Monomyth - September Update

HiddenX

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Henriquejr spotted the September update for Monomyth!

Monomyth - September Update

State of the Game: Video Devlog 7.0 | Beta Patch 4

Hi, dungeon-crawling fans!
The new video devlog is here! Sorry for the delay!


In this update, I would also like to draw your attention to a promising little Kickstarter project that is launching its campaign shortly:

Sorceress

As always you can find the video transcript below.
Best wishes,
Michael



Hi, dungeon-crawling fans!
It's finally time for a new update on Monomyth. This one took a little longer because I wanted to make sure that the latest patch was in a proper state before moving on. Before we look at Beta Patch 4 however, I would like to draw your attention to a little project that is launching its Kickstarter very soon.

Sorceress is an immersive, magic-focused, first-person action game that strongly draws inspiration from classic titles like Dark Messiah of Might and Magic. I had this game on my radar for a while now and I thought you might be interested in it as well. So if you like first-person melee combat, emergent gameplay, and nicely stylized environments you can find the link to the Kickstarter page in the description.

With the latest patch, we are finally entering Beta 4, one of the last development stages of the project. This patch contains the last bit of main content that will be available in the first public version of the game. It also knits together the different areas in a cohesive main quest and gives the players a hub to return to during their adventures in the underground. So let's take a detailed look at the content added in this patch.

[...]
More information.
 
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I'm getting hyped. At this rate, it looks like it should be on track for very early 2024.

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I tried the demo and I got a gamebreaking bug 3 times in 20 minutes (getting stuck in trees/walls just by walking around normally that forced me to quit the game), and since saving+reloading doesn't return you to the same spot, but rather teleports you to some altar losing a good deal of progress/exploration, I gave up. The game doesn't look bad, but I just won't pay for something that doesn't work.

Hopefully, they will fix it. If anything, I'm waiting for some guinea pigs early player reviews before I even think about it.
 
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I tried the demo and I got a gamebreaking bug 3 times in 20 minutes (getting stuck in trees/walls just by walking around normally that forced me to quit the game), and since saving+reloading doesn't return you to the same spot, but rather teleports you to some altar losing a good deal of progress/exploration, I gave up. The game doesn't look bad, but I just won't pay for something that doesn't work.

Hopefully, they will fix it. If anything, I'm waiting for some guinea pigs early player reviews before I even think about it.
There was apparently a demo update in May but the developer is focused on the beta cycles now, so the demo must be lagging behind.

(from the Discord, in January)
Sooner or later there will certainly be an updated demo, but for the moment I'll try and finish the content for the beta version before continuing to the polishing phase. I could imagine that releasing a new demo might go hand in hand with that phase

I think they have a private channel for the beta. It would be interesting to see the feedback on the current state, but I'll simply wait for feedback once it's been released.
 
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I tried the demo and I got a gamebreaking bug 3 times in 20 minutes (getting stuck in trees/walls just by walking around normally that forced me to quit the game),
I have an old PC on which this game with a horribly UN-optimized Unreal engine runs abysmally slow. Despite this I had to force my hand multiple times by chaining myself to the wall - away from my PC - to stop playing this profoundly addictive game. I'm very glad Monomyth is still not done, because now I can still live a somewhat-remotely normal life and not sink into the state of a completely Monomyth-Addicted Wretch..

That kind of power this game has over me..

He repeatedly made videos stating he needs to reduce the "draw calls", because it kills performance. Yeah, I noticed that! Probably I wasn't the only one complaining.
Well, at gaming studios there usually are separate human slaves for each specific task. So one human slave does the 3D modeling. Another human slave paints it with color = texturing. A third human slave does the rigging = put skeleton bones into the textured human model. And a fourth human slave does the animation! Then game characters suddenly start jumping up and down and execute amazing-cool hero combat moves! Just like in the movies!
The job of a fifth human slave is that then he takes a good look at the entire mayhem = Demo and his-her job is to OPTIMIZE the whole mess, so it becomes a really fast, sublimely running, high framerate demo that everybody praises.

Now, Rat Tower Dude appears to be dev-Eloping this game by his lonesome. Probably he buys ASS-ets. Objects to populate his maps with. So he is alone and cannot have hope in Hell Frozen Over to find time to do the work of Many Human Slaves that normally populate a game developer studio..

Also the mere presence of Many Idiots squeezed into One Game Development Studio sometimes causes a Wild New Idea to spring up, like the volcanic eruption that destroyed Pompey..
 
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I'm not sure what you quoted me for, what you said had nothing to do with it.

Feels like you mean "I'm having a ton of fun and the game was made by just 1 person", which sounds good to me, I have nothing to say about it. I guess I can point out that I don't magically change my enjoyment thresholds or what defines a broken game based on the number of people that made the game, but I'm not even judging whether it's a good or a bad game, just that to me it was unplayable and I'll wait to give it another go until it's fixed, especially as there are plenty of other things to play.
 
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The demo ran fine for me, and that was on my old system that only had a i7-4790K and GTX 1080.

Anyone having issues with it needs to look on their end.
 
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