It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Monomyth is an immersive, first-person dungeon-crawling RPG inspired by the genre's late classics – and it’s coming soon on GOG!

Embark on a journey through a vast and highly interactive game world as you unravel the mysteries hidden beneath the ancient fortress of Lysandria.

Wishlist it now!
Never hurts to add one more eh?
avatar
Memecchi: I mean, it'll probably release at a higher price point than any TES available lol
avatar
Loger13: Yes. And this may be a problem for the developer. I hope he can find a balance in price and I hope everything will be fine with sales.
Well, it also seems to be quite heavier on the system, more than a powerhouse like Oblivion (albeit not a new one) or even Skyrim (I haven't checked). I understand it's indie and programming it's hard, I feel I should hold back the sarcasm a little while pointing at this..Still, it's a bit too much. As someone else already said, 10 gb ram for a 8 gb program...These are high numbers even for more "enterprise" and "graphics heavy" new titles. Either there's some simulation or peculiar mechanics under the hood, or it lacks optimization. It could literally be a "live cd" game, or a very big old AMIGA one,
since all the game could be loaded in RAM..!
Post edited July 31, 2024 by marcob
I really like what I see in the trailer. Wishlist. (good trailer btw)

On another note, I wish more games that are released on GOG had this good a trailer to showcase what their game is about. Would make it so much easier to understanding the new releases a bit better, since most don't offer demos here. It's also why most times I skip games cause there's nothing to see when they're released and I simply don't feel like researching these days lol.
.
avatar
Loger13: Yes. And this may be a problem for the developer. I hope he can find a balance in price and I hope everything will be fine with sales.
avatar
marcob: Well, it also seems to be quite heavier on the system, more than a powerhouse like Oblivion (albeit not a new one) or even Skyrim (I haven't checked). I understand it's indie and programming it's hard, I feel I should hold back the sarcasm a little while pointing at this..Still, it's a bit too much. As someone else already said, 10 gb ram for a 8 gb program...These are high numbers even for more "enterprise" and "graphics heavy" new titles. Either there's some simulation or peculiar mechanics under the hood, or it lacks optimization. It could literally be a "live cd" game, or a very big old AMIGA one,
since all the game could be loaded in RAM..!
Ram memory depends a lot on the engine. And storage depends on the amount of content. They are not directly correlated. Anyone who knows what .kkrieger is, for example, understands what we are talking about.
avatar
WideLoader69b: Never hurts to add one more eh?
agreed :)
avatar
marcob: Well, it also seems to be quite heavier on the system, more than a powerhouse like Oblivion (albeit not a new one) or even Skyrim (I haven't checked). I understand it's indie and programming it's hard, I feel I should hold back the sarcasm a little while pointing at this..Still, it's a bit too much. As someone else already said, 10 gb ram for a 8 gb program...These are high numbers even for more "enterprise" and "graphics heavy" new titles. Either there's some simulation or peculiar mechanics under the hood, or it lacks optimization. It could literally be a "live cd" game, or a very big old AMIGA one,
since all the game could be loaded in RAM..!
avatar
Loger13: Ram memory depends a lot on the engine. And storage depends on the amount of content. They are not directly correlated. Anyone who knows what .kkrieger is, for example, understands what we are talking about.
Media assets aside (but..you remembered me that even those can be made up in running time on the spot: thanks for the info about .kkrieger) they're still some "lower your shields to power your lasers" tradeoff. They're both necessary (almost, in modern computing at least) and doing similar functions, they are more convenient or not depending on the situation and you have to balance between RAM, disk space and loading time (I think loading time is a resource: it's CPU work, actually). It's quite strange to me that a game whose executables are even less than X can take up 150% X more or less in RAM/ temporary storage..The only thing I could imagine was a very heavy simulation model; you thought instead of a runtime content generation...not the way I've been used to when speaking of the majority of games
Post edited August 01, 2024 by marcob
high rated
Hey,

Just quickly coming by to clear this up:
The game currently requires around 5GB of disk space.
I accidentally took over old data, which was probably based on an uncompressed build.
Sorry for the confusion.

Best wishes,
Michael
Post edited August 01, 2024 by RatTower
avatar
RatTower: Hey,

Just quickly coming by to clear this up:
The game currently requires around 5GB of disk space.
I accidentally took over old data, which was probably based on an uncompressed build.
Sorry for the confusion.

Best wishes,
Michael
Don't worry, it's just small talk.
It just still seems unusual (not for me) for a game to require more RAM than disk storage, although with modern engines this is possible.

P.S.
If I understand correctly, you are THE DEVELOPER.
If so, you can ask the administration to give you a fancy orange color on the forum (in the game threads), which will show everyone that you are a developer.

I wish you all the best (in both development and sales in the future)! And in general, of course.

P.P.S.
If I'm not mistaken and you are the developer:
If you have the time and opportunity (no problem If you don't have time for that - feel free to NOT answer the question), I'd like to hear a few words about whether the game will have
1) Levitation (Balance issues, I know, but I was curious..... In the game is noticeable a good margin for verticality, and games of this type, where there would be levitation, we were not given a long time ago - in the mentioned Morrowind it was, but in the following Oblivion and Skyrim already cut out).
2) Selective teleportation (like "Mark" - "Recall" in Morrowind, or something like Blink from Dishonored, or any other types). It's about teleportation, where the point from which the teleportation happens and to which the teleportation happens depends on the player in one way or another (There are stationary teleporters in the game, I saw in the video devlogs, so the question is not about them, but rather about something like teleportation spells).
high rated
avatar
RatTower: Hey,

Just quickly coming by to clear this up:
The game currently requires around 5GB of disk space.
I accidentally took over old data, which was probably based on an uncompressed build.
Sorry for the confusion.

Best wishes,
Michael
avatar
Loger13: Don't worry, it's just small talk.
It just still seems unusual (not for me) for a game to require more RAM than disk storage, although with modern engines this is possible.

P.S.
If I understand correctly, you are THE DEVELOPER.
If so, you can ask the administration to give you a fancy orange color on the forum (in the game threads), which will show everyone that you are a developer.

I wish you all the best (in both development and sales in the future)! And in general, of course.

P.P.S.
If I'm not mistaken and you are the developer:
If you have the time and opportunity (no problem If you don't have time for that - feel free to NOT answer the question), I'd like to hear a few words about whether the game will have
1) Levitation (Balance issues, I know, but I was curious..... In the game is noticeable a good margin for verticality, and games of this type, where there would be levitation, we were not given a long time ago - in the mentioned Morrowind it was, but in the following Oblivion and Skyrim already cut out).
2) Selective teleportation (like "Mark" - "Recall" in Morrowind, or something like Blink from Dishonored, or any other types). It's about teleportation, where the point from which the teleportation happens and to which the teleportation happens depends on the player in one way or another (There are stationary teleporters in the game, I saw in the video devlogs, so the question is not about them, but rather about something like teleportation spells).
Hi,

there is a blink spell. The other three (mark, recall, levitation) are on my todo list.
Levitation is probably the more challenging one because it affects enemy behavior and requires adjustments in the AI. Mark and recall are comparatively easy to implement because Monomyth is designed in a way that can't really be sequence broken like that. So I plan to include those spells, I just need to make some time for them.

best wishes,
Michael
Post edited August 04, 2024 by RatTower
avatar
Loger13: Don't worry, it's just small talk.
It just still seems unusual (not for me) for a game to require more RAM than disk storage, although with modern engines this is possible.

P.S.
If I understand correctly, you are THE DEVELOPER.
If so, you can ask the administration to give you a fancy orange color on the forum (in the game threads), which will show everyone that you are a developer.

I wish you all the best (in both development and sales in the future)! And in general, of course.

P.P.S.
If I'm not mistaken and you are the developer:
If you have the time and opportunity (no problem If you don't have time for that - feel free to NOT answer the question), I'd like to hear a few words about whether the game will have
1) Levitation (Balance issues, I know, but I was curious..... In the game is noticeable a good margin for verticality, and games of this type, where there would be levitation, we were not given a long time ago - in the mentioned Morrowind it was, but in the following Oblivion and Skyrim already cut out).
2) Selective teleportation (like "Mark" - "Recall" in Morrowind, or something like Blink from Dishonored, or any other types). It's about teleportation, where the point from which the teleportation happens and to which the teleportation happens depends on the player in one way or another (There are stationary teleporters in the game, I saw in the video devlogs, so the question is not about them, but rather about something like teleportation spells).
avatar
RatTower: Hi,

there is a blink spell. The other three (mark, recall, levitation) are on my todo list.
Levitation is probably the more challenging one because it affects enemy behavior and requires adjustments in the AI. Mark and recall are comparatively easy to implement because Monomyth is designed in a way that can't really be sequence broken like that. So I plan to include those spells, I just need to make some time for them.

best wishes,
Michael
So, I was not mistaken - the developer is in touch (I will remind you again that you can request a special orange color on the forum, signaling that you are a game developer).
That is, there will be both blink and selective teleportation (from an arbitrary point to a given point). Excellent! Exactly what I wanted to know.
I understand that the introduction of levitation may have its own difficulties (that's why I mentioned it above).
I was interested in whether this is in the plans. So, the information that it is already on the todo list is comprehensive.

Thanks for taking the time to answer!
This looks really good. I also thought the music in the first 40 seconds of the trailer was phenomenal. I could listen to that on repeat. And that's coming from someone who usually turns the music off in games!
https://www.kickstarter.com/projects/836367155/monomyth/posts/4198119

"It is finally time for the project to enter its last stage of development.

Monomyth's Early Access phase will start on October 3rd, 2024.

(InDev) Release Date Trailer

The initial Early Access version will feature two major areas, a central hub, and several smaller dungeons. All character skills and side features, including blacksmithing and fishing, have been implemented. The game's data includes several spells and weapons. Numerous enemy types, puzzles, and environmental challenges are already in place.

I want to stress that this is not a final release! The goal of Early Access is to receive feedback and ensure that all systems are interacting correctly. Player testing will help fix subtle design flaws and make sure that the game runs efficiently on a wide range of machines.

I plan to introduce three additional major areas during the game's time in Early Access. Two of these areas are already in their refinement phase, one is still in its design phase.
I also plan to improve the combat and AI systems further. The full version is intended to offer a wider selection of spells, weapons, and enemies. Additional quests are planned as well.

The game will remain in Early Access for approximately six to twelve months.

Your Open Backer Beta keys will be locked shortly before the release. You will then receive your final key. If you wish to receive a GOG key, please fill out the request form mailed to you a few weeks ago. If you have not received such a request form, please check your spam folder. If you can't find it there either, please let me know, either by direct message or in the comment section of this Kickstarter update.

See you in Lysandria!"