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MythForce 1.2 Update Now Live

MythForce · Community Announcements · June 26, 2025

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Our most ambitious and content-rich update reimagines the core experience, bringing a version of MythForce that is maxed out, full power, bigger, bolder, and better than ever before!


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Greetings, friends! Project Director Luke here.

Welcome to the absolutely massive overhaul of MythForce that is version 1.2. It’s a huge departure in many ways from the MythForce we launched back in 2023, almost a total re-imagining of the broader game.

We’ve gone over all of the feedback we’ve gotten from our launch into Early Access, then since launch, looking at what we’ve done right, and wrong, with each of our previous updates, to see what resonated and what didn’t, and the big pain points that still exist in the game today. We’ve thought long and hard about what we wanted the identity of the game to be, and decided that to make MythForce the game we truly want you to experience, it was going to require us to rethink the very soul of MythForce’s gameplay.

At its heart, MythForce is about adventuring with your friends through the Cursed Lands, slashing and bashing monsters, and getting stronger as you go. It should be a series of big, joyous moments, and you should always feel like you’re powerful.

Many of the Roguelite elements that we were leaning on weren’t really hitting the mark - there was certainly fun to be had in the randomness and chancing on the perfect run, but too much was left to rolls of the dice, and too little was truly in your hands to choose. We want you to “have the power” in MythForce, and that means a big shift away from powering up in the dungeon, instead turning the focus on gaining power through play, then crafting the build you truly will enjoy playing.

Though we still have plenty of randomness to keep you on your toes in the dungeon, 1.2 takes a big step back from “Roguelite” and much further into a more traditional co-op action game - We’ve turned our focus on giving you the ability power up and build out your hero to take on the challenges of the dungeon.

There isn’t nearly enough space in our patch notes to cover all of the changes made, so you’ll have to discover some for yourself, but here are the big headlines:

Metagame 3.0

In this reimagining of MythForce, we approached the metagame from a perspective of changing the previous “Spend currency to expand your possibility space” to “Level up and create your perfect build”

Character leveling

The main method of powering your character up over time in 1.2 is via leveling up your character. After each run in the dungeon, you will receive a certain amount of XP which will contribute to the level of the character. These levels unlock access to more powerful upgrades in each of the buildings in the Citadel, as well as giving you ability points to further customize your character in the Sun Disc (see below). For those players who joined us during Early Access, this may feel familiar as a greatly powered-up version of our pre-1.0 Rank system.

As your character’s level increases, the city will continue to be rebuilt (No more spending to upgrade buildings), and offer access to better services.

The Armory

The armory is now a place to customize your weapons. We’ve moved weapon enchantments out of the dungeon and into Sir Lucien’s capable hands. Choose your weapons and apply up to 4 powerful enchantments per weapon to take with you into the dungeon.

The Library

The Library is largely unchanged in 1.2, but does include the addition of a 4th book: A Glossary of terms that will help you in understanding all of the various effects that you can encounter in MythForce. The Glossary is fully unlocked without collecting any lost pages in the dungeon.

The Sun Disc

The Sun Disc has seen the largest change in 1.2, as we have completely removed the concept of shards and slotting shards into constellations. Now, the Sun Disc is the place you go to power yourself up by spending points in your character’s skill trees.

The Emporium

Keaton offers a new service in loaning out trinkets for you to take with you into the dungeon! Now you can upgrade your amulets, bracers, boots, and charms in the emporium, then bring one of each with you into the dungeon. Beware, Redcaps can (and will!) still steal your gear, so watch out! Not to worry though, any stolen trinkets will be available for your next dungeon run.

The Conclave

There are fewer perks in MythForce than there were previously, with many former perk offerings being rolled into the player Skill Trees, but a few new perks have been added, and upgrades to perks are now instantly applied when found in the dungeon, allowing for access to much greater power without having to stack multiple choices.

The Boutique

The Boutique remains the same as it was - use Glyphs to buy cosmetics, voice lines, and emotes that can be applied to your character to use in the dungeon.

New Encounter Objectives

The biggest change to the dungeon experience is in the addition of a number of new “Encounter Objective” types that flavor the way you interact with each room as you play. Now each time you enter a new room in the dungeon, you will be given an objective that must be completed in order to progress to the next room. Some of the objectives are as follows:

New Potions

We’ve added a variety of new potions that can be acquired in dungeons. These potions will confer one of our new buffs to the player for a fixed period of time: Invincible, Powerful, Recharge, Relentless, and Speedy. These potions only appear at the Merchant or at Gambling Shrines. Similar to Health Potions, these can spawn as Small/Medium/Large, with the buff duration increasing by quality. Note that the Bottomless trinket works with these new potions, but Bolstering and Overflow do not.

Buffs, Debuffs, and Keywords

All status effects are now associated with a number of specific keywords, each one covered in detail within the new Glossary, which can be found in the Library in the Citadel. These tags will make the effects of all of the abilities and effects in the game much clearer. Also, every effect has been clearly sorted into the category of Buffs and Debuffs which have their own dedicated space on the screen while adventuring. Some new keywords include (But are not limited to):

You can peruse all 37 keywords and their effects in the Glossary!

Trinket Infusions

You will now find Infusion Orbs at the Merchant that will give you the option to add stats to your equipped Trinkets. These increases are small but cumulative for the duration of the dungeon. They do not persist after the run is finished. The bonuses on a particular trinket will be related to the Trinket’s type: attack related bonuses for Amulets, defense related bonuses for Bracers, and speed related bonuses for Boots. Charms cannot be infused. The bonuses are tied to the Trinket that was infused, so watch out for those Redcaps!

Elemental Combos

Now elemental effects can be combined to create powerful magical explosions, affecting all enemies nearby. When an enemy is afflicted with Burning, Chilled, or Electrified, then applying one of the other elemental effects causes an AoE explosion causing elemental damage and applying a debuff:

Mystic Forges

We’ve changed how Mystic Forges appear in your dungeon runs. Instead of alternating between forges and Skill Shrines, now they can occasionally appear randomly in dungeon rooms while exploring. They will always provide 4 choices - 1 per weapon, per loadout, or 2 for a 2-handed weapon (i.e. if you have a sword and shield, you will get 1 sword enchantment, 1 shield enchantment, or 2 enchantments for a bow). The Enchantment shrine will grant from the pool of all secondary enchantments available.

Difficulty

We’ve added Mythics 4 - 7! So please enjoy pushing your character builds to the limit. Additionally, on the Difficulty Selection screen a crown icon is now displayed beside each difficulty you've completed per-adventure.

Note: this uses stats that were not tracked prior to this change, so it won't know if your save file had beat difficulties in a previous build of the game

General Improvements, Changes, & QoL Fixes

UI

A number of improvements to the in-game HUD

Enemy types

Bug Fixes

You can check out our MythForce blog for a list of some of the most “visible” items updated and fixed in 1.2 here: https://www.beamdog.com/news/mythforce-12-patch-notes/

Note that the list there is long, 27-pages (!) long, and it also covers all of the fixes and changes that were made to PC versions of MythForce prior to 1.2. These changes are all finally coming to console versions in 1.2.4.0 today (the Switch patch is still in testing with Nintendo though)!

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