Echoes of Myth Progress Update 2025-03-01: Bringing the World to Life
For the past few weeks, I’ve been refining the game’s core mechanics, sharpening its roguelite progression, and—of course—squashing a mountain of bugs. A major pivot has been to center gameplay around divine domains, ensuring that power sources have distinct roles and offer meaningful player choices.
A key focus has been the randomized map system—how players can interact with it and the strategic choices it presents. Players now have options like spending gold to reveal or modify parts of the map, investing in weapon/spell upgrades, or acquiring temporary remnant echoes. Once they reveal sections, the challenge often becomes deciding between multiple viable paths, each offering different risks and rewards.
Current State: Post-Alpha, Act 1 Nears Completion
The game is now fully playable with a strong foundation, though content for Acts 2 and 3 hasn’t begun yet. Here’s where things stand:
- Two playable classes – Mage and Sword Saint, each with their signature weapon and over 30 divine echoes (talents)
- 14 permanent powers.
- 32 divine treasures, 8 trial challenges, and
- 4 different remnant echoes for each of the 8 divine domains (minor & major variants).
- Randomized items, 4 trap types, 14+ enemy types (with more than double that in draft).
- 5 NPCs with dialogues that flesh out the world.
- 4 multilevel biomes, each spanning 6 to 15 rooms/levels.
Next Steps: Making the World Feel Truly Broken
Up until now, my focus has been mechanics-first. Next, I’m shifting towards making the "world has broken and the gods have fallen silent" theme come alive visually and narratively.
The Broken World
The world isn’t just decaying—it’s fragmented in unnatural ways. Expect:
- Cracks in reality, displaced architecture, floating ruins.
- Occasional high-tech artifacts that feel completely out of place in the medieval fantasy setting.
- Environmental storytelling that makes it clear: this isn’t just a world in decline; it’s a world that is fundamentally wrong.
The Silence of the Gods
The gods once shaped this world, and their absence is palpable:
- Crumbling altars, abandoned temples, and forgotten monuments to once-mighty deities.
- Desperate believers clinging to old faiths, whispering prayers that go unanswered.
- NPCs reflecting on the gods’ impact—making it painfully clear they’re gone… but their power isn’t.
Next Playtest & Combat Overhaul
I’m preparing a closed test build to get a better sense of the overall experience and fine-tune balance based on player feedback. Once the thematic updates are solid, I’ll dive into:
- Enemy variety & AI improvements – More distinct attack patterns, visually impressive attacks, and better combat flow.
- Expanding Act 1 – Increasing from levels 1-5 to 1-8, adding more encounter variations and making enemy encounters less predictable.
- Story integration – Improving key character dialogues, side quests, and overall story progression.
- Final Act 1 Boss – The placeholder Fire Titan is temporary; the real boss, Ancient Guardian, is still in the works.
Beyond Act 1: The Road to Full Content
Only after these updates will I begin full content production for Acts 2 and 3. There’s a long way to go, but this phase will define the game’s soul, both mechanically and narratively.
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