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KickStarter Monomyth - A first person action RPG/dungeon crawler - now available on Early Access

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,301
20241004154253-1.jpg

Ghost: OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
My character: "Hmm yes very interesting I should write this down"

Well, if Captain Picard shows up as a ghost to impart his wisdom, you better take notes boy.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,641
Kicking in this game is an afterthought. It consumed half of your stamina bar and the only times it actually helps is when you need to interrupt an enemy.
It's fairly functional. I used it to trap a wastelander behind a hidden room. I kicked him inside and threw the lever to lock him in. Gonna keep him as a pet.
Okay, that's a genuine promo quote right there, RatTower should find some way to squeeze it into his marketing. :-D
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,724
Location
SERPGIA
We are 3ed day since Early Access release and there are 81 reviews with whooping 95% being Positive!

Youtuber by the name Splattercatgaming is effectively unofficial marketing director for Monomyth. He helped right people see right game with his video that has so far amassed 140k+ views (biggest one ever made about this game)

According to some Steam DATA analysts number of reviews should be multipled with modifier 20-50x for you to get guestimate how much copies were sold. Which is MIN ~2000+ in first three days

Are these numbers good? They certainly aint bad for Solo Dev. RatTower I hope you're satisified with reception so far. You'll get my money, waiting for opportunity to purchase game for full price
 

harhar!

Augur
Joined
May 15, 2014
Messages
238
We are 3ed day since Early Access release and there are 81 reviews with whooping 95% being Positive!

Youtuber by the name Splattercatgaming is effectively unofficial marketing director for Monomyth. He helped right people see right game with his video that has so far amassed 140k+ views (biggest one ever made about this game)

According to some Steam DATA analysts number of reviews should be multipled with modifier 20-50x for you to get guestimate how much copies were sold. Which is MIN ~2000+ in first three days

Are these numbers good? They certainly aint bad for Solo Dev. RatTower I hope you're satisified with reception so far. You'll get my money, waiting for opportunity to purchase game for full price
Iron Pineapple also did a video including the demo a year ago:



He'll probably review the game once its out.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,414
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
The only thing I'd complain about right now is that the level layout can sometimes be a bit confusing, particularly because a lot of areas have similar textures, so you start mixing up hallways and lose your orientation. When everything is either a grey cave wall or an equally grey stone building, and they all interconnect in various ways, and most spaces are cramped so you can't see very far, it's easy to get lost.

Currently I'm despairing over not being able to find a small cave again which contains one of these runestones that presumably would allow me to unlock the first fast travel building.
I found it before, and I realized "Oh hey this is connected to this spot, very cool, found it purely by accident!" but now I forgot what "this spot" was and simply can't find it anymore, arrrrrrrgh
Should've written a note on my map.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,611
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
The only thing I'd complain about right now is that the level layout can sometimes be a bit confusing, particularly because a lot of areas have similar textures, so you start mixing up hallways and lose your orientation. When everything is either a grey cave wall or an equally grey stone building, and they all interconnect in various ways, and most spaces are cramped so you can't see very far, it's easy to get lost.

I feel this. I'm directionally challenged at the best of times and I was wandering around (no map) and trying to figure out where to go. As far as I could tell, I was walking in circles, but ended up in a new area, so clearly I took a different turn somewhere. I have no idea where though. :lol:

I doubt this is likely to be remedied as part of the development though, I think it is what it is.
 

JarlFrank

I like Thief THIS much
Patron
Joined
Jan 4, 2007
Messages
34,414
Location
KA.DINGIR.RA.KI
Steve gets a Kidney but I don't even get a tag.
Trannies should play this game, nothing makes you feel like a woman as completely losing your orientation and not being able to find a place even with the help of a map.
 

garren

Arcane
Patron
Joined
Nov 1, 2007
Messages
2,045
Location
Grue-Infested Darkness
Yeah I have to agree, the environments can get very maze-like, and the map shows you only an overview of the area, there's many small passages and different levels where the map doesn't almost help at all.

Also, there's supposed to be a backpack later on but goddamn, the inventory is still too small/the items too big. Several items should use less space, and the sizes don't make sense, a bracelet is almost as big as an armor, which is the size of a torch, etc.
 

Vulpes

Scholar
Joined
Oct 12, 2018
Messages
418
Location
Fourth Rome
It's not just the item sizes everything about the game's items needs to be redesigned, even the prices don't make any sense. A normal longsword in pristine condition is worth 4 silver and 50 copper, while a blacksmith's hammer is worth 5 silver and the fishing pole you find at the start of the game is worth 30 silver. That's more that any weapon I've found so far.

As for the backpack, it's pretty easy to find.
It's inside the fort in the southwest corner of the map. If you get inside through the kitchen, you will find the storage room to your right as you cross the bridge.
 
Last edited:

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,859
RatTower I broke your game and have infinite money now.

1728247012603.png


I discovered this while trading with the armorer in the city, not sure if it works with other merchants. There might be other ways to trigger this glitch.

1. Make sure your inventory is full
2. Attempt to purchase something from trader by dragging it down to their trade area.
3. Select the item you want to dupe by placing it in your trade area.
4. Hit trade and get a "no inventory space" message
5. Drag trader's item back to their inventory.
6. When you place it, you'll notice that the item you tried to sell will appear in their inventory.
7. Repeat the above steps but place their item back so it blocks where your duped item spawns.
8. You can move duped item to your own inventory.

Repeat for infinite items.



I also reported it through the in-game link, but not sure if that works.

If you guys want to abuse this, better do it before it gets patched out :D.
 

Child of Malkav

Erudite
Joined
Feb 11, 2018
Messages
3,044
Location
Romania
RatTower I broke your game and have infinite money now.

View attachment 55898

I discovered this while trading with the armorer in the city, not sure if it works with other merchants. There might be other ways to trigger this glitch.

1. Make sure your inventory is full
2. Attempt to purchase something from trader by dragging it down to their trade area.
3. Select the item you want to dupe by placing it in your trade area.
4. Hit trade and get a "no inventory space" message
5. Drag trader's item back to their inventory.
6. When you place it, you'll notice that the item you tried to sell will appear in their inventory.
7. Repeat the above steps but place their item back so it blocks where your duped item spawns.
8. You can move duped item to your own inventory.

Repeat for infinite items.



I also reported it through the in-game link, but not sure if that works.

If you guys want to abuse this, better do it before it gets patched out :D.
Bro don't report stuff like this. Come on!
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,859
Bro don't report stuff like this. Come on!
It's steam, there are ways to revert your game versions. And it's a 2024 game made in Unreal, if it gets popular enough people will make trainers.

Anyways I got deeper into the sewers and managed to kill one of the "???" frogmen looking things. It took 25 arrows to the head. I think the mob health probably needs to be lowered a bit. They're clearly supposed to be stealthed around, but that HP is still very high even so.
 
Last edited:

Vulpes

Scholar
Joined
Oct 12, 2018
Messages
418
Location
Fourth Rome
RatTower I broke your game and have infinite money now.

View attachment 55898

I discovered this while trading with the armorer in the city, not sure if it works with other merchants. There might be other ways to trigger this glitch.

1. Make sure your inventory is full
2. Attempt to purchase something from trader by dragging it down to their trade area.
3. Select the item you want to dupe by placing it in your trade area.
4. Hit trade and get a "no inventory space" message
5. Drag trader's item back to their inventory.
6. When you place it, you'll notice that the item you tried to sell will appear in their inventory.
7. Repeat the above steps but place their item back so it blocks where your duped item spawns.
8. You can move duped item to your own inventory.

Repeat for infinite items.



I also reported it through the in-game link, but not sure if that works.

If you guys want to abuse this, better do it before it gets patched out :D.
Bro don't report stuff like this. Come on!
Just use Cheat Engine. That's what I did when creating my second character. The game is too poorly balanced not to
 

Zombra

An iron rock in the river of blood and evil
Patron
Joined
Jan 12, 2004
Messages
11,843
Location
Black Goat Woods !@#*%&^
Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
For readers of this thread only! I have one spare Monomyth Steam key. Please rate this post "Cheers
cheers.png
" to be entered into the draw. If you don't like me that's OK too, "Up yours
upyours.png
" ratings will also be accepted. Other ratings will be noted but will not get you into the draw.
Kindly do not reply to this post. I don't want to cause a million thread notifications for those who don't care about raffles.
EDIT: the draw received a single entry in 7 hours and is now closed :lol: y'all all own it already I guess!
 
Last edited:

Invictus

Arcane
The Real Fanboy
Joined
Nov 3, 2013
Messages
2,790
Location
Mexico
Divinity: Original Sin 2
Played the demo and loved it… kind of happy that the general press seem to like the intuitive systems so more people will get to know about this
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/games/rpg/f...o-many-other-fantasy-adventures-common-sense/

Finally, a dungeon crawler with what I've been missing in so many other fantasy adventures: common sense​

What Monomyth has isn't actually all that common.

Monomyth's first hour is packed with unobtrusive tutorial pop-ups and helpful advice. Do this to operate a lever. Press this to open my inventory. Jab this key to interact with things. Attack a locked wooden door with my weapon to smash it to smithereens. Set a locked wooden door on fire with the burning torch I'm holding in my hand.

Wait, really? Just like that? Just… bash the weak thing with a massive sword until it breaks, or burn the thing made of highly burnable wood? That's allowed?

Weird, but OK. I made a mental note of this unusual feature and then I went back to picking up healing herbs, fighting giant rats, and carefully working my way through the dark for a while. I behaved like a good gaming adventurer, and in return I made a decent amount of progress and found some interesting new items to equip. Fair. Balanced. Ordinary.

Wrong.

Eventually I came across an open area with a few potential paths forward. The one with enormous wibbly magical barrier was definitely something to save for later. An interesting path to the side nearby had been barricaded off—no lock to pick, no door, so that meant it was a no-go. I knew the rules: I had to find another route. I anticipated exploring a little further and finding a wooden door to smash open, or a steel one controlled by a button or lever, and then carrying on through a linear level, the game and I both pretending this was my discovery and not just subtle hand-holding.

But there was something about that barricade. It was just a few wooden planks, and there was a very tempting path leading away behind it, so what if I just… hit those planks of wood really hard? And what if they immediately splintered under the force of my blows, and I could just walk straight through the hole I'd made?

It was only then that I really understood what Monomyth had been trying to tell me all along—I wasn't supposed to box myself in here. Locked steel doors could be picked open so long as I had the skill to do so, and I could even peer through keyholes if I wanted to make sure they were worth opening in the first place.

Too many games have assured me that if I see a locked door then the very next thing I have to do is go and find the matching key. Or seal. Or gem. Or whatever improbable trinket it is. Yes, even if I'm playing as a reality-bending wizard capable of felling dragons with a wave of their hands or some troubled man brandishing a chainsaw and the door ahead's made of mouldy chipboard. Monomyth doesn't look like a game that would offer the same freedom of huge sandboxes like Baldur's Gate 3 or even Morrowind, but its rules lean much more towards reality than the fantasy construct of the more artificial dungeon crawlers it resembles.

Once I realised that Monomyth didn't expect me to abide by the usual rules—the murky horizon wasn't blocked off by a web of invisible barriers designed to keep me from exploring it the "wrong" way—I knew I needed to recalibrate my thinking.

Treating it as a great King's Field clone would only get me so far. I needed to dig deeper and get myself into an Ultima Underworld mindset. This is an immersive sim with a "realistic" dungeon, something to poke around, observe, and progress through in a messier manner than dungeon crawlers usually allow. I need to avoid noisy surfaces if I want to creep up on (or past) my enemies. If an area's so bright there aren't enough shadows for me to hide in, there's nothing to stop me from magically dousing the lights in the room, or simply pulling lit torches off the walls. If I do decide I'd rather fight, nobody's going to make me fight fair. Forget debilitating debuffs and clever status effects—I just can lure an enemy towards a cliff and kick them over the edge instead.

I feel like I'm MacGyvering my way through an RPG, encouraged to make do with stolen weapons, improvised solutions, and whatever I found on the floor. Coming across a broken staircase isn't an unsubtle sign to hunt around for an official alternative path involving a switch that makes a ladder conveniently drop exactly where I needed it to—it's an invitation to clamber up some boxes and leap from the top of a nearby building, to scrabble around in the dirt and come up with an answer myself.

Not every game needs to be this way: There's a part of me that loves finding carved trinkets for special doors and earning specific power ups, Hollow Knight-style, that'll give me the ability to navigate an impassable area and then explore whatever lies beyond. Rules can be used to create focus, something with a strong narrative and stuffed with cinematic set pieces. But rules were made to be broken too, and they don't need to be big ones to have an impact when they shatter.

Actually being able to jump over a stone bridge's barriers and into the water below, or using my hands to haul myself up a ledge I couldn't quite clear with a jump feels like a revelation. Every area is a playground of possibilities, a new chance to see how I can manipulate this hostile land to my own advantage. If I do get stuck here my first instinct is to think a little more creatively or try something I haven't before, not rush off to type "Iron key dungeons where?" into a search engine. And if my original thinking gets me into trouble, or maybe even kills me off, the walk back from the closest restart shrine stings that much less—it was my fault, after all.

I want more games like Monomyth, and I don't just mean dark fantasy adventures in dangerous places eager to kill me off, either. I want more games to give the fancy cloth physics simulations a rest for a bit and work on something much more impressive instead: adding a little common sense. If I have the strength to take on a god, then I should have the strength to knock through a stained glass window too. I'm tired of carrying lighters, torches, grenades, and fire-breathing potions around only to get stopped by a thick curtain or a wooden door.

I want more games to toss the rulebook in the bin and just trust me. Maybe I won't work out how to get past a clever puzzle—but I know I'll have a lot of fun trying.

Monomyth is currently on Steam in early access, but already well worth playing.
 

Spike

Educated
Joined
Apr 6, 2023
Messages
980
https://www.pcgamer.com/games/rpg/f...o-many-other-fantasy-adventures-common-sense/

Finally, a dungeon crawler with what I've been missing in so many other fantasy adventures: common sense​

What Monomyth has isn't actually all that common.

Monomyth's first hour is packed with unobtrusive tutorial pop-ups and helpful advice. Do this to operate a lever. Press this to open my inventory. Jab this key to interact with things. Attack a locked wooden door with my weapon to smash it to smithereens. Set a locked wooden door on fire with the burning torch I'm holding in my hand.

Wait, really? Just like that? Just… bash the weak thing with a massive sword until it breaks, or burn the thing made of highly burnable wood? That's allowed?

Weird, but OK. I made a mental note of this unusual feature and then I went back to picking up healing herbs, fighting giant rats, and carefully working my way through the dark for a while. I behaved like a good gaming adventurer, and in return I made a decent amount of progress and found some interesting new items to equip. Fair. Balanced. Ordinary.

Wrong.

Eventually I came across an open area with a few potential paths forward. The one with enormous wibbly magical barrier was definitely something to save for later. An interesting path to the side nearby had been barricaded off—no lock to pick, no door, so that meant it was a no-go. I knew the rules: I had to find another route. I anticipated exploring a little further and finding a wooden door to smash open, or a steel one controlled by a button or lever, and then carrying on through a linear level, the game and I both pretending this was my discovery and not just subtle hand-holding.

But there was something about that barricade. It was just a few wooden planks, and there was a very tempting path leading away behind it, so what if I just… hit those planks of wood really hard? And what if they immediately splintered under the force of my blows, and I could just walk straight through the hole I'd made?

It was only then that I really understood what Monomyth had been trying to tell me all along—I wasn't supposed to box myself in here. Locked steel doors could be picked open so long as I had the skill to do so, and I could even peer through keyholes if I wanted to make sure they were worth opening in the first place.

Too many games have assured me that if I see a locked door then the very next thing I have to do is go and find the matching key. Or seal. Or gem. Or whatever improbable trinket it is. Yes, even if I'm playing as a reality-bending wizard capable of felling dragons with a wave of their hands or some troubled man brandishing a chainsaw and the door ahead's made of mouldy chipboard. Monomyth doesn't look like a game that would offer the same freedom of huge sandboxes like Baldur's Gate 3 or even Morrowind, but its rules lean much more towards reality than the fantasy construct of the more artificial dungeon crawlers it resembles.

Once I realised that Monomyth didn't expect me to abide by the usual rules—the murky horizon wasn't blocked off by a web of invisible barriers designed to keep me from exploring it the "wrong" way—I knew I needed to recalibrate my thinking.

Treating it as a great King's Field clone would only get me so far. I needed to dig deeper and get myself into an Ultima Underworld mindset. This is an immersive sim with a "realistic" dungeon, something to poke around, observe, and progress through in a messier manner than dungeon crawlers usually allow. I need to avoid noisy surfaces if I want to creep up on (or past) my enemies. If an area's so bright there aren't enough shadows for me to hide in, there's nothing to stop me from magically dousing the lights in the room, or simply pulling lit torches off the walls. If I do decide I'd rather fight, nobody's going to make me fight fair. Forget debilitating debuffs and clever status effects—I just can lure an enemy towards a cliff and kick them over the edge instead.

I feel like I'm MacGyvering my way through an RPG, encouraged to make do with stolen weapons, improvised solutions, and whatever I found on the floor. Coming across a broken staircase isn't an unsubtle sign to hunt around for an official alternative path involving a switch that makes a ladder conveniently drop exactly where I needed it to—it's an invitation to clamber up some boxes and leap from the top of a nearby building, to scrabble around in the dirt and come up with an answer myself.

Not every game needs to be this way: There's a part of me that loves finding carved trinkets for special doors and earning specific power ups, Hollow Knight-style, that'll give me the ability to navigate an impassable area and then explore whatever lies beyond. Rules can be used to create focus, something with a strong narrative and stuffed with cinematic set pieces. But rules were made to be broken too, and they don't need to be big ones to have an impact when they shatter.

Actually being able to jump over a stone bridge's barriers and into the water below, or using my hands to haul myself up a ledge I couldn't quite clear with a jump feels like a revelation. Every area is a playground of possibilities, a new chance to see how I can manipulate this hostile land to my own advantage. If I do get stuck here my first instinct is to think a little more creatively or try something I haven't before, not rush off to type "Iron key dungeons where?" into a search engine. And if my original thinking gets me into trouble, or maybe even kills me off, the walk back from the closest restart shrine stings that much less—it was my fault, after all.

I want more games like Monomyth, and I don't just mean dark fantasy adventures in dangerous places eager to kill me off, either. I want more games to give the fancy cloth physics simulations a rest for a bit and work on something much more impressive instead: adding a little common sense. If I have the strength to take on a god, then I should have the strength to knock through a stained glass window too. I'm tired of carrying lighters, torches, grenades, and fire-breathing potions around only to get stopped by a thick curtain or a wooden door.

I want more games to toss the rulebook in the bin and just trust me. Maybe I won't work out how to get past a clever puzzle—but I know I'll have a lot of fun trying.

Monomyth is currently on Steam in early access, but already well worth playing.
:d1p:
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,697
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.kickstarter.com/projects/836367155/monomyth/posts/4241634

State of the Game: Video Devlog 15.0 | Early Access Roadmap​


Hi, dungeon-crawling fans!

It was a busy month! Between the game's early access release, numerous patches, and a quick chat with cRPG connoisseur Dr. Matt Barton I spent some time developing a rough roadmap for the early access phase. You can hear all about it in the latest video devlog!

As always you will find the transcript below!

Best wishes,

Michael

-------------------------------------------------------------

Hi, dungeon-crawling fans!

Monomyth has finally launched into early access, and I am very happy with the results! In only fours weeks, the game has already received over 260 reviews and currently has a very positive Steam rating. Additionally, I had the privilege to talk on Matt Barton’s Matt Chat and the game received its own article on PC Gamer. I would like to take this moment to thank you all again for your continued support over the years. Without you, this would not be possible!

However, this is only the beginning of a new development phase! The game has already received numerous hotfixes and will continue receiving further patches and additional content. So in this devlog I would like to go through a roadmap for Early Access development with you. Much like in the earlier beta phases, I will try to stick as closely as possible to that roadmap and regularly update you on where we currently are. So here it is:

983051a37fa018cd3bc54de191c06187_original.png

During Early Access there will be three major content updates, one for each missing chapter of the game. Each chapter will contain an additional major area, new sidequests, the continuation of the main quest, new loot, and new enemies.

Since I am targeting up to a year of Early Access development, these updates will ideally be delivered in the form of a winter, a spring, and a summer patch, each probably followed by a series of hotfixes.

The first two areas have already been part of the earlier backer beta, however, they require some further polishing, respectively restructuring. I am currently developing a new workflow for creating areas, so I’ll probably try that out during the restructuring. Schedule-wise this might be a little gamble, but I think the result will be worth it and I’ll keep you updated about how it’s going.

Content patches are of course not everything. In between content patches, I will try to address the feedback that you have given me on multiple platforms. As of writing this, I have collected over a hundred points that were made concerning the game’s current content. Much of it is about balancing, some of it is about reorganizing features like the search skill and archery and some of it is about adding further features. I will try to address as many of these as possible, excluding perhaps a couple of points that are either not feasible or fitting with the game’s core design.

These intermediate patches make the schedule more challenging of course. But I would rather have a challenging schedule just for the sake of keeping up a swift momentum, even if it may not work out at all times.
So what are the immediate next steps? Well, since there is enough to do I’ll start working on the content for the winter patch, which will introduce the mines and the factory below the heartlands.

As mentioned before this area has to be restructured. I have talked about this multiple times in the past. The problem was that there was no holistic design concept, no real integration into a proper quest system, and the main quest was still vague, as was the encounter design. Additionally, performance was not necessarily much of a real consideration. Much of this was due to the area being added very early in development. Luckily things are quite different now. There is proper documentation from beginning to end, including encounter, performance, quest considerations, and so on. Accordingly, I believe that the level can be restructured in a reasonable time. I am targeting a release of the patch later this year. Should there be any delays it will probably be released in early January.

I’ll try to get back to my usual pre-release update schedule and let you know about the latest developments.
If any problems arise in the short term, I will, of course, try to reschedule and give those issues the necessary attention as soon as possible.

Other than that, I’ll keep you updated as always and I will see you soon!
 

huntsmann

Literate
Joined
Jul 29, 2024
Messages
15
Are there rope arrows in this game? Seems like a game that might have rope arrows. Love me some of those.

Also what utility spells does it have to let you overcome environmental obstacles?
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,301
Yeah I have to agree, the environments can get very maze-like, and the map shows you only an overview of the area, there's many small passages and different levels where the map doesn't almost help at all.

Is this supposed to be a negative?

Because this is the kind of shit i want in games lol.

Consider my interest piqued.
 

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