Still more meaningful, eloquent and enjoyable than anything he ever said in Star Trek: Picard.Ghost: OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Well, if Captain Picard shows up as a ghost to impart his wisdom, you better take notes boy.
Still more meaningful, eloquent and enjoyable than anything he ever said in Star Trek: Picard.Ghost: OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Well, if Captain Picard shows up as a ghost to impart his wisdom, you better take notes boy.
Okay, that's a genuine promo quote right there, RatTower should find some way to squeeze it into his marketing.It's fairly functional. I used it to trap a wastelander behind a hidden room. I kicked him inside and threw the lever to lock him in. Gonna keep him as a pet.Kicking in this game is an afterthought. It consumed half of your stamina bar and the only times it actually helps is when you need to interrupt an enemy.
Iron Pineapple also did a video including the demo a year ago:We are 3ed day since Early Access release and there are 81 reviews with whooping 95% being Positive!
Youtuber by the name Splattercatgaming is effectively unofficial marketing director for Monomyth. He helped right people see right game with his video that has so far amassed 140k+ views (biggest one ever made about this game)
According to some Steam DATA analysts number of reviews should be multipled with modifier 20-50x for you to get guestimate how much copies were sold. Which is MIN ~2000+ in first three days
Are these numbers good? They certainly aint bad for Solo Dev. RatTower I hope you're satisified with reception so far. You'll get my money, waiting for opportunity to purchase game for full price
The only thing I'd complain about right now is that the level layout can sometimes be a bit confusing, particularly because a lot of areas have similar textures, so you start mixing up hallways and lose your orientation. When everything is either a grey cave wall or an equally grey stone building, and they all interconnect in various ways, and most spaces are cramped so you can't see very far, it's easy to get lost.
Bro don't report stuff like this. Come on!RatTower I broke your game and have infinite money now.
View attachment 55898
I discovered this while trading with the armorer in the city, not sure if it works with other merchants. There might be other ways to trigger this glitch.
1. Make sure your inventory is full
2. Attempt to purchase something from trader by dragging it down to their trade area.
3. Select the item you want to dupe by placing it in your trade area.
4. Hit trade and get a "no inventory space" message
5. Drag trader's item back to their inventory.
6. When you place it, you'll notice that the item you tried to sell will appear in their inventory.
7. Repeat the above steps but place their item back so it blocks where your duped item spawns.
8. You can move duped item to your own inventory.
Repeat for infinite items.
I also reported it through the in-game link, but not sure if that works.
If you guys want to abuse this, better do it before it gets patched out :D.
It's steam, there are ways to revert your game versions. And it's a 2024 game made in Unreal, if it gets popular enough people will make trainers.Bro don't report stuff like this. Come on!
Just use Cheat Engine. That's what I did when creating my second character. The game is too poorly balanced not toBro don't report stuff like this. Come on!RatTower I broke your game and have infinite money now.
View attachment 55898
I discovered this while trading with the armorer in the city, not sure if it works with other merchants. There might be other ways to trigger this glitch.
1. Make sure your inventory is full
2. Attempt to purchase something from trader by dragging it down to their trade area.
3. Select the item you want to dupe by placing it in your trade area.
4. Hit trade and get a "no inventory space" message
5. Drag trader's item back to their inventory.
6. When you place it, you'll notice that the item you tried to sell will appear in their inventory.
7. Repeat the above steps but place their item back so it blocks where your duped item spawns.
8. You can move duped item to your own inventory.
Repeat for infinite items.
I also reported it through the in-game link, but not sure if that works.
If you guys want to abuse this, better do it before it gets patched out :D.
Finally, a dungeon crawler with what I've been missing in so many other fantasy adventures: common sense
What Monomyth has isn't actually all that common.
Monomyth's first hour is packed with unobtrusive tutorial pop-ups and helpful advice. Do this to operate a lever. Press this to open my inventory. Jab this key to interact with things. Attack a locked wooden door with my weapon to smash it to smithereens. Set a locked wooden door on fire with the burning torch I'm holding in my hand.
Wait, really? Just like that? Just… bash the weak thing with a massive sword until it breaks, or burn the thing made of highly burnable wood? That's allowed?
Weird, but OK. I made a mental note of this unusual feature and then I went back to picking up healing herbs, fighting giant rats, and carefully working my way through the dark for a while. I behaved like a good gaming adventurer, and in return I made a decent amount of progress and found some interesting new items to equip. Fair. Balanced. Ordinary.
Wrong.
Eventually I came across an open area with a few potential paths forward. The one with enormous wibbly magical barrier was definitely something to save for later. An interesting path to the side nearby had been barricaded off—no lock to pick, no door, so that meant it was a no-go. I knew the rules: I had to find another route. I anticipated exploring a little further and finding a wooden door to smash open, or a steel one controlled by a button or lever, and then carrying on through a linear level, the game and I both pretending this was my discovery and not just subtle hand-holding.
But there was something about that barricade. It was just a few wooden planks, and there was a very tempting path leading away behind it, so what if I just… hit those planks of wood really hard? And what if they immediately splintered under the force of my blows, and I could just walk straight through the hole I'd made?
It was only then that I really understood what Monomyth had been trying to tell me all along—I wasn't supposed to box myself in here. Locked steel doors could be picked open so long as I had the skill to do so, and I could even peer through keyholes if I wanted to make sure they were worth opening in the first place.
Too many games have assured me that if I see a locked door then the very next thing I have to do is go and find the matching key. Or seal. Or gem. Or whatever improbable trinket it is. Yes, even if I'm playing as a reality-bending wizard capable of felling dragons with a wave of their hands or some troubled man brandishing a chainsaw and the door ahead's made of mouldy chipboard. Monomyth doesn't look like a game that would offer the same freedom of huge sandboxes like Baldur's Gate 3 or even Morrowind, but its rules lean much more towards reality than the fantasy construct of the more artificial dungeon crawlers it resembles.
Once I realised that Monomyth didn't expect me to abide by the usual rules—the murky horizon wasn't blocked off by a web of invisible barriers designed to keep me from exploring it the "wrong" way—I knew I needed to recalibrate my thinking.
Treating it as a great King's Field clone would only get me so far. I needed to dig deeper and get myself into an Ultima Underworld mindset. This is an immersive sim with a "realistic" dungeon, something to poke around, observe, and progress through in a messier manner than dungeon crawlers usually allow. I need to avoid noisy surfaces if I want to creep up on (or past) my enemies. If an area's so bright there aren't enough shadows for me to hide in, there's nothing to stop me from magically dousing the lights in the room, or simply pulling lit torches off the walls. If I do decide I'd rather fight, nobody's going to make me fight fair. Forget debilitating debuffs and clever status effects—I just can lure an enemy towards a cliff and kick them over the edge instead.
I feel like I'm MacGyvering my way through an RPG, encouraged to make do with stolen weapons, improvised solutions, and whatever I found on the floor. Coming across a broken staircase isn't an unsubtle sign to hunt around for an official alternative path involving a switch that makes a ladder conveniently drop exactly where I needed it to—it's an invitation to clamber up some boxes and leap from the top of a nearby building, to scrabble around in the dirt and come up with an answer myself.
Not every game needs to be this way: There's a part of me that loves finding carved trinkets for special doors and earning specific power ups, Hollow Knight-style, that'll give me the ability to navigate an impassable area and then explore whatever lies beyond. Rules can be used to create focus, something with a strong narrative and stuffed with cinematic set pieces. But rules were made to be broken too, and they don't need to be big ones to have an impact when they shatter.
Actually being able to jump over a stone bridge's barriers and into the water below, or using my hands to haul myself up a ledge I couldn't quite clear with a jump feels like a revelation. Every area is a playground of possibilities, a new chance to see how I can manipulate this hostile land to my own advantage. If I do get stuck here my first instinct is to think a little more creatively or try something I haven't before, not rush off to type "Iron key dungeons where?" into a search engine. And if my original thinking gets me into trouble, or maybe even kills me off, the walk back from the closest restart shrine stings that much less—it was my fault, after all.
I want more games like Monomyth, and I don't just mean dark fantasy adventures in dangerous places eager to kill me off, either. I want more games to give the fancy cloth physics simulations a rest for a bit and work on something much more impressive instead: adding a little common sense. If I have the strength to take on a god, then I should have the strength to knock through a stained glass window too. I'm tired of carrying lighters, torches, grenades, and fire-breathing potions around only to get stopped by a thick curtain or a wooden door.
I want more games to toss the rulebook in the bin and just trust me. Maybe I won't work out how to get past a clever puzzle—but I know I'll have a lot of fun trying.
Monomyth is currently on Steam in early access, but already well worth playing.
https://www.pcgamer.com/games/rpg/f...o-many-other-fantasy-adventures-common-sense/
Finally, a dungeon crawler with what I've been missing in so many other fantasy adventures: common sense
What Monomyth has isn't actually all that common.
Monomyth's first hour is packed with unobtrusive tutorial pop-ups and helpful advice. Do this to operate a lever. Press this to open my inventory. Jab this key to interact with things. Attack a locked wooden door with my weapon to smash it to smithereens. Set a locked wooden door on fire with the burning torch I'm holding in my hand.
Wait, really? Just like that? Just… bash the weak thing with a massive sword until it breaks, or burn the thing made of highly burnable wood? That's allowed?
Weird, but OK. I made a mental note of this unusual feature and then I went back to picking up healing herbs, fighting giant rats, and carefully working my way through the dark for a while. I behaved like a good gaming adventurer, and in return I made a decent amount of progress and found some interesting new items to equip. Fair. Balanced. Ordinary.
Wrong.
Eventually I came across an open area with a few potential paths forward. The one with enormous wibbly magical barrier was definitely something to save for later. An interesting path to the side nearby had been barricaded off—no lock to pick, no door, so that meant it was a no-go. I knew the rules: I had to find another route. I anticipated exploring a little further and finding a wooden door to smash open, or a steel one controlled by a button or lever, and then carrying on through a linear level, the game and I both pretending this was my discovery and not just subtle hand-holding.
But there was something about that barricade. It was just a few wooden planks, and there was a very tempting path leading away behind it, so what if I just… hit those planks of wood really hard? And what if they immediately splintered under the force of my blows, and I could just walk straight through the hole I'd made?
It was only then that I really understood what Monomyth had been trying to tell me all along—I wasn't supposed to box myself in here. Locked steel doors could be picked open so long as I had the skill to do so, and I could even peer through keyholes if I wanted to make sure they were worth opening in the first place.
Too many games have assured me that if I see a locked door then the very next thing I have to do is go and find the matching key. Or seal. Or gem. Or whatever improbable trinket it is. Yes, even if I'm playing as a reality-bending wizard capable of felling dragons with a wave of their hands or some troubled man brandishing a chainsaw and the door ahead's made of mouldy chipboard. Monomyth doesn't look like a game that would offer the same freedom of huge sandboxes like Baldur's Gate 3 or even Morrowind, but its rules lean much more towards reality than the fantasy construct of the more artificial dungeon crawlers it resembles.
Once I realised that Monomyth didn't expect me to abide by the usual rules—the murky horizon wasn't blocked off by a web of invisible barriers designed to keep me from exploring it the "wrong" way—I knew I needed to recalibrate my thinking.
Treating it as a great King's Field clone would only get me so far. I needed to dig deeper and get myself into an Ultima Underworld mindset. This is an immersive sim with a "realistic" dungeon, something to poke around, observe, and progress through in a messier manner than dungeon crawlers usually allow. I need to avoid noisy surfaces if I want to creep up on (or past) my enemies. If an area's so bright there aren't enough shadows for me to hide in, there's nothing to stop me from magically dousing the lights in the room, or simply pulling lit torches off the walls. If I do decide I'd rather fight, nobody's going to make me fight fair. Forget debilitating debuffs and clever status effects—I just can lure an enemy towards a cliff and kick them over the edge instead.
I feel like I'm MacGyvering my way through an RPG, encouraged to make do with stolen weapons, improvised solutions, and whatever I found on the floor. Coming across a broken staircase isn't an unsubtle sign to hunt around for an official alternative path involving a switch that makes a ladder conveniently drop exactly where I needed it to—it's an invitation to clamber up some boxes and leap from the top of a nearby building, to scrabble around in the dirt and come up with an answer myself.
Not every game needs to be this way: There's a part of me that loves finding carved trinkets for special doors and earning specific power ups, Hollow Knight-style, that'll give me the ability to navigate an impassable area and then explore whatever lies beyond. Rules can be used to create focus, something with a strong narrative and stuffed with cinematic set pieces. But rules were made to be broken too, and they don't need to be big ones to have an impact when they shatter.
Actually being able to jump over a stone bridge's barriers and into the water below, or using my hands to haul myself up a ledge I couldn't quite clear with a jump feels like a revelation. Every area is a playground of possibilities, a new chance to see how I can manipulate this hostile land to my own advantage. If I do get stuck here my first instinct is to think a little more creatively or try something I haven't before, not rush off to type "Iron key dungeons where?" into a search engine. And if my original thinking gets me into trouble, or maybe even kills me off, the walk back from the closest restart shrine stings that much less—it was my fault, after all.
I want more games like Monomyth, and I don't just mean dark fantasy adventures in dangerous places eager to kill me off, either. I want more games to give the fancy cloth physics simulations a rest for a bit and work on something much more impressive instead: adding a little common sense. If I have the strength to take on a god, then I should have the strength to knock through a stained glass window too. I'm tired of carrying lighters, torches, grenades, and fire-breathing potions around only to get stopped by a thick curtain or a wooden door.
I want more games to toss the rulebook in the bin and just trust me. Maybe I won't work out how to get past a clever puzzle—but I know I'll have a lot of fun trying.
Monomyth is currently on Steam in early access, but already well worth playing.
State of the Game: Video Devlog 15.0 | Early Access Roadmap
Hi, dungeon-crawling fans!
It was a busy month! Between the game's early access release, numerous patches, and a quick chat with cRPG connoisseur Dr. Matt Barton I spent some time developing a rough roadmap for the early access phase. You can hear all about it in the latest video devlog!
As always you will find the transcript below!
Best wishes,
Michael
-------------------------------------------------------------
Hi, dungeon-crawling fans!
Monomyth has finally launched into early access, and I am very happy with the results! In only fours weeks, the game has already received over 260 reviews and currently has a very positive Steam rating. Additionally, I had the privilege to talk on Matt Barton’s Matt Chat and the game received its own article on PC Gamer. I would like to take this moment to thank you all again for your continued support over the years. Without you, this would not be possible!
However, this is only the beginning of a new development phase! The game has already received numerous hotfixes and will continue receiving further patches and additional content. So in this devlog I would like to go through a roadmap for Early Access development with you. Much like in the earlier beta phases, I will try to stick as closely as possible to that roadmap and regularly update you on where we currently are. So here it is:
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During Early Access there will be three major content updates, one for each missing chapter of the game. Each chapter will contain an additional major area, new sidequests, the continuation of the main quest, new loot, and new enemies.
Since I am targeting up to a year of Early Access development, these updates will ideally be delivered in the form of a winter, a spring, and a summer patch, each probably followed by a series of hotfixes.
The first two areas have already been part of the earlier backer beta, however, they require some further polishing, respectively restructuring. I am currently developing a new workflow for creating areas, so I’ll probably try that out during the restructuring. Schedule-wise this might be a little gamble, but I think the result will be worth it and I’ll keep you updated about how it’s going.
Content patches are of course not everything. In between content patches, I will try to address the feedback that you have given me on multiple platforms. As of writing this, I have collected over a hundred points that were made concerning the game’s current content. Much of it is about balancing, some of it is about reorganizing features like the search skill and archery and some of it is about adding further features. I will try to address as many of these as possible, excluding perhaps a couple of points that are either not feasible or fitting with the game’s core design.
These intermediate patches make the schedule more challenging of course. But I would rather have a challenging schedule just for the sake of keeping up a swift momentum, even if it may not work out at all times.
So what are the immediate next steps? Well, since there is enough to do I’ll start working on the content for the winter patch, which will introduce the mines and the factory below the heartlands.
As mentioned before this area has to be restructured. I have talked about this multiple times in the past. The problem was that there was no holistic design concept, no real integration into a proper quest system, and the main quest was still vague, as was the encounter design. Additionally, performance was not necessarily much of a real consideration. Much of this was due to the area being added very early in development. Luckily things are quite different now. There is proper documentation from beginning to end, including encounter, performance, quest considerations, and so on. Accordingly, I believe that the level can be restructured in a reasonable time. I am targeting a release of the patch later this year. Should there be any delays it will probably be released in early January.
I’ll try to get back to my usual pre-release update schedule and let you know about the latest developments.
If any problems arise in the short term, I will, of course, try to reschedule and give those issues the necessary attention as soon as possible.
Other than that, I’ll keep you updated as always and I will see you soon!
Yeah I have to agree, the environments can get very maze-like, and the map shows you only an overview of the area, there's many small passages and different levels where the map doesn't almost help at all.
It is sad that many people consider getting lost annoying, for me that is a big part of exploration. Maps are way too powerful in most games, being highly detailed and constantly showing your position.Yeah I have to agree, the environments can get very maze-like, and the map shows you only an overview of the area, there's many small passages and different levels where the map doesn't almost help at all.
Is this supposed to be a negative?
Because this is the kind of shit i want in games lol.
Consider my interest piqued.