
Escape to the realm of Mythical Mayhem! Recruit heroes and put your deck building skills to the test. Defeat unique arch villains and their monstrous henchmen with your team of heroes. Save the realm and thwart the ambitions of evil.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
At first glance, Mythical Mayhem appeared as a labyrinth of complexity, leaving me feeling overwhelmed and disheartened. The initial learning curve proved steeper than expected, and my early experiences with the campaign left me frustrated and confused. However, my journey with the game took a turn for the better as I delved deeper into its intricacies. Thanks to the guidance provided by the developer and tutorial videos, the fog began to lift, revealing a world of strategic depth and nuanced gameplay. The campaign mode emerged as a beacon of redemption, offering a variety of missions with unique challenges and win conditions. As I honed my skills and experimented with different heroes, the game transformed from a source of frustration to one of fascination. While there were still moments of frustration, such as the occasional reliance on specific card draws and minor UI inconveniences, these became less pronounced as my understanding of the game grew. Despite its flaws, Mythical Mayhem proved to be a rewarding experience, offering a level of depth and engagement that I had initially overlooked. As I reflect on my journey with the game, I'm reminded of the old adage: 'patience is a virtue.' While my first impressions may have been lukewarm, the gradual unraveling of the game's intricacies has left me thoroughly impressed. Mythical Mayhem may not have been love at first sight, but it has certainly earned its place as a cherished addition to my gaming library. [h1][url=https://store.steampowered.com/curator/26335619-Adult-World-Gamers/] I would appreciate if you follow our AWG curator [/url][/h1]
[h1] A Card Game KING review [/h1] Are you tired of roguelike deckbuilders but still want engaging card play, and even a campaign? Well, this game delivers. I have to say, the more I played, the more I liked it. Despite the busy (and perhaps intimidating) looking screen, the game is not difficult to learn. has a clean ruleset and a fair amount of depth. If I would describe it briefly it would be "Board game inspired card game with a repayable campaign". It reminds me of Hero Realms, where you generate coins with cards from which you purchase better cards and make cool deck by the end of a mission. However, instead of having one pool of cards to purchase from, they come in the form of decks (heroes) that you select for each mission. Choosing which heroes to bring is of critical importance as each mission requires a different win condition (although, you can just beat up the bad guy). Each mission has its own villain with special combination of rules and enemy deck so even 20h into the campaign it never got boring. As your progress through the (not so memorable) story you unlock more heroes, purchase upgrades or even go on small side quests. What I loved the most is the flexibility of the game that allows endless ways of approaching each scenario in the campaign. Even just having a campaign feels immensely refreshing among the ongoing roguelike trend. That being said, the game does have a few quirks. Some scenarios require specific cards to be drawn from the adventure deck (this is where the enemies and events are drawn from), and sometimes they just happened to be near the bottom which needlessly prolongs the game. There are also a few UI inconveniences, and I wouldn't mind the tutorial explain a few other things, but overall those are small negatives. I will also mention that the game requires you to agree to an EULA, and while I didn't see anything suspicios, I'm not a fan of having those in Steam games. [h1][b]The positive[/b] [/h1] + Card game with a campaign? Yes please. + Powerful and satisfying combos. + Interesting and fun board game inspired card play. + Plenty of freedom on how to approach each campaign scenario. [h1][b]The neutral[/b][/h1] * Update: this was fixed! - Some UI could be improved. For example, your hero selection will depend on the scenario victory condition but you only see those after you enter the scenario. If you brought the wrong group you need to forfeit and try again. * Tutorial could have explain other aspects of the game a bit better. [h1][b]The negative[/b][/h1] - Some victory condition can take forever to draw from the adventure deck. They should always be guaranteed in the first half of the deck to avoid extra long games. - You can't save during a mission. This is a problem as some scenarios can last longer. - Need to agree to an EULA. Seems harmless but not a good thing to have to do before even trying the game. [h1][b]Conclusion:[/b] [/h1] Excellent board game inspired card play, a campaign mode and endless freedom on how to tackle unique challenges. I enjoyed it a lot. Royally approved. [code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE REVIEWS ABOUT CARD GAMES, CHECK OUT OUR CURATOR PAGE: [b]CARD GAME KING [/b][/url] or [url=https://twitter.com/TheCardGameKing][b]TWITTER[/b][/url][/code]
I am enjoying this game. A deck building game that allows for mix and match strategies and isn't constrained by the trope usual themes. The abilities in the decks are faithfully thematic. The old man deck in particular has some fun and yet very true traits. The randomness is at time frustrating, but with it being random, there are moments of absolute synergy of the cards. I like the theme, and although the art and story of the campaign need some polish, I gladly play it and eagerly await the next changes and refinements.
So far i'm liking it. If you like dominion and wish it had a overarching campaign, meta progression, customization of the market (to a degree) and then had like bosses/quests with special rules to fight you'll like this. My only complaint is like other have said is sometimes the win condition can take awhile to come out even though you've already "won". Looking forward to future updates as this already has a really solid base game.
[i] My Experience [/i] [i]Wow[/i] - I loved this. Almost every time I played, I ended up having to rip myself away from my computer to do pesky life things (like sleep). I've always been a deckbuilder fan, and [b]Mythical Mayhem[/b]'s approach, that allows you to mix and match 32 different hero card sets, allows for quite a bit of customization and intentionality. The closest thing I've played to [b]Mythical Mayhem[/b] is actually the card/board game [b]Legendary Encounters: Alien[/b] - however, there's more content and customization in [b]Mythical Mayhem[/b], and the fact that it's a video game means that so many things are streamlined for you that must be done and tracked manually in a board game. I began by playing the first tutorial and then hopping in the campaign. I found myself quite confused, having no clue what was happening with the battle system and thinking that I was putting cards in my own deck rather than at the bottom of the [i]hero[/i] deck when I bought a round of drinks, took on a side job, or took the "recover" action. I later realized that there are like 5 different tutorials and they are fairly comprehensive, so don't do what I did. Although there's a lot going on on-screen, developer dragons1ayer studios helpfully allows players to "lock" a card on screen to then get a better look at its text and keywords. My favorite thing about [b] Mythical Mayhem[/b] is the interaction between your hero deck (composed of multiple card sets), a mission's quest, the arch-villain, and the dark saga. Different missions have different quests, and different arch-villains win in different ways. An arch-villain may be particularly adept at filling your deck with wounds (and may win once you reach a certain number), so you'll want to have many cards in your deck that can clear wounds from your hand and discard. A mission can always be completed by defeating the arch-villain a certain number of times, but the "heroic conquest" option provides a different route to victory. One heroic conquest objective that you'll see multiple times is accumulating 20 resources in your "vault" (a section of resources that aren't lost at the end of a turn), so you may turn to the combo of the Old Timer and Peasant Hero (a classic!) to get a lot of low cost cards in your hand that you can then turn into vault resources with the Old Timer's "Nap Time" card. I loved looking through my different hero sets for particular keywords and synergies that I could use to more effectively meet a mission's heroic objective or stymie the arch-villain's plans. At the same time, it's still plenty effective to just beat the crap out of the arch-villain, and there are some excellent hero set options for raw damage as well. As your heroes can get injured on missions and require time in the infirmary before their card sets can be used again, developer dragons1ayer studios encourages players to try new hero card sets that they haven't before. Additionally, certain heroes can actually be killed during the campaign, which will remove their card set entirely from your choices. I'm curious whether the same heroes are always killed, as the hero that was killed in my campaign possessed the set of cards that I (by far) used the most often. Although you'll start with a couple of hero card sets to choose from, the number that you end up having overall will depend on the choices you make at the end of missions. You'll usually have the opportunity to recruit an additional hero at the end of missions, and you'll then have a new hero card set to work with. Although you can view the cards associated with a hero in the "Heroes" section outside of missions, you can't see these cards when you're making the decision to recruit them or not. To be honest, this is the thing I liked the least about the game. Providing me the ability to see the cards at this point would take the game from 4 stars to 5, or from a 9 to a 10. Although which hero card sets you have available (and select) will have a lot to do with your strategy and success on missions, there are other decisions you'll make that will have an impact as well. First off, there are "stores" on the game board that can be used once per turn (if they aren't closed, which certain world events and arch-villains can make happen). These stores provide a variety of effects, such as healing wounds, improving your good/evil karmic standing, adding additional cards to your deck, etc. Although certain stores will be present in the first few missions, you'll eventually gain the ability to choose from many more. You can also choose where these stores are located on the board, and can upgrade them as well. Location matters, as a store that has one of the arch-villain's minions in front of it can't be used. The most important of these stores is the "Training" location, which allows you to trash a card in your deck to purchase a new one using experience points. Although experience points are slower to accumulate at first, they can be used to purchase additional hero cards without relying solely on the resources generated per turn. In addition to stores, you can purchase additional cards and abilities at the market outside of missions. Cards purchased in this way usually show up when in-mission locations are used or specific actions are taken. For instance, you can purchase a random "commoner" in a mission for three resources. You can purchase additional cards to be added to the commoner deck in the market, that you'll then have an opportunity to add to your deck when taking this action. The abilities that you purchase can be added to one of the three "custom" cards that you can put together. Please pay attention to how these abilities are activated when you purchase them, as they may require you to tie them to the generation of a certain essence. There were multiple abilities I purchased (or acquired) that I then had trouble locating when modifying my custom cards. There are also "Tavern Stories" that you can read and make decisions on between missions. For instance, you might encounter a hunting party that could use extra money for supplies. These usually involve just making a decision about whether to help and how, but you might gain some additional support (or have additional problems) in your next mission based on the decisions you make. You might also gain additional resources or experience as a result of how you proceed. As an indie team (I think I saw perhaps five different names total in the credits), it's hard to catch every bug. During my playthrough, I noticed the following: [list] [*] I was initially unable to proceed after completing Act 2 - there were no quests on my screen. However, I informed the developer and he fixed this [i]the next day[/i]. Based on how obsessively I played the game, I probably needed to take a break anyway. [*] There were a few occasions where I generated what I thought were the correct resources to progress the heroic conquest objective, but didn't receive progress. [*] Conversely, there were a few times that I was awarded progress towards a heroic conquest when I used the "Training" store that seemed unrelated to the actual objective. [*] Mercenaries (that possessed the "Rapid Deploy" keyword) were somewhat often put on top of my deck rather than in my hand like they were supposed to be. [*] This isn't a bug, but what on Earth is the "% Victory" supposed to mean on the main game screen? [/list] If you like deckbuilders, especially ones surrounded by crunchy systems, I can recommend [b]Mythical Mayhem[/b]. As I noted before, what would really make the game spectacular (in my mind) would be giving players the ability to see the card set of a hero prior to recruiting them. But even without this feature, [b]Mythical Mayhem[/b] is easily one of my favorite releases of the year, and I wouldn't be surprised in the least if it landed on my end-of-year top 10 list.
Mythical Mayhem popped up in my recommendations out of nowhere. It looked colorful and fun, and the price tag was fair, so I thought "why not?". Oh boy... I didn't expect to find such a gem. [h1]The game[/h1] Mythical Mayhem is a card-based RPG with two modes : scenario mode, and campaign mode. In scenario mode, you can choose a scenario to play, which will unlock a new hero deck if you complete it. There is a wide variety of hero decks which come with their own cards. You can pick between 3 and 5 of those decks to play through a scenario, depending on the decks used by the scenario. Each scenario has an arch-villain, a win condition, a defeat condition, etc. You can also make your own custom scenario and decide who you're going to fight, and all the other parameters, which is pretty neat. In campaign mode, you start by making your own hero card (how cool is that?!) and you are launched into a story-driven campaign in which heroes will join you along your progression, depending on your choices and how you solve the quests. In this mode, you don't use the unlocks from scenario mode, and instead add things to your arsenal progressively, which feels very satisfying. There are side objectives that give you extra rewards and story bits later on, too. You can upgrade your own hero card by spending experience on it, allowing it to gain stats and effects of your choice. Again, this is a fantastic idea! [h1]The gameplay[/h1] The main strength of Mythical Mayhem resides in how neatly every little aspect of its gameplay fits together. After playing through the short tutorials (more of which are coming soon), it doesn't take long to get accustomed to its clear and easy-to-use interface. Most things are well-explained, the rest isn't difficult to figure out. A run of the game consists in beating its goal before the arch-villain can do the same with their own goal. You will use your hero cards against the adventure deck, drawn by the game as you move forward. Lots of options are offered, from playing resource cards to spend said resources on mercenaries, new cards to add to your deck for this run, healing your wounds, etc. to attacking the minions of the arch-villain as they try to plow through the lands and escape with loot and, sometimes, hostages! Picking which cards to play each turn is a true mental exercise, as a lot of cards can combo with the cards in your hand, the cards you've played, the minions on the board, etc. Balance is also a thing to consider and keep an eye on, as it works like a karma gauge, bringing you good or bad gifts depending on where it's at, and often making the arch-villain stronger! There is so much to say about the gameplay I could make an essay but do yourself a favor and check out the many videos posted by the dev. You will see how smoothly the game plays. [h1]The graphics[/h1] One of the main things that caught my attention were the graphics. They are very colorful and varied, with each card easily recognized at a glance. It should be noted that the game mixes traditional art with AI-generated art. The dev is very transparent about it and made sure the assets are properly licensed. A sharp eye can spot a few funky things in the AI art, but all-in-all, it doesn't clash at all with the traditional art at all. [h1]The sound[/h1] There isn't much to say about the sounds nor the music of Mythical Mayhem: they do their job without much to write home about. One exception is what I call the "Whitney Houston" card. You'll know it when you play it. [h1]The content[/h1] As mentioned previously, Mythical Mayhem offers a wide variety of cards, separated in various categories: hero decks, arch-villain decks, gear decks, minion decks, etc. The amount of content there is, along with the custom scenario mode, makes for a greatly replayable game, especially with how easy it is to get a run started and how smoothly the gameplay flows. I can't say much about the length of campaign mode, as I haven't been very far into it yet. I will update my review at a later point. [h1]The dev[/h1] I was able to get in touch with the dev and we had a long chat about the game. I was also able to stream the game for him as I played my first campaign mode run and he explained a few advances strategies to me. I was also able, through my new player experience, to help the dev spot a few things that could be improved, like adding some tooltips, fixing some typos, etc. And this is why I love indie games: they are made with heart, with a real person behind them and no pressure to release an unfinished product. The dev is open to suggestions to improve his game, which he had been doing for months before I got the game. [h1]The conclusion[/h1] I have played quite a few deck-building games, like Slay the Spire, Monster Train, Erannorth Reborn, Erannorth Chronicles, etc. Mythical Mayhem, within a few hours of gameplay, has managed to secure a spot in my heart as my favorite deck-building game, because of its clever gameplay, well-thought interface, plentiful content, and, so far, total absence of any bugs. I will be purchasing a second copy of the game for my best friend and will recommend it around me. If you were on the fence about getting the game and this review hasn't managed to sway you, hop on the Discord server to interact with the community and the dev. The world of Mythical Mayhem needs more heroes!
I have really enjoyed my time with this game so far. 'One quick game before bedtime' keeps turning into 3 or 4 before I reluctantly turn it off. I will try to come back and add more once I've gotten much deeper into it, but this game deserves good reviews and attention and I wanted to give my first impressions as a new player. There is a lot going on in this game. If, like me, your eyes glaze over and you get too impatient to read the tutorial halfway through you may miss some things and become confused. My first couple campaign quests seemed overly difficult and frustrating because of this. There is a good post by the developer in the discussion forum that gives some tips and has links to a couple videos. The videos cleared up a few things for me that I missed in the tutorial. After watching them everything clicked into place and I had a great time beating those quests. I would highly recommend reading that post and watching the videos if you're having trouble. I really enjoy the way all of the various mechanics work together in the game. There are so many layers of strategy to it that may not be apparent at first glance. I also find it refreshingly different from other card games I've played. It's not a Slay the Spire (or any other popular game) clone. It is unique, and that should be rewarded. The game is unique, fun, and inexpensive. It is also fully released (but still supported) so there aren't missing features of any of the other early access issues. If you're on the fence about buying, watch those videos I mentioned. They'll give you a good picture of what the game is like (and good tips for playing). I would highly recommend this game to anyone who likes deckbuilders and card games in general. I feel like this game will join Erannorth Chronicles in being my go to games when the card game itch strikes.
Have always love deck building games. This one captures all the essence of a great deck building game with lots of options and recruiting heroes. The game is challenging enough to allow you the melt into the Mythical world. Can't wait for official release and the future of new additions and DLCs.
Fun deck building game that has a lot of replayability. luck of the draw and which Heroes you choose to bring with you can make every mission different. Each boss you face brings it's own strategies, strengths and weaknesses and a deck that utterly obliterated one boss could be actively trying to kill you against the next. It has elements of Dominion, Marvel Legendary and even some hints of Boss Monster in there to form a truly unique experience, especially in the campaing games. Combined between the early access playtest and the release versions I have played well over 100 hours and 100s of games. The replayability is very strong and the game continues to evolve as the Dev is very responsive to feedback. In fact many of the features and even bosses, monesters and Heroes exist due to direct player feedback and input. The game yields a solid return given its price and the many, many hours I have played. I would easily recommend picking it up and playing through.
Don't let my hours played fool you. I played quite a bit in early access. Congratulations on the game release! Why do I recommend this game? The best comparison I can come up with is like another reviewer: this is kind of like Dominion, where you recruit heroes that bring their own card "supplies" to your deck. Your heroes determine the decks you will get to pull from, while the enemies have their own. It's not like Slay the Spire where you polish the same deck during your run and gradually grow more powerful. That happens in campaign mode in MM, sure, but each match you can pivot and change and try something different. There is more random elements, but no penalty for failure (except time) so the game encourages you to find a way past the obstacles in your own way. For the price you will get lots of hours with lots of heroes to unlock and enemies to fight. I prefer the campaign mode, and you can customise a great deal of the "game board" as you go along, which adds yet another dimension. Since the matches are more self-contained the game is more willing to let you unleash an unstoppable combo and wreck your enemies completely. That can be satisfying when you start to grasp the enemy strategies and start beating back against the darkness. Or, you know, joining it. Looting the town you are supposed to be saving is amazingly profitable. Who knew? Summary: Responsive dev, lots of game for the buck, challenging deckbuilding, campaign, arrestable cats. I recommend!
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