
Follow Klain's mythical adventures in this top-down Action-RPG mixing combat, exploration, puzzles and platforming. Travel through the New World, explore forgotten dungeons, confront terrible foes and... become a Godslayer!
Modeled estimate, not a reported figure. How we estimate →
Media

About
The Myth of a Godslayer is a top-down Action-RPG mixing combat, exploration, puzzles and platforming.
Discover an original world inspired by Gallic Celtic mythology and great classics from the 16 and 32-bit eras such as Beyond Oasis and The Legend of Oasis.
The Holy City of Pandora is in turmoil since the discovery of new lands beyond the borders of the known world.
A merciless territorial war has broken out between the three divine clans to seize the resources of this New World.
Follow the adventures of Klain, a Divine Warrior in the service of a tyrannical god, who will take advantage of this troubled era to achieve his own ambitions!
This vast continent is full of secrets, forgotten dungeons, and ferocious monsters.
Explore devastated lands, gloomy swamps, lush forests, ancient temples...
Stay alert! Random events will occur regularly during your excursions.
Rare monsters, enemy patrols, weather effects, challenges of all kinds... exploring the New World is never boring!
Find, buy or craft your gear and then add gems on it to upgrade it.
Learn combat Arcana, fearsome elemental techniques long forgotten.
Use divine artifacts that will help you fight your enemies, explore the New World and solve its many puzzles.
Earn the favor of an ancient deity and gain divine gifts, powerful passive effects that will strengthen you.
As the world's political center, the city of Pandora houses the headquarters of the three divine clans and their respective gods.
Help the citizens of Pandora! Whether human, draconian, or pixie, many residents will seek Klain's assistance.
Harness the expertise of Pandora's finest artisans to craft your own gear using resources from the New World.
Prove yourself in Pandora's famous battle arena by facing off against hordes of enemies and the world's fiercest warriors.
The three divine clans clash in a permanent war for the conquest of the New World's territories.
Participate in battles against the opposing clans to increase the size of your territory. Face the most formidable of the Divine Warriors, the commanders of the divine armies.
Distinguish yourself in the New World by performing feats to increase your personal renown, and thus gain the favor of the inhabitants and merchants of Pandora!
A fully 3D collision engine in a colorful world with 2D graphics.
About 20 different environments and more than 650 unique maps to explore.
More than 60 unique enemies to fight, including around 20 bosses, as well as many variants.
Fully customizable controller and keyboard controls.
4 difficulty modes and an optional help system for some puzzles.
Extensive optional content including quests, additional dungeons and many secrets.
2 different endings. Klain's ultimate fate is in your hands!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
I wasn't sure about it at first, but after the first 30 minutes everything really starts to come together really well and I'm really having a great time playing it. Game has a very interesting story and good combat so far. The gem system is really cool. I will update my review further the more I play. I would still be playing but its Thanksgiving and the family is calling me. Give this game a try and a review!
This is one of the best action adventure games in the vein of games like top down Zelda and Beyond Oasis. Where The Myth of a Godslayer stands out the most is in its combat. Enemies in this game are both individually interesting and create unique encounters when grouped with other enemy types. A banshee paired up with an avatar is a very different problem from either of them paired with something else. I believe that is the key to good enemy design in single player games, and even though they are a very unknown group, I say that no one does it better than Team EZ. I became a huge fan of theirs from playing their first game, Wandering Souls, which released more than a decade ago. I've been waiting for their second game for some time and The Myth of a Godslayer doesn't disappoint. Wandering Souls is freeware, it's not on Steam, and it excels in many of the same ways that The Myth of a Godslayer does. The exploration and level design in The Myth of a Godslayer are also quite good. One particularly unique feature is the random events you encounter as you explore the overworld. Sometimes you're suddenly given a special challenge, like defeating a group of enemies without taking damage, or fighting a powered up boss version of the area's normal enemies. Sometimes you encounter a merchant with a randomized inventory, or you stumble on a big cache of items. There are a bunch of events like that and they really liven up the game's world. You get a bunch of tools as you play, not unlike those you'd find in a Zelda game, and I appreciate that the tools in The Myth of a Godslayer stay consistently relevant to both combat and exploration. I recommend starting on at least hard difficulty. You can always turn the difficulty down if it turns out to be too much, but you can't turn it back up without starting a new game, and the combat system works best when the enemies are real threat to you.
You take control of Commander Klain as he prepares to launch an attack with his soldiers. It becomes clear immediately that your character is far from heroic, as your target is a village of natives that you slaughter in cold blood. Before you can claim the village, another army ambushes you, forcing a retreat to the city of Pandora. This is where the rules of the game and its world take shape. Pandora is divided into three clans, humans, dragons, and pixies, each ruled by its own god. Although these factions are technically at war, they coexist peacefully within the city walls. Outside, however, all restrictions vanish. Your task is to travel through the world’s territories, defeat their occupants, and claim regions in the name of your chosen god. Along the way, a small idol that speaks only to you begins manipulating your ambitions, eventually pushing you toward wanting to kill your own deity. The game is an action adventure primarily focused on sword combat. You can mash the attack button, but several special moves rely on directional inputs reminiscent of fighting-game mechanics. For example, pressing left and right before attacking launches enemies into the air, while pressing all four directions triggers a spinning strike. These directional combinations are also required to use arcana, elemental abilities earned throughout the journey. Arcana cost action points, but these regenerate quickly over time or recharge faster when you attack enemies. Using arcana grants a charge. With three charges, you can unleash a powerful screen-wide attack. Triggering arcana safely, while dodging and avoiding damage, can feel cumbersome, and it’s unfortunate that the game doesn’t allow binding arcana to a single, more accessible button. Lock-on feature improves dodging, making it easier to evade and not accidentally roll into danger. Your dodge has invincibility at the start but not at the end, which often leads to easy damage because you escape one danger but dash into another. Bosses are fair but dangerous, following recognizable patterns and shifting through multiple health bars or phases that introduce new, more threatening attacks. Additional abilities and perks come from artifacts, which can be active or passive. Both types often allow access to previously unreachable areas. The first artifact you obtain, an electric knife, is immediately useful, capable of stunning enemies and interrupting their attacks, sometimes even bosses. You can chain stuns between hits to render enemies helpless, though later foes resist these tricks more frequently. The electric knife also interacts with the environment, charging electricity orbs and powering springs that launch you upward. Like arcana, artifacts require action points, but the fast regeneration ensures exploration remains smooth and rarely forces you to wait. Arcana comes in other elements as well, and some enemies will die faster with some. A jump adds light platforming. You can’t escape combat by jumping away, as enemies can leap after you or use ranged attacks, but platforming helps you reach chests, elevated platforms, or hidden areas. Defeating enemies grants experience, leading to level-ups. Leveling is predetermined: you gain six health points and one point each in strength, defense, and dexterity. Every two levels, you also earn a skill point for one of the three gods’ skill trees. Skill trees appear after the first major dungeon. You can choose a god specializing in offense, one focused on healing and defense, or one enhancing special attacks and arcana. Each tree branches outward as you progress, with upgrades that can be strengthened with additional points. Once you select a god, you cannot switch. Difficulty affects player and enemy health, healing orb drop rates, and death penalties. Lower difficulties allow retries, while higher ones send you back to your last save. You can lower difficulty mid-game, but you cannot raise it again. Sadly, playing on anything higher than "normal" makes the game impossible to enjoy because there's no balance; you lose all perks (healing orbs), enemies attack faster and more often, and you have no means to defend. Difficulty settings are pointless and should be removed. Enemy variety is solid, and drops are random, usually resources or coins. Individual enemies aren’t especially dangerous, even on hard modes, but all enemies attack simultaneously, making crowd control essential. Many foes inflict harmful status effects such as poison, blindness, or stun. However, combat suffers from a significant flaw: enemies often land cheap shots with off-screen ranged attacks you can’t see. Taking unavoidable hits from arrows, homing spells, or area attacks is extremely frustrating. Forced multi-wave battles culminating in a commander boss are another unwelcome feature. Exploration follows classic RPG design. You traverse each location, talk to people, enter buildings and caves, and search for points of interest. Unfortunately, the game gives no interaction prompts, making you think you must check everything manually. In practice, very little is interactable. In Pandora, most buildings are shops, and talking to the counter attendant opens their inventory. Aside from reading library books or speaking to clearly marked quest givers, there’s little need to interact with anything else. Most NPCs offer only brief dialogue; a few give items, but none appear essential. Field exploration is more straightforward. You search for treasure chests, sparkling resource nodes, and enemy drops. Some chests are hidden and only appear when you bump into them or by interacting with statues that reveal their locations. Chest rewards are modest, usually random resources or stat gems for weapons or armor. Money is limited, and because you’ll rely heavily on potions, purchased or found, your best resource is the alchemist. This is where gathered materials and enemy drops become meaningful. For instance, the very first enemy drops a component exchangeable for a small health potion, which can save your life repeatedly. However, the lack of a bestiary or resource guide makes finding specific materials tedious. Each territory is divided into multiple screens, but there’s no detailed map of individual layouts, so you must memorize paths and exits. The overworld map fills in with squares and paths as you explore, and you can place markers, though you cannot zoom in for detail. Progression is mostly linear, with side paths leading to dead ends containing treasure or optional battles. Enemies and resource nodes respawn after a few minutes, unaffected by screen transitions or teleporting. You unlock shortcuts that provide faster routes back to save statues, which fully heal you and let you save. One annoyance is that healing isn’t instant because you must wait for your health to slowly refill. This delay also affects item use, preventing you from consuming multiple items in quick succession. A standout feature is the presence of random events. While each stage’s layout remains the same, new encounters may appear when entering a screen. These range from weaker enemies to stronger or more numerous foes, extra resource nodes, or special challenges such as clearing an area without taking damage or rescuing a friendly soldier. Completing the more dangerous events increases your renown. These events repeat often enough to allow grinding. Renown determines what you can buy from shops in Pandora and is the only way to acquire better weapons and armor, which do not appear in the field. In short, this game feels like a hidden gem that slipped under the radar. Had it released years earlier alongside the titles that inspired it, players might still be discussing it today. While combat has challenges, and a few frustrating flaws, like bad control over your attacks, and pointless higher difficulty settings, you might give it a chance.
Bought this on a whim. Looking at the store page, I thought it was a 50/50 chance of being a good game. Turns out that it’s fantastic so far. The initial dungeon’s design and puzzles are really impressive for a small team’s first game. The combat system is engaging and quite expressive. From what I can tell, this game has a fairly deep well of content that I am very excited to dive further into.
Excellent action RPG. A ton of fun. This absolutely nails classic ARPG gameplay and story. I feel like I'm playing a game from the 90s, and that's a good thing. The controls are tight and intuitive, The story and character development are fun this far. The maps, quests and enemies are engaging. The combat thus far reminds me of a 2D version of where the wind meets. It's simple, yet allows for combos with the execution of stick/Dpad movement and button combinations. There's a good amount of platforming and puzzle solving that's challenging, but not frustrating. There are plenty of save points and auto saving. Best of all, thus far it's just a good game. No politics, no DEI, no pro LGBTQIEDTWQPKHNMV plus injected. Just a fun game without modern agendas. My one gripe so far, is that the maps are not completely clear, nor are the objectives on the map. That may change as I progress. However, the character has an artifact that guides you through the game well.
This is a very very good game, so far I enjoyed every single thing it does. Music, graphics (filters look gorgeous!), gameplay, pace, lore amount... Make sure to check out the free demo, it's really worth your time! I wish all the best to the devs :) (by the way I'd be willing to pay for the OST because it's good so far and it would bring further support, hopefully it'll be available on steam!)
Add 2 hours to my time as I carried over a demo save. Just wanted to post a quick in-progress review to help the dev out. So far I'm enjoying it. Combat, progression, and exploration have all been solid so far. I'll update this once I'm farther along. Edit: Currently in the final chapter. Can confirm this is an overlooked banger. If you're looking for a top-down metroidvania/Zelda-like rpg, this a must play.
[h3] A pleasant surprise! [/h3] That's what I felt when I played it, and gradually realised the quality and enormous amount of work behind The Myth of a Godslayer. I really mean it, it's an incredible game in every aspect. Story? It's good, elaborated, and full of epic moments! Combat? Fluid and dynamic, with enormous depth of equipment, customisation, combos, and many techniques to discover. Exploration? It has a huge world full of secrets where you always find something new, as well as a system where random events happen with the monsters on each screen. Level design? Both the puzzles and the platforming shine with their complexity and variety, feeling great when you overcome them. Bosses? Plenty of them, all with interesting attack patterns, dialogue, and lots of personality. I don't know what else to add, it's much better than it looks, and it took me 36 hours to complete the story with the good ending, even with some quests and content still pending. I received it for free via the Curator Page, and I'm very grateful for that, because I really enjoyed it. Try the demo if unsure, you will not regret it.
Very Good Game, more people should Buy this if they Enjoy Zelda link in the past
As a kid my favorite NES games were Crystalis, and of course Zelda. Hitting the PS1, I played the hell out of Alundra. But as for top down solid Action RPGs go, I have to give this game a high recommendation. There was so much content, it was amazing. I know it's a fantastic game when I don't want it to end. This was definitely one of them.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| WARPATH OF THE UNIVERSE | $11.2K | 67 | 78% | $5.99 |
| 1,000 Heads Among the Trees | $11.2K | 131 | 53% | $4.99 |
| BLOOD MALL: RETAPED | $11.1K | 247 | 94% | $1.79 |
| You see me? | $11.2K | 63 | 65% | $5.99 |
| PIXELMAN | $11.1K | 277 | 82% | $1.99 |
| Blue Bird | $11.2K | 51 | 49% | $12.99 |
Related
| 7 Days to Die | $425.3M | 404.4K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294.2K | 88% | $49.99 |
| Palworld | $279.6M | 452.3K | 94% | $29.99 |
| Clair Obscur: Expedition 33 | $233.9M | 273.6K | 95% | $47.99 |
| Terraria | $187.5M | 1.5M | 97% | $9.99 |
| Don't Starve Together | $164.7M | 539.8K | 95% | $14.99 |