Mythrealm – Solid Core, Flawed Finish

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  • DEVELOPER: Delta Video Games
  • PUBLISHER: indie.io
  • PLATFORMS: PC
  • GENRE: RPG
  • RELEASE DATE: October 27, 2025 
  • STARTING PRICE: TBA
  • REVIEWED VERSION: PC

When I first saw Mythrealm, I loved the graphics, the art style, and the main protagonist Alaris. It made me really curious to see what this fantasy adventure and RPG game would offer. Since it is launching in Early Access, where it plans to stay for about six months, the game currently only includes Act 1. You can finish this first Act in 6 to 10 hours, but the developers plan to expand it and constantly add new content.

Unfortunately, I can’t recommend this game right now. It has some interesting ideas, but it feels like a very average RPG. Plus, it’s full of bugs, and the animations and cut-scenes are clumsy. The combat is weak, and the platforming is quite frustrating. However, the exploration is quite rewarding and if you can get around the imperfections, it’s still a solid title in general.

Very frustrating parkour moments

The game starts with a quick tutorial that teaches you the main actions: you can jump, roll to dodge, crouch, climb on things, and use different weapons. The environment is incredibly varied, offering lots to see in the Early Access version, from forests and caves to dungeons. Unfortunately, getting through the map requires parkour, and this system is frustrating.

Mythrealm is an RPG designed to be skill-based and features a non-linear world, which means you are free to explore different areas as much as you want.

Sadly, you don’t have good control over your jumps. If you sprint, you jump further, but the animations for ledge-grabs are what really cause problems. Sometimes you are pushed back, or you hit an invisible wall. Because the animation isn’t smooth, it’s easy to fall from platforms of different sizes. I even managed to break the game a few times by falling right through the map. Dying resets you to the last checkpoint, which makes the parkour sequences constantly stressful.

Mythrealm is an RPG designed to be skill-based and features a non-linear world, which means you are free to explore different areas as much as you want. The combat, however, is just okay and feels very generic. It uses a system similar to Mount & Blade II: Bannerlord, where you must aim with your mouse to strike specific sides. It’s also hard to tell if you’re shielding properly because the animation is so minimal.

The combat is okay, but thankfully the enemies are varied

The real-time combat includes diverse enemies like archers, mages, fantasy and mythical creatures, as well as bigger mini-bosses and bosses, all using medieval weapons and elemental magic. Despite this variety, the enemies are disappointingly unintelligent; they move randomly (especially the ranged ones trying to escape) and are only a threat when they attack in large groups.

There’s also an easily abused unique stagger mechanic. If you use a bow, arrows, or magic, you can simply spam attacks to keep enemies staggered and unable to fight back, allowing you to “cheese” most encounters. On top of that, the hitboxes are inconsistent, and headshots deal the same damage as any other hit; there is a critical chance, but not with headshots. In general, all weapons are fairly balanced in terms of damage, and you will find rarer and better equipment the longer you play.

Despite this variety, the enemies are disappointingly unintelligent; they move randomly (especially the ranged ones trying to escape) and are only a threat when they attack in large groups.

While the core mechanics weren’t satisfying, the game does a few things very well, especially for an indie title with promised future updates. Boss fights are slightly better than regular combat because they need more of your skill, particularly with the dodge mechanic. The skills you unlock (Strength, Agility, and Magic) are important if you use them well, and you can combine them for flexible builds.

While not exceptional, it proves to be a solid title in the end

There is a huge variety of equipment, including weapons and armor, and great customization options; your character’s look changes with everything you equip. I especially enjoyed creating an evasion build using specific armor, which let me avoid attacks without actively dodging. Exploration is rewarding, and there are traders for buying and selling items. In general, the world looks beautiful and feels polished, which is a big strength and could win players over because the graphics are definitely unique.

In the end, I can’t say I’m fully disappointed. The game is partly saved by its unique enemies and the fun of discovering new areas from time to time. The main core of the game is good: the gameplay loop works, and you’re free to explore without restrictions. The interesting ideas like hybrid character builds and rare equipment are all there, but the game simply needs a lot more refinement and a final touch to make it truly worthwhile.

Pros

  • Beautiful Visuals & Art Style: The graphics and the design of the protagonist Alaris immediately stand out with strong visual identity.
  • Rewarding Exploration: The world features forests, caves, and dungeons with secrets and traders, making exploration worthwhile.
  • Flexible Character Builds: Skill system allows for combining Strength, Agility, and Magic for custom playstyles.
  • Wide Equipment Variety: Great customization with armor and weapons that visibly change your character’s appearance.
  • Promising Early Access Roadmap: Developers plan to expand the game beyond Act 1 with more content and refinements.

Cons

  • Unpolished Platforming: Clumsy parkour and inconsistent jump animations often lead to falling or breaking the game.
  • Buggy Performance: Frequent glitches and technical issues reduce the overall experience.
  • Weak Combat System: Feels generic and lacks impact, with awkward animations and unresponsive controls.
  • Unintelligent Enemies: AI behaves randomly, making most encounters easy or repetitive.
  • Average RPG Depth: Despite some good ideas, the mechanics and progression feel incomplete and unrefined.
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