Monomyth

MONOMYTH is an immersive, first-person dungeon-crawling RPG inspired by the genre's late classics. Embark on a journey through a vast and highly interactive game world as you unravel the mysteries hidden beneath the ancient fortress of Lysandria.

Monomyth is a early access, dungeon crawler and immersive sim game developed and published by Rat Tower.
Released on October 03rd 2024 is available in English only on Windows.

It has received 389 reviews of which 360 were positive and 29 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 17.99€ on Steam and has a 10% discount.


The Steam community has classified Monomyth into these genres:

Media & Screenshots

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Requirements

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Windows
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-3570K | AMD Ryzen 5 1600
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 760 | AMD Radeon R9 280
  • Storage: 5 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2024
Big fan of the genre, dropped nearly 40 hours into this already and it's only early access. Rolled several characters, and pretty sure I've seen 99% of what there is to see and it was a blast. Can heavily advise going in fresh with no spoilers, the tool tips are perfect amount of help, half the experience is experimenting. Combat is fairly simple to grasp, but I found there is a depth to it, in the settings menu I would suggest turning off the "always use best attack" option to get the most of the directional combat. In current build that settings menu only appears when you're in game in an actual save, not on the opening menu. In general your character will swing horizontally, if you are attacking while moving backward that will be a stabbing thrust and while moving forward that is an overhead smash. This personally is a huge improvement and makes the combat a whole lot more dynamic.
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Oct. 2024
This is it. Ultima Underworld, Arx Fatalis, Thief and Dark Messiah of Might and Magic stand behind this amazing one-man project and nod respectfully in it's general direction. Finally a worthy successor to the 'solo dungeon crawler with dark atmosphere' genre.
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Oct. 2024
Monomyth in a charming first person immersive RPG, following design principals from games such as King's Field, Arx Fatalis and The Elder Scrolls: Daggerfall. As always, when there is a bias, I must preface the review with a note of the such. This game was basically made for me. I can fondly remember spending dozens of hours in my young teenage years playing Arx Fatalis, the game this title "feels" the most like. I adore this title. I'm going to start with the weaknesses, because there's only a couple in my eyes, at least so far (This review could change as I play more). The weakest individual element of the game's design is the voice acting. It's rough. It's obviously done in-house (If they paid for this they need a refund) and lacks the punch of professional work. When characters emote it often doesn't really sound right, usually due to overrating. Some people don't take this type of criticism but it's a hill I'll die on. Some people just sound like what they are. Such as a slightly effeminate computer programmer. When you hear that type of voice in a dark fantasy setting, it's extremely easy to get ripped out of the immersion. If you play the game you'll quickly know the voice I'm talking about. There are plenty of characters within the game that this could work for, but the issue is that the particular voice actor seems to be the one with the most lines, and he does voices for characters that I'm just not buying at all. The biggest issue with this is that he's also kind of the best they have. You end up with this uncanny valley of your Skyrim Guards sounding like a high school "theatre kid" instead of sounding like their voicebox just made love to a bottle of whiskey. Speaking of uncanny valley, the second of three issues emerges when you look at any of the characters in the game for so long. The character models in this game are ugly. They have limited articulation and basically no actor behaviours, which I think is a little bit of a shame. For someone who likes and is used to being immersed into the classic titles like Arx Fatalis, this probably isn't too much of an issue, and it very rarely is for me unless I'm cooking at a campfire with a merchant nearby or something, but it could be worth considering for a newer and younger audience. Having the NPCs perform some basic patrols would not only add a lot to immersion and making the world feel alive, but setting NPC schedules could also form some great ideas. Such as how to people down here even keep time to have a schedule? My final critique would be of the game's pace, difficulty spikes and some mechanical issues. There are a lot of weird choices in this game. Slime enemies have a ranged attack that just seems to just kill you. Now admittedly I'm playing a wizard character but with the fun and rewarding spellcasting system on offer, I don't know if I will ever not play a wizard, at least on some level (The light spell alone is worth the intelligence investment, with heal self in the same school of magic, useful for any warrior). That being said I get hit by a slime at ranged and I die. I can eat, drink, scream, cry, jump in the water. I'm just dead. Maybe I'm missing something, but this isn't good. Even King's Field and Dark Souls won't drain you completely to 0 from a poison effect. Compound this with the second issue, enemy pathfinding, and this just becomes a headache. You have a slime camped out around a corner, stuck on a box, you can't hit it and if you round the corner, it sprays you with instakill juice. The pathfinding in the sewer is particularly bad. The level design of Monomyth is masterful. Take a giant steaming heap of King's Field's deign and then finely slice in some of the same studio's later work, with Dark Souls type shortcuts and loop arounds to previous areas. There is a map of most areas which updates in real-time. You just have to find the map first in a lot of cases, which creates for some of the best moments in the game, when you're wandering blindly through the caverns and just exploring. My biggest issue with the whole system is just a overall lack of smaller secrets. Most of the secrets are denoted by some kind of giant glowing pillar or something. There are very rarely little troves of treasure to reward inquisitive players and these situations seem to reward players who have levelled up lockpicking instead, which I think is a shame. I don't think most exploration rewards, such as a chest in a boat sunk in the water, should be tied to lockpicking and I instead think lockpicking should allow players to acquire more free things from human settlements and the exploration rewards should be given simply for exploring. The moment-to-moment gameplay is a good mix between exploration and combat. Combat is brutal, snappy and responsive, but does fall into the rut of many two-button combat systems where there is a feedback loop that amounts to "Your turn, my turn, your turn, my turn", as failing to block enemy's attacks will just get you messed up. Spellcasting feels AMAZING and is some mix between Arx Fatalis and Dungeons and Dragons. You're given a pentacle of different "Echo runes" which you can tap in order in a ritual to create different spells. Doust, ignite, hands of flame, magic arrow, heal, light, drain life, light... This is just the spells you can create with 4 out of a possible 16 (?) echo stones. Once you've successfully echoed the spell, you can memorise it and commit it to one of the spell slots in your spell book (A little bit of DnD flavour), which is a "weapon" type item where you can easily scroll through your memorised spells with your mousewheel. There is also a fully realised stealth sytem that is inspired by the greatest stealth game of all time, Thief, complete with tools such as water arrows. However, with the lack of rope arrows and vertical design and no sneak attack as far as I can tell, this basically amounts to throwing away EXP to be a pacifist and I personally just can't really see the point. The music and soundscape are fine. There is a distinct lack of ambient soundtrack which sort of makes the game feel empty, which itself is sort of a vibe, but I still think some low and quiet orchestrals just to break up the oppressive silence could go a long way. The combat music is also extremely aggressive and intense. This is sometimes to the game's great benefit, such as the first time you encounter certain types of enemy and you're just running away and trying to think, but sometimes to the game's detriment, such as if you're standing on a box waiting for your mana to regen. If I had to make a small tweak, I would add a slightly less intense loop. You have your combat initiated track, run the intense track for maybe 5 or 10 loops, then allow it to wind down to a more grounded track for longer fights, before finally winding down and playing the victory stinger. This also allows the director to create specifically intense curated moments, such as the first encounter with Sewer enemies (which made me piss and shidd and cry). Sounds like swords clashing, blacksmith's hammer hitting an anvil, cooking, fishing, footsteps, boxes falling, all perfect. Nothing I can really fault otherwise in the soundscape. Monomyth feels like the game I've had in my head since I was 13, to the point where playing it initially made me feel a little bit emotional. It was extremely hard for me to review without rose-tinted glasses, but I did the best I could to criticise my own taste. I can't in good faith advertise this title, because I just want people to give this studio more money, but it comes with my thoroughly biased recommend. This title is fantastic.
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Oct. 2024
Monomyth is a spiritual successor to Arkane Studios' 2002 game 'Arx Fatalis'. If you didn't play that game, then let me explain. Monomyth (and Arx) are immersive sims, but not just any kind. They loosely follow the lineage of the 'Shock' branch of im-sims, meaning that you'll find plenty of lore, interconnected zones with shortcuts galore, secrets and RPG elements. I'm going to take this one step further and coin a new term too. Monomyth and Arx Fatalis are 'Adventure Immersive Sims'. In this game, you'll find yourself gathering resources not only for combat and trading, but also to solve puzzles. Much like an old Sierra adventure game, you'll find a broken switch and your job is now to find the lever to fix it. You'll also find NPCs who ask for special items or tasks, oftentimes with multiple solutions. For example, you might find a bandit camp where it seems like your options are to pay or fight, but this is an immersive sim. If you want, you can stack 5 barrels and jump over the wall, or you use a special item to jump higher to climb up. Resources in this game are special. Enemies don't respawn and neither do items. This means that you're going to be careful. You can repair your weapons, but you'll need to find a hammer and a forge. Armor might be a different story though. Make sure that you block or dodge, because getting hit will damage your armor. Of course, you could quick save and quick load, but the game actually provides you with another option. It has 'bonfires' from Dark Souls, but enemies don't respawn when you die. Instead, the punishment is the resources you lost and you'll find that a little bit of your XP is waiting for you where you died at. Everything in this game is tangible. If you want food, then you're going to have to either find it, buy it, or fish/kill for it. You can fish in the stream and eat the fish raw, or you can find a fire, drop it and watch it cook in real time. You can even mix water with flour to make dough, then take it to an oven and bake it. If you want to repair your weapons, you'll also have to heat them up at a forge and literally mend them with a hammer. Your inventory is limited too. If you run out of space, then you'll discover one of my favorite aspects of Monomyth and Arx. Items never despawn so you can effectively setup a base wherever you want. If you have some extra weapons, armor, healing items or anything, then you can find a nice spot and drop them in the game world. They'll be waiting for you. (Or you can sell them to a merchant). This game is the ultimate immersive sim. You'll even find that most lights can turned on and off, including Thief style with water and fire arrows, or good old magic like in Arx. You have so many choices in this game. Even the quests have multiple solutions, some peaceful and some not so much. This game is early access, however, the present content is well thought out but definitely needs some polishing. Occasionally, you'll find some empty chests or NPCs without dialogue. Despite that, you'll probably get plenty of play time out of it. I've played about 7 hours so far and I haven't hit a single section from any of the game's demos, of which there have been several. I'd recommend trying out the latest demo if you're on the fence. For me, performance is great, but keep in mind that I have a 5800X3D and a 7800 XT. I can get a locked 144fps on high settings. The game has no irritating graphical effects and it has a FOV slider which thankfully goes up to 120 degrees. However, I'll say that the weapon viewmodels are a bit too close (but they scale with FOV). I'd love to see a viewmodel FOV slider added in the future. The game runs on Unreal Engine 4, meaning that some light modding should be possible, albeit with community tools. In terms of critique, I have very little. The game's two biggest problems are its lack of a gamma setting (you can use Universal Unreal Engine 4 Unlocker's 'gamma x.x' command to change it for now) and its poor animation quality. The game looks a little janky, but it generally feels really good. Everything in this game is really well thought out. I'd highly recommend it, especially if you're a fan of Arx Fatalis and King's Field. First person RPGs are incredibly rare and this is one of the best available.
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Oct. 2024
Been following since the beginning! I am a massive fan of the first-person dungeon crawler genre (which is criminally underrepresented these days). Monomyth wears its inspiration from games like Arx Fatalis and Kings Field on its sleeve, but adds its own unique ideas and modernizations. Monomyth is not afraid to ask you to slow down and be immersed in the world around you. Is your shield starting to break? You'll need to find a forge to heat it, an anvil to place it on, and a hammer to get rid of the imperfections. You want to make that flour into bread? You'll need to find water to wet the flour, then cook it by a fire. Most games hide these actions by having you click around in a menu, but it is details like this that make Monomyth so immersive. Some pros: + Great atmosphere + Immersive gameplay systems + Highly-interactive world + Multiple options for approaching combat and exploration + Intricate and deliberate level-design + Interesting story + Elements behave as they should (fire is hot, it can cook food and ignite fuses) + Smart UI system allows you to drag/drop items from the environment in real-time Some gripes (Day 1 early access): - Attribute points are vague. Until I had 5 points in lockpicking, I was unable to open any locks past the tutorial, which made it seem like my points weren't changing anything. - Breakable objects should receive more damage from unarmed attacks. Sometimes barrels/boxes take more than 10 kicks/throws to break. - Need a clear way to distinguish friendly/hostile NPCs. I nearly killed the first merchant because he was standing in the corner of a room with a thief mask over his face. - Merchants should have unlimited money. The reset time on merchant inventory is very short, so I can typically sell all of my items by running back and forth between two merchants anyway, so the limit on their money seems unnecessary and frustrating. - Desperate need for optimization, specifically for lighting. I am not on cutting-edge hardware, but I am running a 30-series which is by no means ancient technology. To keep the game running at a stable FPS I needed to turn lighting down to 1 and set my FPS cap to 60. - No way to repair clothing items? Maybe I missed this, but it seems only metal equipment can be repaired. - Water from the river cannot be interacted with like other water sources (E.g., wash bandages, fill empty flasks, etc.). Suggestions: * Further expand on interactable items (E.g., Higher tier food that requires additional preparation steps, ability to smelt metal objects to craft weapons, repair clothing at a spinning wheel, upgrade gear at a grindstone, etc.). * Add a detailed description for what each point added to an attribute changes. (E.g., If you need 5 points in lockpicking to open simple locks, telling this to the player would increase their ability to plan how they want to allocate their hard-earned points). * Lack of dual wielding seems like a missed opportunity. Would love to see this included in the future! * Ability to pick up and place all lootable objects (similar to how you can pick up pots and boxes). This will make actions like moving a heated weapon from a forge to an anvil easier, or move and place a broken lever without needing to worry about inventory space. * Ability to drop/throw lit torches. This would allow players to maintain a light source in combat without needing to keep a torch in their hand. * Sleeping in a bed should autosave and restore HP and Mana. To balance this, there should be a cooldown time on resting. * Ability to disable combat music and slow-mo on finishers. * Additional character portrait options (including additional genders and ethnicities), or even the option to upload a custom image. Absolutely love this game, even in its early access form. Monomyth is a fantastic addition to the first-person dungeon crawler genre!
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Last Updates

Steam data 17 November 2024 10:21
SteamSpy data 21 December 2024 07:55
Steam price 23 December 2024 12:19
Steam reviews 21 December 2024 15:55
Monomyth
8.6
360
29
Online players
25
Developer
Rat Tower
Publisher
Rat Tower
Release 03 Oct 2024
Platforms