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Monomyth - Immersive Sim RPG by Autistic Germoid Living in Basement

For discussing role-playing video games, you know, the ones with combat.
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Kalarion
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Monomyth - Immersive Sim RPG by Autistic Germoid Living in Basement

Post by Kalarion »

We need to start a thread for this, in particular to capture updates from Rat Tower, and to track release for those of us expats that backed the game through the Codex.

I highly recommend reading the Codex thread for anyone interested in what a dedicated, consistent new dev focused on building the game dev pipeline looks like. He gives his thoughts on the business side throughout as well (musings on how to setup his company, trying to budget and plan for his kickstarter etc).

I held my nose and logged into the Codex to ask Rat Tower if he'd be willing to put us on his auto-post list for dev updates etc.

Copy/paste from the Codex:

Kickstarter: https://www.kickstarter.com/projects/836367155/monomyth
Steam Greenlight: https://steamcommunity.com/sharedfiles/ ... =927720909

Website: http://rattowersoftware.com

Kickstarter video:


Steam page:


Original introduction post from Rat Tower:
► It's long so spoilered
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Vergil
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Post by Vergil »

Intriguing, hopefully the power of germanic biomechanical brain autism can pull through.
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agentorange
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Post by agentorange »

Since it's supposedly inspired by Arx Fatalis and King's Field it's the type of game I would be interested in, but everything about it looks so lackluster and banal. It doesn't help that despite my having read that every asset in the game is hand-made it looks like a Unity/UE asset store game, absolutely no distinctive style. If everything else in the game were stellar maybe it would balance out, but not getting my hopes up.
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garren
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Post by garren »

agentorange wrote: September 18th, 2023, 11:07
Since it's supposedly inspired by Arx Fatalis and King's Field it's the type of game I would be interested in, but everything about it looks so lackluster and banal. It doesn't help that despite my having read that every asset in the game is hand-made it looks like a Unity/UE asset store game, absolutely no distinctive style. If everything else in the game were stellar maybe it would balance out, but not getting my hopes up.
Yeah so far the style looks a bit generic, like it's made from assets glued together (which it is). However I think the polishing phase can alleviate that a lot if RatTower really puts in the effort to break the somewhat monotonous look. We'll see, I'm just waiting for another demo to drop so I can see the improvements made since the kickstarter demo.
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Element
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Post by Element »

I thought you'd be able to draw anything reading that description :(
Last edited by Element on October 22nd, 2023, 19:46, edited 1 time in total.
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The_Mask
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Post by The_Mask »

I got my beta key, and I've played about 1h. For that 1h, I went through the tutorial, and I liked it. There were no bugs and the game was kind of fun.

I will keep you updated.
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Cogemeister
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Post by Cogemeister »

I might give the demo a try, and not to be an asshole because I understand this is a passion project, but how will this be unique vs many of the other RPGs we currently have?
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Post by wndrbr »

Cogemeister wrote: April 24th, 2024, 08:49
but how will this be unique vs many of the other RPGs we currently have?
well there aren't many Ultima Underworld / Arx Fatalis successors.
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Post by 1998 »

There will be a new demo for the June Next Fest, including a new map. I won't play it, don't want to spoil too much, but its great to see progress being done here.

Steam Next Fest Demo (June 2024)


Hi, dungeon-crawling fans!

Just a quick note to let you know that Monomyth received a completely new demo for the June 2024 edition of Steam Next Fest!

If you haven't checked out the last demo, you should definitely check out this one!
In case you have checked out the last demo you should check out this one even more!
Not only is it completely different in terms of content, but several issues from the last version have been ironed out.

Some of the highlights of this demo:
* New Map
* New Enemies
* Reworked combat
* Better combat sound effects
* Reworked (aggressive) enemy behavior

And much, much more!

Image

Image

Image

One small warning: Since the last demo took place in a different area, you will likely plunge into the abyss if you load an old save state. Just like during the previous Steam Next Fest, I will be active in the community hub and probably upload a few hotfixes over the week.
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1998
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Post by 1998 »

Early Access starts on Oct. 3rd. He is estimating 6-12 months EA (obv. not happening)

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Post by Mortmal »

1998 wrote: September 15th, 2024, 18:32
Early Access starts on Oct. 3rd. He is estimating 6-12 months EA (obv. not happening)

Frankly, you might as well mod Skyrim and have the same, if not a better, experience already. I don’t see it bringing anything new, and if the demo gives a real idea of the game, it's far less interactive.
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Post by somerandomdude »

I tried the new demo, and I like it better than the 1st demo I played, it's a definite improvement.
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1998
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Post by 1998 »

Now in EA. Trailer looking good, but I'll wait for the final release.

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Post by Brother Chad »

This is good if you like exploration. Good level design so far. Combat is janky and some stats are unbalanced, mage/range build seems not viable in early game at all.

Some suggestions in line with what I'm assuming is going to be everyone else's:

-Everything's durability is a bit too low. Having to backtrack to the first smithy (I haven't found a second yet) is a bit annoying.
Right now I'm just swapping war cleavers as I go and dealing with the reduced damage output.

-This is one of those classic games where dumping everything into sword and melee-oriented skills early is probably recommended.
You get a limited number of arrows and spells, you can't go pure mage/range build straight from the get-go. It's basically a tradition in these games, but I would still warn people about this in Chargen if you haven't.

-Lockpicking checks are probably too high early on?

-Lacking detailed information about what all the stats do make it hard to choose a build.

-Not sure about the Soulslike-style bonfire revival when people are just going to savescum.

-Not sure about a stat-based accuracy system in an ARPG. Seeing a hit but not having it register feels bad. Adds to the jankiness level of combat. Disregard this if it's just a hit collision bug or I'm being stupid.

-I would prefer more standard depleting hitbars instead of color-based ones (colorblind people are not going to be happy).[/list]


Combat:

I'm finding the hardest enemies so far to be the slimes, especially later on when they're always in groups. Their projectile attack will deal about 1.5x your health bar in damage over time, apply a nasty slow and visual filter, and are pretty hard to dodge at close range. I mostly just run past them.

The wastelanders come in a few varieties: reasonably tanky, very tanky, and ungodly tanky. I sunk most of my skill points into strength, dexterity and sword, but it doesn't seem to boost my killing abilities that much. I'm assuming from the numbers that weapon damage scales rather poorly. There might be a lot of balancing work to be done.

Combat itself I'm mostly cheesing by backpedaling and heavy attacking. The wastelanders don't have the reach to hit you. Heavy attacks also knock them out of their potion drinking animation (which they don't take damage during? I can't tell since they have so much health).

Different enemies will attack each other, but it's hard to pull off since they seem hellbent on killing you first.




But otherwise from a dev standpoint, I think this is a pretty good EA. People who want a dark dungeon crawl with lots of nooks and crannies are going to be happy.
Last edited by Brother Chad on October 4th, 2024, 14:37, edited 2 times in total.
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Yankee Zulu
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Post by Yankee Zulu »

I heard thisshit had been in developmenfore than 4 years. And it offers like 10 hrs of gameplay give or take. That true?
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Post by 1998 »

Yankee Zulu wrote: October 4th, 2024, 16:01
I heard thisshit had been in developmenfore than 4 years. And it offers like 10 hrs of gameplay give or take. That true?
I thought it was even longer than that. But it's a one man project, probably doing it next to his main gig.
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Post by Yankee Zulu »

doesn matter, ie seen solo dev games developed in less time and offering much more content. But dullards on rpgcodex are drooling over this probably because the dev graced them with his presence.
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Post by The_Mask »


Rat Tower wrote:
Beta patch 2 is coming along very well now by the way. Sorry again for the long delay!

The patch will contain three areas (one major, two minor), new quests, more loot, new enemies, and more. Hoping to wrap it up soon.
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Post by Marcus »

@Kalarion

Are you still playing this game?
Last edited by Marcus on March 27th, 2025, 13:22, edited 1 time in total.
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Kalarion
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Post by Kalarion »

I can't. Rat Tower STILL hasn't removed the motion sway. Unfortunately it causes me to become nauseous and develop a splitting headache after like 20 minutes of play.

I did play for about an hour twice back when the beta first released (I took a break between sessions to deal with symptoms), and I had fun with it.
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Post by Stack of Turtles »

Nobody needs to play a video game for more than 20 minutes at a time anyway.
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Post by Vergil »

This looks somewhat interesting but from the videos it has that really awful janky feel to it all of these sort of games have. Very stiff awkward animations with really poor effects that make it feel like you're playing with pool toys.
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