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!