
Explore the island of Namok and its dungeon, both of them full of adventures, dangers and big bosses. Craft new armors, weapons, potions, etc... Meet the crazy townfolks and discover the secrets that lie beneath Namok.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I got this game because it reminded me of Rotmg (Realm of the mad God) and it turned out to be pretty decent. However, I will mention that the game is somewhat short (8-10 hours at the VERY most, more like 3-6 hours) and the boss fights are a little underwhelming. Unless you are being really careless or never upgrade your equipment (an iron shield is very good), you will never be in a scenario where you might die. The dialogue is decently thought out and cleverly funny at times. The game is simple, yet I had much fun playing it. Also, the second story, which is very short, is a nice touch. I also like the secret ending to it. All in all, I would probably recommend, especially if it goes on sale, even though I liked it a lot and got it for $5.
Ta gra jest chujowa i powinna kosztowac 1 euro albo powinna być bezpłatna i ♥♥♥♥♥ stracilem 3 euro aby sie wkurwic bo zobaczylem ta chujowa gre nawet samouczka nie potrafilem przejsc a jak teraz na cs mi kasy nie straczy to dostanie wpierdol
Мне нравятся пикселбные игры
Tags: Topdown - Isaaclike Additional Tags: Delete Local Content & Remove from Library TLDR: MSPaint minecraft zelda with sluggish pacing, bulletsponges, poor animations, anemic combat and no Xbox360 pad support. Outcompeted. Unfortunately the featureset on offer does not match what I would consider to be a bare minimum for a zeldalike. Without Xbox360pad and tight controls you end up having to kite with WASD, you are constantly in range of enemies so that they are in range of you and you end up trading blows quite a bit to grind at the slightest bits of experience. Maybe micro-heavy people ore those who manage to claw at craftable loot early on will find themselves sliding in a better paced gameplay loop but the early game was very offputting.
Niby wszystkiego jest od groma ale tak naprawdę to tylko wypełniacz do króciutkiej gry (maks 6h). Wrzucone są jakieś statystyki i umiejętności oraz system wytwarzania przedmiotów kiedy zapewne większość graczy wykorzysta znikomy procent tego wszystkiego. W przypadku umiejętności większość jest nieosiągalna ze względu na zbyt małą liczbę punktów jakie w czasie gry można zdobyć (postać awansuje na maksymalnie 6, no może w ostateczności 7, poziom; oczywiście istnieje możliwość resetowania umiejętności ale szkoda mi było na to pieniędzy... których i tak w ogóle nie wydawałem bo nie było na co :D ). A co się tyczy "craftowania" to w momencie kiedy uda się zebrać jakieś materiały to zapewne już dany przedmiot będziemy posiadać (nie dotyczy to sytuacji kiedy trzeba wytorzyć coś do jednego z questów). Gdyby ta gra była H&S to może by się jeszcze broniła, tymczasem wyszło z tego niewiadomo co i na dodatek zbyt krótkie żeby rozwinąć skrzydła a zbyt długie żeby się jeszcze tą grą interesować (gdyby nie osiągnięcia to pewnie bym sobie darował tę grę już po 2h). Jeżeli ktoś szuka informacji o osiągnięciu "Mice but no mystics" niech zajrzy na stronę z dyskusjami. Jest tam podpowiedź bez której sądzę, że jego zaliczenie jest mało prawdopodobne (ja sam spędziłem wiele czasu na kombinowaniu różnych wariantów a się okazuje, że w ogóle nie o to chodziło :P )
boring
Excellent game, great quality. Wonderful design and history.
good game
1/10
Song of the Myrne: What Lies Beneath is a charming and self-aware indie action RPG developed and published by Beldarak Games, offering a playful, handcrafted experience that balances humor, exploration, and light combat in a compact world. It presents itself with the confidence of a creator who knows exactly what they want to make—a small but sincere adventure with heart rather than spectacle. The story follows a hero who sets out on a revenge quest tied to the mysterious death of his wife, though the tone quickly establishes that this isn’t a grim epic. Instead, it’s filled with tongue-in-cheek dialogue, eccentric NPCs, and a world that feels built more for curiosity and amusement than for drama. The writing leans on humor and self-reference, often poking fun at genre conventions, making it feel more like a love letter to old-school RPGs than an attempt to reinvent them. At its core, the game offers a straightforward yet satisfying blend of action and role-playing elements. The combat system is accessible, relying on real-time attacks, dodging, and spell use rather than turn-based strategy. What makes it stand out is its flexible approach to character building. There are no rigid classes; instead, players can mix and match skills and equipment to create hybrid playstyles—a sword-swinging mage, an archer dabbling in alchemy, or any combination that suits experimentation. This freedom, combined with crafting and loot gathering, keeps the player invested in fine-tuning their approach to battles and exploration. The crafting system encourages players to collect resources from the environment—mining ores, picking herbs, or scavenging monster parts—to forge weapons, armor, and potions. While not overly complex, this system enhances the sense of progression and personal ownership over one’s playstyle. The world design reflects the game’s handcrafted philosophy. Instead of sprawling procedural maps or endless fetch quests, Song of the Myrne offers smaller, meticulously designed areas filled with secrets, hidden treasures, and quirky characters. The island of Namok, where most of the game takes place, is filled with caves, villages, and dungeons that reward exploration with both loot and laughter. The pacing is brisk, avoiding unnecessary padding or grind, which makes the journey feel refreshing. Each area serves a purpose, whether introducing a new gameplay mechanic, revealing a story fragment, or setting up a joke. Despite the modest scale, there’s a consistent sense of discovery that keeps the player motivated to see what lies around the next corner. One of the game’s strengths lies in its personality. The visuals are deliberately simple, using a pixelated, cartoon-like art style that emphasizes warmth and charm over realism. The presentation feels nostalgic without being derivative, evoking the look of early 2000s indie RPGs while maintaining a cohesive modern polish. The animations are smooth enough to make combat feel fluid, and the environments are filled with small touches that bring the world to life—a flickering torch in a cave, the glow of magic in the distance, or the humorous expressions of NPCs. The soundtrack matches the tone perfectly, alternating between light adventure themes and more atmospheric melodies when exploring dangerous areas. Together, these elements create a game world that feels intimate and handcrafted rather than procedurally assembled. Song of the Myrne also distinguishes itself through its local multiplayer options. While primarily a single-player experience, it offers split-screen cooperative play, allowing two players to explore, fight, and craft together. This feature adds significant charm and replayability, transforming what could have been a solitary experience into a fun social one. There are even competitive mini-modes such as deathmatch and “Score the Cube,” which embrace the game’s playful spirit and provide a break from the main quest. These inclusions make the game stand out among indie RPGs, most of which remain strictly single-player. The co-op mode is particularly enjoyable for casual play, letting players share in both the humor and the occasional chaos of its combat. For all its charm, the game’s limitations are clear. The campaign is relatively short, often completed in just a few hours, and some players may find the simplicity of its systems underwhelming after a while. The humor, while endearing, can occasionally undercut the story’s emotional beats, making it difficult to take the central plot seriously. The world, though well-designed, feels small compared to larger RPGs, and while its handcrafted nature ensures quality, it also limits the sense of scope and variety. Some rough edges—like uneven balance in combat or basic enemy AI—reveal the game’s small-team origins. Yet these imperfections rarely detract from the experience; rather, they serve as reminders of the game’s humble, indie identity. Ultimately, Song of the Myrne: What Lies Beneath succeeds because it embraces exactly what it is. It’s not a grand, cinematic RPG filled with complex systems or hundreds of hours of content. It’s a focused, personal project that prioritizes creativity, humor, and the joy of exploration. Every piece of it feels handcrafted—from the quirky writing to the small but dense world design—and that authenticity gives it an undeniable charm. For players who appreciate shorter indie adventures, love discovering secrets, and don’t mind a touch of silliness in their fantasy, it’s an experience worth having. It captures the essence of why many players fell in love with RPGs in the first place: the sense of discovery, experimentation, and the pure fun of getting lost in a world built with heart. Rating: 7/10
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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