August 2025 Newsletter

August 14, 2025

Physical Rewards

We’ve started production of the tumblers since it looks like tariffs will not be improving anytime soon. Look out for an email in the upcoming months to finalize shipping information!

Progress

Darkren Combat Improvements

We’ve implemented a difficulty system for darkren combat so we can compare and contrast different levels of play while we’re defining what a “fair” combat experience will feel like for different players. We have the ability to tweak things like the frequency of attacks, damage, how many darkren can attack at the same time, etc. per difficulty level. We’ve also implemented a “wave” system, so you can get into multiple darkren fights at the same time. This means if there are multiple darkren close to you, rather than taking you in and out of the battle scene repeatedly from the overworld, you would enter multiple battles until they were all defeated.
The downside to this, is that it required a large update to how battles are loaded, but it does make bringing together our single player updates and combat updates from the combat alpha easier to do. This update is still in progress, which means we won’t be able to have any visual updates for this newsletters as battles are being fixed.

Hound

Hound was a bit tricky to implement because he required quite a bit of playtesting to make sure the combat experience felt unique compared to fighting whispers. Hound is much faster than the other darkren and can attack from a variety of ranges, making them a threat to keep track of. They’re especially dangerous in groups of multiple hounds.

Scowl

Scowl progress has moved a bit slowly. With this Mythren being worked on by other team members, we’ve identified some issues with the Fighter Creator system that have caused some delays. That being said, his rage mechanic has been fully implemented, and he should see a video in the next newsletter.

Single Player

We’ve identified some areas of improvement after the skeleton patch, most notably being movement options having a few edge-cases that make things feel less fluid than intended. Aidan is currently working on improving these systems, with the largest improvement coming from our cliff sliding system (that stops you from being able to jump up weird spots on walls). Afterwards, we’ll focus on improving our campsite system, and getting the combat alpha implemented into the single player gameplay for a larger demo. This newsletter is a bit lighter due to vacations during the summer, but our next one should have quite a bit of content! We’ll see you in October!

Steam Page

Our Steam Page is live! So please wishlist if you have not already!

Steam is showing Mythren as free, which it is not, we’re still working that out with steam! There is no download available though, so there's nothing to worry about there.