Monomyth - RatTower
Hi, dungeon-crawling fans!


Monomyth's closed beta has finally started! Those of you, who backed the game at the "Seventh Oath Cleric" level (€ 125) should have received their invitation mail by now. In case you haven't, please do not hesitate to contact me via contact@rattower.com.

The first beta phase will still be a bit of a bumpy ride with many bugs and some missing features. It is mostly a focus test for the new code base and the first area of the game (hence the name Beta 0). What follows now is a constant loop of feedback and patches that will push the project closer and closer to a stable release.

In that regard, the game already received various hotfixes over the weekend. Among other things, these fixes included the following:

  • Slimes are no longer invincible
  • Various level design fixes
  • Swimming should be much less of a pain now (still not entirely painless)
  • Comfortability features + fixed bugs in container GUIs
  • Some adjusted/corrected dialogue options
  • Books should display correctly while being carried around
  • Torches burn longer and burnt-out torches are now placed in the inventory
  • The GUI for money should update correctly now
  • Fixed a bug that would respawn the player in a mysterious Ankh room
  • Fixed a collision problem that made leaning impossible
  • Visual updates to the environment

And so on. At least until next week, I will still focus on hotfixes of this nature. After that, I will start focusing on the first beta content patch. Speaking of which, the roadmap for the coming months looks as follows:

Update 1: To close the gap between the beginning of the game and the current beta content I will first reintroduce the "Serpent's Bastion" - the area you may already know from the demo. In the full version, this area will be slightly extended. In the same patch, item balancing will be overhauled as well.

Update 2: This patch will include the game's main settlement as well as the updated trading systems. It will also include some portions of the game that may not be accessible until later but are possibly interesting for testing at this point.

Update 3: This patch will introduce the area below the heartlands, where players will really start their vertical descent into the depths of Ariath. Releasing this patch will probably take the most time because the area in it is still at a very early stage of development.

Update 4: This patch will introduce the most classic dungeon crawling experience Monomyth has to offer. Lots of dark hallways, lots of traps, lots of tough enemies. Stressful and my personal favorite at this point. The development of this area has already progressed nicely.

Update 5: This patch will introduce the final area of the game. This area is slightly smaller than the others. The core focus of testing here will likely be level mechanics, as well as the conclusion of the main quest.

Polishing: At this point in time the content creation phase should be concluded. After that, I might open the beta to all backers or go for a short early access phase before the final release.

And that's the entire plan for the beta. Some parts may still be adapted in terms of scope but overall this is how I will attempt to push the project forward. Something that will be helping me in this regard is a highly useful debug tool I implemented some time ago. This tool is, by the way, also available to beta testers. You can bring up the GUI by pressing "K".




Due to popular demand, I will also be re-opening the Kickstarter Encore (slacker-backer option). I will send out a short update about this later this week. The same goes for the backer-created content rewards.

Until then!

Best wishes,
Michael
Jun 6, 2022
Monomyth - RatTower
Hi, dungeon-crawling fans!

time is going by fast and I have been busy preparing everything for the approaching first beta phase. So let us take a quick look at what has been happening over the last few weeks and how we will proceed.


Current Progress

During May I ported some major features into the refactored codebase. Among other things, I made sure that the reworked dialogue system would find its way into the latest version of the game. Feature-wise the system is similar to what you may have seen in the Kickstarter demo (that is if you didn't slaughter the only peaceful NPC).



To quickly recap: The dialogue system is a mix between keywords and dialogue trees. The player can collect clues from documents and conversations and ask different NPCs what they know about a topic. Dialogue trees can trigger different commands, from skill checks to setting the hostility of an NPC. Much like in Ultima Underworld any item given to an NPC via dialogue options will appear in their inventory.


Building upon the modular character system I also introduced visible player armor. At the moment there are two armor sets consisting of multiple equipment items. Much like weapons, armor can break, however, this happens very slowly. Broken armor can still be worn but barely provides any protection.



I also reworked spells, skills, and utility items. Since the code refactoring largely focused on the core character class, some of these things had to be rewritten. A few things still require tidying up but all the functionality is there again and I will use the beta to address these issues.




By the way, porting explosive barrels to the refactored codebase also gave me an opportunity to test out the modular character's ragdoll model.



The beta will feature an initial version of blacksmithing, which allows players to repair broken equipment. Since any character will sooner or later break an item, repairing is not bound to a skill but has to be done in a forge. Blacksmithing in mid to late game will largely revolve around optional weapon improvements. The equipment's damage is visible as well.



Since the first beta area features an underground river, I have also reworked swimming & diving. There are still a few aesthetic things I have to fix on that, so I will present this in a future update.


I also spent some time adding more treasure to the game. During the beta test phase, I will implement an updated trading system. The plan is a more comfortable version of Ultima Underworld's trading system - that means a value-based barter system, where trades can be balanced out either by cash or goods (for a modern example of this you could look at "Stalker: Call of Pripyat").



To put a bow on all the refactoring I rebuilt the game's saving and loading system from the ground up, so it nicely fits the new code. Unlike the public Kickstarter demo, the beta version will let players save and load at any time. Technically I already implemented something like that last September (still on the old codebase), but to lower the chance for nasty surprises I redid the whole system. I also exposed some parts of Unreal Engine's level data to Blueprints to make sure that all persistent entities have unique IDs (regular display names may overlap between streaming levels).



All in all, I must say that the refactoring of the game's core classes slowly evolved into an extensive rewrite of most of the code. That should have probably not been done during production, but in the end, I believe it was worth it. Some features still need to be tweaked here and there but I suppose that should happen with the respective beta tester feedback in mind anyway.


Beta Status

The first beta phase will be set in the "Lysandrian Heartlands", the first non-tutorial area of the game. This very early phase should probably be regarded as more of a focus test for the refactored codebase. With regard to our past definition of what the beta will look like you could maybe call this "Beta 0", because you can play a part of the main quest but it can't be finished at the moment. That will be part of future beta updates, which will add more areas.

Together with the trading update, I will introduce the game's main hub (where most traders are located) and then, step by step, all other important areas will follow. Most of these are currently "work in progress" and I will try to get them into the tester's hands as swiftly as possible.

With a full feature set and the first focus test done we can hopefully concentrate on content testing.


Talking of content, I still need to fix some stuff in the upcoming beta area, which is what I am going to do now. You will hear from me around the 17th when I will send out emails including instructions on how to access the beta. For those of you that have not backed the game on a beta tester level, I will write a short update here. Until then!


Best wishes,

Michael
Monomyth - RatTower
Hi, dungeon-crawling fans!

I just wanted to drop by and mention that the development of Monomyth is progressing very nicely. I'm busy preparing the game for its closed beta, which should start toward the end of June.

Here is a quick video overview of some of the things that have happened throughout the first quarter of 2022.



If you are interested in a more detailed breakdown of some of these features, please check out the various updates posted on the game's Kickstarter page.

I will try to keep you posted more frequently in the future!

Best wishes,
Michael
Monomyth - RatTower
Hi dungeon-crawling fans,

today I would like to address you via a short video message:



Thank you all again for your fantastic support! I'm looking forward to content creation now and I will be happy to keep you updated about that as well.

Best wishes,
Michael

Kickstarter Encore (PayPal Backer Option)
http://rattowersoftware.com/store/kickstarter.html
Monomyth - RatTower
Hi dungeon-crawling fans!


A small bug found its way into the halls of Lysandria with the last patch. That is why I decided to release a little hotfix today. Here are the patch notes:
  • You should be able to play the entire harp again
  • Character attribute buffs/debuffs are now colored accordingly in the character menu
  • Requirements and damage on the broadsword are now properly balanced
  • Disabled inventory access during an attack
  • Parrying with swords and the dagger is now accompanied by the correct sound effect
  • Holding a torch in front of you (Standard: <Mouse 3>) should now consistently set inflammable objects (powder kegs, wall torches, etc) on fire.


Also, after being pulled from GoG a few weeks ago, Ultima Underworld 1+2 are now available again!

Better yet, they are both free until the 3rd of September (as well as the first two Syndicate games by the way)! So, if you want to conveniently check out one of Monomyth's biggest inspirations, you can now do that! In case the game's controls are too archaic for you in their original form, there is also a Unity port (and plenty of excellent install guides for the same).


More updates to come!


Best wishes,

Michael
Monomyth - RatTower
Hi, dungeon-crawling fans!

The latest version of the demo is now available on Steam, itch.io, and indieDB!

Here are the patch notes:

  • You can now rebind your controls (System -> Game Settings)
  • You can now skip the intro (Press Esc twice)
  • The character menu will now show descriptions for character attributes
  • The documents tab has been restructured and renamed to "Notes"
  • Documents now use a bigger font size and are easier to read
  • There is new a skill menu providing an overview of skills and your current character build
  • You can take all items from a container with the "Activate" button (Standard: F) and close containers with the "Inventory" button (Standard: Tab) or ESC
  • Increased the radius of "Magic Arrow" projectiles which should be easier to aim now
  • Slightly increased base movement speed
  • Post-processing options should work again (these are temporary "overall" settings)
  • Slightly increased the range of swords
  • Fixed the range on the "Wooden Club"
  • Equipment checks now work on the basis of equipment-adjusted attributes instead of raw character attributes
  • Toned down particles on "Divine Light" - also, the particles should now correctly disappear after death
  • Fixed collision on bushes at the trader's gate.
  • Improved chimney collision
  • Accelerated horizontal mouse sensitivity to better match vertical sensitivity
  • Character names are now limited to 30 letters
  • Fixed a glitch that would let players escape the map and enter the serpent bastion's cellar/caves
  • Players should experience slight performance increases
  • Toned down the glitter on fireflies when AA is turned off.
  • You can no longer mantle through stairs
  • Minor fixes in spell descriptions and balance
  • Various invisible bug fixes

If you downloaded the demo on Steam it will automatically update. If you used the files from itch.io or indieDB you will have to re-download the data (you should be able to re-use your old characters though).

Best wishes and have fun!
Michael
Monomyth - RatTower
Hi, dungeon-crawling fans!

Just in time for the weekend: Monomyth's Kickstarter Demo is now available on Steam!

You can find it on the shop page.

Meanwhile, the Kickstarter campaign is already a great success! After less than three days the initial funding goal was achieved and we are already heading for the second stretch goal!

If you would like to support the Kickstarter you can do so over here.

In the following days, I will go through the demo feedback and update the available build.
Just a heads up: In this version (1.02), there is still is a small problem with the Wooden Club (the weapon's range was accidentally reduced). This issue, as well as a couple of other things, will be resolved in the next version.

Have fun and best wishes!
Michael
Monomyth - RatTower
Hi, dungeon-crawling fans!

I'm happy to announce that Monomyth is now live on Kickstarter!
You can find the project page here:


As for the demo, I must apologize to Steam users since the demo build is still under review by Valve. I expect that to be done around Thursday - hopefully earlier. However, that does not mean you have to wait! You can try the demo right now! Just head over to itch.io:


The demo is a short introduction to the grim world of Monomyth. You will find yourself in the Serpent's Bastion, trying to enter the great underground fortress of Lysandria.







A little tip for your adventure: Not all rats are the same.

I already want to thank all of you most sincerely for your patience! Some of you have followed this project literally for years. I am confident, that, with your feedback and support, it can truly carry on the torch of its inspirations.

Thank you and best wishes!
Michael

P.S.:
If you haven't seen it already, you can watch the HD trailer for the Kickstarter:


Monomyth - RatTower


Website
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Greetings, dungeon-crawling enthusiasts!

Today I bring you some great news:

Monomyth will be coming to Kickstarter on the 27th of July, 2021, at 7 pm CET / 1 pm EST.

As a part of this Kickstarter campaign, you will be able to try a demo of Monomyth yourself! In this demo you will travel to the Serpent's Bastion, an outpost of Lysandria, and a bulwark against the many dangers that lurk in the wastelands surrounding the ancient fortress.



You will be able to create your own character and customize its stats to your liking. The demo will feature dialogue, puzzles, combat, and the full tutorial area of the game - though, it won't hold your hand too much and there is enough room for exploration.

Why a Kickstarter?
You may wonder, why now? Why a Kickstarter after all these years. The answer is, that Monomyth is now entering a phase of development where certain costs arise (equipment, software tools, legal fees, etc), and some assets - most of all the music - have to be done by contractors. While I do a lot of assets myself I am not a musician, so, besides financing core development, that is where the money would go.

So, when will Monomyth be released?
There is still some content to be made, some dialogue to be written and some assets to be created. Feature-wise Monomyth is already on a good track. There will still be some changes to NPCs and the AI.

Monomyth is scheduled for Q2, 2022.

Originally I wanted to go for early 2022 - and I still think that is realistic - but I do not wish to delay it yet another time in case something unforeseen pops up. I tried to calculate a realistic goal and added a little bit. This time is actually a hard deadline. If you followed past updates you know that this is now my full-time job, and given how it went over the last couple of months I would really like it if it stayed that way. Talking of which...

What about the future?
Since the Kickstarter will also cover some legal fees for the (one-man) company that I have established over the last couple of months, it's only right to quickly discuss what you can expect from Rat Tower Software in the future.

Now, besides the obvious possibility of developing sequels to Monomyth, I wrote down numerous ideas over the years, some of which I believe are worth developing into full projects.
These range from small to medium titles, most of which share a lot of DNA with Monomyth and the first-person RPG genre. Personally, I would like to expand this formula by a few simulation aspects that work on a higher level than just moment-to-moment gameplay.

But it is too early to chat about these things. I only want you to know that my intention is to build a stable long-term operation for an established audience - and that is you!

It is your wishes that count in the end. Even more so, when they overlap with my personal taste.
As for Monomyth, I believe that the result will be just in that sweet spot.

I am looking forward to your feedback!
See you in a week and a half!

Best wishes,
Michael
Monomyth - RatTower
Hi all!

I am very happy to inform you that Monomyth is now under full-time development! As announced earlier this year I left my academic position in February. I did my final exam last week and now I can entirely focus on this project. I'm glad to report that development is already progressing at a much faster pace! So let's quickly recap what has been happening over the last couple of weeks:


But most of the work went into the new tutorial area, which is also the beginning of the game:







The next few months will be quite critical for the development of Monomyth. During Q2 of 2021 you will see three things: A trailer, a demo, and a Kickstarter campaign. The reception of all of these will help me assess the situation and give me a little guidance on how to scale future development.
If the Kickstarter campaign does well I can hire artists to produce additional assets (first and foremost music). If the campaign underperforms, I will have to make some adjustments here and there.
Either way, Monomyth is making good progress and I’m excited for the coming months. I’ll keep you posted (from now on, more frequently than in the past)!

See you soon!
rattower
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