
An open-ended adventure game that seamlessly blends RPG mechanics and puzzle solving.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English
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this game trips me out
I really enjoyed this game! I basically played it in a day. I would say up top that I don't totally agree that it's "open-ended." It's true that you can basically choose which enemies to engage with in what order, but otherwise, as far as I can tell you have a pretty linear path through the stages of the game. The ability to largely wander around the island as you see fit (as long as you can pass the enemies) serves a lot more to create a ton of backtracking, without a ton of discovery or exploration later in the game. (Unless, of course, there were meaningful choices you could make in the narrative—but it definitely didn't seem like it.) I still found the game very engaging, although other players might find the core gameplay loop a bit repetitive; it does come down to a lot of save-scumming to figure out the most efficient series of steps, if you want to get through the game without dying (which is what I did). Despite what at least one other review said, you don't need to die to advance through the game! But pick your steps very carefully, as well as your saves. I also found the magic to be pretty underwhelming: I largely only used the heal spell until I got the barrier spell (barrier spell is just more cost-effective once it's more than 20 damage you're guarding against...for the same reason, the freeze spell was never worth double the mana cost for roughly the same effect as the barrier), with the mana drain equipped passively. I never worked out how to use the magic staff at all. Overall it's worth a shot, especially now that it's free!
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Hours played at review time, across 39 reviews with recorded playtime.
Myth Bearer is a deliberately compact fantasy RPG that gets much of its appeal from freedom, permanence, and discovery rather than spectacle. Developed and published by Moonskull Games, it presents a small interconnected world where understanding how locations, enemies, items, and objectives relate to one another becomes a major part of the adventure. Its intentionally low-resolution pixel presentation gives it the appearance of an old-school role-playing game, yet its structure is more flexible than that first impression suggests. Instead of pushing the player through a rigid sequence of quests, it encourages experimentation and rewards anyone willing to investigate unconventional routes. Exploration is arguably the heart of the experience. The world is constructed so that reaching a destination is often a problem to solve rather than simply a matter of following a waypoint. Different areas contain obstacles, enemies, resources, and opportunities that gradually make more sense as knowledge accumulates. Sequence breaking is an intentional part of the design, allowing observant players to bypass portions of the expected progression or reach objectives in unusual ways. This creates satisfying moments when something that previously appeared inaccessible suddenly becomes possible because the player has discovered a new route, acquired the right resource, or simply developed a better understanding of the environment. A particularly interesting feature is the permanence of the player's actions. Enemies do not endlessly respawn, resources are finite, and story developments can produce lasting changes. This significantly alters how ordinary RPG decisions feel. Defeating an enemy is not merely a temporary victory before the creature reappears after changing areas, while consuming a useful resource can carry genuine consequences. The game therefore rewards planning and discourages the careless assumption that everything can be farmed indefinitely. These limitations can create tension, but they also make progress feel tangible because the world retains evidence of what the player has accomplished. Combat itself is comparatively straightforward and should not be mistaken for the central attraction. The deeper strategic element comes from preparation and deciding when a confrontation is worth attempting. Equipment, character development, available resources, and exploration choices all influence how manageable an encounter becomes. A difficult enemy may effectively function as a barrier that encourages the player to investigate another part of the world before returning. In that respect, combat blends naturally with the game's puzzle-oriented philosophy, because finding a better solution can be just as important as overpowering an obstacle directly. The minimal amount of hand-holding strengthens the feeling of discovery. Myth Bearer expects players to observe their surroundings and remember useful information rather than constantly pointing toward the next destination. For players who enjoy independently unraveling game worlds, this creates an appealing sense of ownership over every breakthrough. On the other hand, the same approach can produce periods of uncertainty. Anyone accustomed to detailed objective markers, comprehensive quest tracking, or extensive tutorials may occasionally struggle to determine the intended next step. Patience and curiosity are consequently much more valuable here than simply rushing toward completion. The visual design follows a similarly restrained philosophy. Its extremely low-resolution pixel graphics are colorful and readable, but clearly prioritize function and retro character over elaborate animation or environmental detail. The aesthetic works well with the game's mechanical focus, although it will be highly dependent on personal taste. Players attracted to minimalist independent RPGs are likely to appreciate its simplicity, while those expecting cinematic presentation, detailed character models, or lavish effects will find the production intentionally modest. Control options accommodate different play styles, including mouse-based interaction alongside keyboard movement. The straightforward interface complements the compact design and avoids burdening the player with unnecessarily complicated controls. Additional features such as achievements and cloud saving add convenience, while an unlockable challenge mode provides another reason to engage with the mechanics after understanding the normal progression. Challenge-oriented replaying is particularly suitable because knowledge of routes, resources, and encounter placement can dramatically change how efficiently the adventure is approached. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. Replay value comes primarily from mastering the world rather than discovering an enormous quantity of new content. Once players understand how areas connect, where resources are located, and which challenges can be approached in different orders, subsequent attempts can become exercises in efficiency and experimentation. Intentional sequence breaking becomes especially valuable here because experienced players can test alternative routes that would have been difficult to recognize during an initial blind playthrough. The challenge mode further strengthens this emphasis on mechanical understanding. Myth Bearer ultimately succeeds by doing a great deal with a restrained set of ingredients. Its persistent world, limited resources, non-respawning enemies, interconnected exploration, flexible progression, and willingness to let players figure things out create an RPG that feels more substantial than its minimalist appearance might imply. Its lack of hand-holding and intentionally primitive visuals will not suit everyone, but those who appreciate compact RPGs built around exploration, planning, and experimentation may discover an unusually rewarding adventure. Rating: 8/10
This is a game made by somebody who clearly has a solid grasp on intricate level design and satisfying progression.
免费 有成就 没中文 神话守护者 《神话守护者》是一款开放式冒险游戏,将 RPG 玩法与解谜元素流畅融合,并采用风格浓郁的低分辨率像素艺术呈现!你在旅途中的所有行为都会永久保留 —— 敌人不会重生,消耗的物品不会复现,剧情事件也会对世界产生深远影响。你准备好踏入这片充满危险与机遇的神秘世界了吗? 做好准备吧,更严峻的挑战还未现身…… 特色 全程鼠标操作,也可使用 WASD / 方向键移动 开放式、相互连通的关卡设计 高自由度可跳过关卡、跳过剧情章节 动态游戏世界,会随剧情推进发生改变 可解锁挑战模式
Solid little puzzle game of resource mgmt qua overworld adventure. Fun and retro-cute. Totally worth it for free.
Игра 'Myth Bearer' - это глоток свежего воздуха в жанре стратегий. Оригинальный сеттинг, сочетающий элементы фэнтези и мифологии, сразу захватывает внимание. Механика управления ресурсами интуитивно понятна, а развитие поселений и создание армии – увлекательный процесс. Особенно порадовала система героев с уникальными способностями, которые существенно влияют на ход сражений. Визуальный стиль приятный, хоть и не хватает детализации. Музыкальное сопровождение атмосферное, но иногда становится однообразным. Несмотря на некоторые шероховатости, 'Myth Bearer' предлагает глубокий и интересный геймплей. Любителям стратегий рекомендую! Есть потенциал для развития и расширения вселенной.
Terrible game. Basically the Atari 2600 Adventure cartridge updated to TRS-80 or C64 standards. Welcome to 1986. Most of it doesn't work yet. I know its early access but at least a key should work on a door right?
"Myth Bearer" is an attempt to make an old school 8 bit RPG like Ultima/Questron/Legacy of the Ancients only with slightly worse graphics and published in 2020, aligned to compete with games like Baldur's Gate 3. Needless to say this failed to compete despite the lower price point, because the quality and depth are nowhere near the same. And of course gamers who wanted a retro experience would just fire up those old games like Ultima, because they already exist and didn't stop existing, so a somewhat deficient clone wasn't something gamers desperately needed. What do you do in the game? Well it's good some rather comfortable old school RPG stuff, hit points and attributes and magic items to find and equip, dungeons to wander around, and monsters to compare your hitpoints against, we all know the deal. Only just a bit shallower and not as good as the old games it's aping. This game fails on the visuals because of the use of incredibly lazy, ugly pixelcrap. The developer would probably argue this is a "deliberate artistic choice" but we all know it's because the developer was incapable of producing anything better. The game looks very poor compared to professionally developed games. Whether the developer lacked the skill or the budget for modern visuals is irrelevant; the choice detracts from the game. Gaming is a visual medium, and it's a disservice to gamers when developers don't bother doing their jobs and creating contemporary, high quality visuals. Games like Undertale and Stardew Valley are rare exceptions that succeeded [i]in spite[/i] of their awful graphics. Pixelcrap is never really okay, and there's no excuse for games that look this bad. This game is fairly dated at 6 years old... and even back then it looked old and busted compared to contemporary, professionally made 3D games of the same period. It looked bad then, it looks worse now. This was made with the godawful "GameMaker Studio" construction kit/toolset, which is popular amongst amateur developers because it handholds you through making really crap 2D games that you can publish for $100 on Steam Direct. This lets you pat yourself on the back for pretending to be a real game developer, which explains why GameMaker Studio is responsible for so much ignored garbage on Steam. GameMaker Studio has never really been used to make a truly successful game, but that doesn't stop people from trying and failing. It's a particularly bad game engine that can only be used for making low quality 2D products. Like this. You can't make a silk purse out of a sow's ear, as the old saying goes. Another reason this particular game wasn't successful. Next is pricing and what value this has for gamers. There's no initial download price, but the developer was charging $3 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. A peak of [b]10 concurrent players[/b] (according to SteamDB) for a "free" game is a disastrous public reception. Out of 130 million potential players here on Steam, almost nobody was interested. Even though this is "free". That level of rejection speaks a lot for the quality of the game. This "free" game won't count toward your game collection count on your profile. With that in mind, is it something you should still download? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough. Finally, I'm here to help save gamers time by filtering out the noise and substandard games. If you don't agree with my assessment of the defects in this game, go ahead and download it... maybe you'll find the same defects to be as unacceptable as I did, maybe not. Even write your own review. Positive or negative, game reviews are here to help other gamers by informing their decisions on what to spend their time on.
RPG mekaniklerini ve bulmaca çözmeyi kusursuz bir şekilde harmanlayan açık uçlu bir macera oyunu.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 16 | 94% | Free | |
| $0 | 35 | 100% | Free | |
| $154.5K | 411 | 76% | $14.99 | |
| — | 0 | — | — | |
| $5.9K | 22 | 64% | $8.99 | |
| $1.7K | 8 | 75% | $7.49 |