we are a small team, this process will take some time, but the changes will be profound and worth the wait.
We are making numerous other changes throughout the game that aim to extend the overall replayability of MythForce and make each run feel unique. For example, we're looking to introduce more interesting encounter objectives into the mix. We are also working out a mechanism to ensure those who have spent a great deal of time unlocking progression in the old system are able to carry some benefit to the new system. We are just getting started on this large scale rework, so we ask for some patience as we dig in and revamp a large number of major systems. This is going to take some time, so we are holding off on providing an estimate, but the changes will be worthwhile.
We are eager to start teasing out some of these changes and talking about them, so stay tuned to our Steam page/socials in the coming weeks for a look at what to expect!
Hotfix 1.0.5.2 Patch Notes Greetings, friends! It’s been just over a month since we launched our “Harder, Better, Faster, Story” update and the team has been blown away by the positive response to the changes. We’re already hard at work on our next major update (1.0.6), and look
Hotfix 1.0.5.2 Patch Notes
Greetings, friends! It’s been just over a month since we launched our “Harder, Better, Faster, Story” update and the team has been blown away by the positive response to the changes. We’re already hard at work on our next major update (1.0.6), and look forward to sharing more details with you soon.
With the release of 1.0.5 some players on easy/normal difficulties reported some unexpected increases in difficulty. This hotfix addresses those issues, ensuring those difficulty levels remain accessible while maintaining the intended challenge on harder settings.
Balance Changes
Decreased the number of enemies that are likely to appear on Easy/Normal Difficulties
Overall enemies stats scaled down on Easy
Reduced enemy Greatsword swing damage
Reduced Greatsword Skeleton Berserker odds
Increased Sword Skeleton Berserker odds
Champions no longer spawn with higher rarity weapons
Significantly reduce initial damage of poison and fire pods
Reduced initial damage of fire ejectors traps
Beastor's HP lowered by 50% and his damage reduced by 30% in Easy
Beastor's HP lowered by 45% and his damage reduced by 20% in Normal
Reduced all Mini-bosses’ HP on Easy by 25%
Decreased Forest Goliath damage
Increased Wraith damage
Increased Headhunter’s HP
Increased Magic Mushroom HP
Decreased Fel Magus Ivon’s HP
Reduced Frostblight Grave Ice Damage by 80%
Reduced Frostblight Grave Ice Cone duration
Lizardman Warchief has been made a mini-boss in Crypt Episode 6
Overall damage of Acolyte Casters has been reduced
Increased damage multiplier on charged lightning shot
Increased probability of lightning Acolyte's targeted cast
Quick cast cooldown on Acolyte Casters has been added (0.5 second)
Reduced Lizardman Tank damage
Increased potions odds in chests on Easy and Normal
Easy = 25% chance for potion
Normal = 12.5% chance for potion
Added potion spawns in all Mini-Boss and Set Piece rooms in lower difficulties:
4 on Easy
2 on Normal
1 on Hard
Added missing Mini-Boss rooms
Raised starting HP for all heroes by 100 and reduced HP growth
Pit damage reduced on Easy/Normal
Hawkins now has access to “Vitality Link” perk
Leaky Coinpurse Curse has been REMOVED from Mythic difficulties