MythOS Playtest
Playing now
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18 Sep 2026
Playing now
0Sampling since 01:46 UTC
All-time peak
18 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Beta v1.17 **🎛️ Your World, Your Rules** • Characters are built from YOUR stats — the old stat-copying between NPCs is gone. Custom attributes, pools, health pool (or none: engine combat off, story combat on), currency, calendar (month names & lengths, week length, hours/day — the clock finally *uses* them and the weekday unfroze), and your check die (1d100, 3d6… now truly rolled for attacks, abilities A… | — | |
| Game update | Beta v1.16 --- ### 🧩 The big one - **"The AI returned no actions. Please click Generate again."** The code reading the AI's reply mangled it before parsing, so tightly-packed answers were destroyed while neatly indented ones survived by luck. Which you got depended on your model. Fixed, and with it the Campaign Generator, Ideas Studio, Balance Studio and the Creator. ### 🔧 World Auditor - **Instant fixe… | — | |
| Game update | Beta v1.15 ⚔️ Combat — Hit % + damage preview before you swing. Move overlay showing every reachable tile (orange = flanking spots). Stances, 🧪 Improvise, and morale: enemies now flee or surrender instead of fighting to the last. Round banners, floating damage, BLOODIED under 25% HP, and a Battle Report when it ends. Optional 🎙️ AI narration toggle. Panel scrolls, ids on everyone, gold/red rings on the… | — | |
| Game update | Beta v1.13 and 1.14 🩺 GOD-MODE Experiment safely: your first God-Mode fix of a session creates a ⏪ "Before God-Mode Edits" restore point in the Load menu. New skills are never blank — AI-granted skills must arrive complete (description + working ability). Units "Add Template" scaffold modernized (speed-tag capabilities, no dead fields). 🎲 ENCOUNTERS The map ENCOUNTER button now truly invents: an INVENT roll has… | — | |
| Game update | Beta v1.12 --- ## 🌐 The Seamless World — movement rebuilt from the ground up - **Maps are bookkeeping, not walls.** Rooms are real places in one continuous space: step onto a room and you're **in** it, wanderers get swallowed by the rooms they walk into, and leaving puts you **beside** the door you used — at any map depth. - **Every mover obeys the same physics.** Combat movement, idle roamers, army auto… | — | |
| Game update | Beta v1.11 ⚖️ Carry weight & encumbrance (new) Every character has a carry capacity derived from their Strength. The Inventory tab shows a live Load / Capacity readout (e.g. "68 / 560 lbs") that turns red when you're over-encumbered. Every item now has a real weight. New items get a sensible weight by type when they're created (a ring is light, a greataxe or plate armor is heavy), the storyteller is asked… | — | |
| Game update | Beta v1.10 ⚔️ Combat, rebuilt Turn-by-turn fights — one round per message, no fake instant victories. Real weapon reach & range: finesse melee closes and strikes, ranged keeps its distance; enemies actually move and act. The story can no longer fake hits, kills, or enemy counts — narration is re-authored from the engine's real dice. Engine-owned sneak & awareness (stealth vs perception, aware of distance… | — | |
| Game update | Beta v1.09 --- **👹 Spawning** - **The "'V' is not a monster card" error is fixed at the root** — a very short character name (like "V") could hijack the id lookup and corrupt a correct monster card; it can't anymore. GM-console + narrative spawns work. - **The Bestiary Spawn button keeps the real name** — no more "Phase Slime 1 / 2"; every copy keeps the card's name. **🌍 Genesis wizard & generation** -… | — | |
| Game update | Beta v1.08 **⚔️ Combat & characters** - **Gear scales on its NATURE, not your best stat** — a weapon keys off might/casting/agility by type; armor off agility (light) or toughness (heavy). No more a mage's dagger riding their INT. - **Armor holds up at high level** — uncapped AC stat bonus, and Damage-Resist scales with level. - **See every number's math** — hover To-Hit, AC, Damage, or Damage-Resist for… | — | |
| Game update | Beta v1.07 Population & Workforce Population now lives on locations; an org's population is the sum of the locations it owns., New Census tab on every location — view/edit population, workforce & species (add/remove species)., Workforce is a real spendable resource: spend it and it stays spent, grows with your population (no more auto-refill)., God-Mode & Creation Batch monster creation fixed — make 10 go… | — | |
| Game update | Beta v1.06 New & Improved ⚔️ Army vs. Hero tactical combat — full rebuild (hordes are a real multi-round threat, positioning & chokepoints matter, armies fight back & can rout) 🎯 Intent-based combat movement (approach/retreat/flank/screen/kite/hold) — no more moving too far or into walls 🧱 Impassable painted walls now actually block movement 🔧 Three tunable combat knobs (swarm size, cleave cap, army da… | — | |
| Game update | Beta v1.05 **World-building** - Locations now appear where you place them instead of jumping to a random spot. - Maps now use their correct size, so new locations land in the right place and spread out properly. - Naming an existing place as an example no longer drags unrelated regions into focus. - New kingdoms no longer pile up in a corner. **GM Console** - The GM Console just runs your commands now — n… | — | |
| Game update | Beta v1.03/1.04 🗺️ Dungeons & monsters — Quests and contracts (like "Rift Jobs") are no longer created as broken inventory items — they're proper contracts now. Monsters also spawn reliably: every bestiary card uses one consistent ID so the AI stops grabbing the wrong thing, and if a creature doesn't exist yet it gets created first instead of failing. ⚙️ AI settings now stick — Your model choices — including… | — | |
| Game update | Beta v1.02 🪤 Traps (new) — Lay hidden traps that only you can see (enemy traps stay concealed until sprung or spotted). The engine rolls perception for anyone who approaches — spot it and you avoid it, miss it and it springs. Deploy your own from a trap-kit. Effects can be instant, lingering (poison), or hit a blast radius, on any stat — and damage is capped so a trap can never one-shot you. New Codex pa… | — | |
| Game update | Beta v1.01 --- **🔬 Technology, Discovery & Invention (new)** - **Discover vs. Research — two different projects now.** A **Discovery** agenda tries to *find* a new technology (it can fail); success means your faction now *knows* it. A separate **Research** agenda then *unlocks* it so it can actually be built. - **Discover new units and buildings too.** A Discovery project can aim directly at a new unit o… | — | |
| Game update | Beta v1.0 # MythOS — Major Update ("Living World") *The biggest update yet. The world is now genuinely alive — NPCs with personalities, goals, and grudges; a real economy; grand-strategy scheming; disasters; a fully reworked battle system; and a huge stability pass. Compact rundown below. Everything is engine-driven and deterministic (the AI narrates it, it doesn't invent it), and genuinely **genre-agnos… | — | |
| Game update | Beta v.36 - Fixes to narration and action handling (JSON), even Deepseek v4 Flash should be handling it properly now. - Fixes to linux version. Fixes to save handling | — | |
| Game update | Beta v.35 - Campaign Exports Fixed: Exporting campaigns to .zip will now correctly pack and transfer all associated gallery images. - ComfyUI Crash Fixed: Capped image generation seeds to standard 32-bit limits, resolving the "Sampler SPEED" queue errors. - Anti-Crash System: Added a graceful fallback so the game no longer crashes if the AI generates bad JSON or an empty response. - AI & Narrative Improv… | — | |
| Game update | Beta v.34 - Fixed an issue with components in your save having duplicates (the frontend still sees duplicates but the backend/saves are clean, this is expected behavior). - Fixed a saving issue leading to losing narratives at hourly economic ticks. - Fixed debuffs not disappearing/duration decreasing per turn. - Fixed vehicles auto attacking convoys/armies when they shouldn't. - Changed how the player in… | — | |
| Game update | Beta v.33 - Added support for Shields, these include Vehicle Shields, Personal shields and spells that provide an energy shield of some kind. - Improved the auditor to now look for missing components and fix entities with missing components. - Added the option to tactical maps to remove the grid. - Fixed another issue with maps, if you had multiple maps open it could cause issues with moving entities on… | — | |
| Game update | Beta v.32 - Added support for Shields, these include Vehicle Shields, Personal shields and spells that provide an energy shield of some kind. - Improved the auditor to now look for missing components and fix entities with missing components. - Added the option to tactical maps to remove the grid. - Fixed another issue with maps, if you had multiple maps open it could cause issues with moving entities on… | — | |
| Game update | Beta v.31 - Fixed issues with load/saving desync (narrative disappearing). Also fixed an issue with narrative disappearing due to a backend issue in hourly ticks. - Fixed some map refresh issues with the maps, they should be more responsive now and not have any refresh issues. - Fixed the AI not doing Relation and Disposition changes. - Fixed an issue with the wrong size of monster cards for different re… | — | |
| Game update | Beta v.30 - Added GM console bypass for leveling. - Improvements to strategic aspects of game (Faction intelligence/espionage actions/levels of intel/FOW for ai factions), now factions do not have omniscient vision. - Isekai campaign has been fully cleaned, balanced and improved. - Fixed a UI desync between power level of army in Garrison and actual power level. - Some other minor fixes. | — | |
| Game update | Beta v.29 - Fixed a cause of some crashes. - Fixed the clock not being able to be set to PM (for 12 hour clock). - Fixed the price of trade goods if they were set up incorrectly (hourly tick will fix the prices if any issues). - AI now gets context of the value of items in your inventory. - AI now gets correct context for skills in combat. - Improvements to the Neo New York Campaign. - Fixed a bug in the… | — | |
| Game update | Beta v.28 Many bug fixes related to combat, experience, quests, movement, monsters (spawning and combat), inventory, item drops, etc. | — | |
| Game update | Beta v.26 - Fixed a small issue with the Neo New York Campaign - Fixed an issue with images not loading properly due to hyphens in descriptions. | — | |
| Game update | Beta v.26 - Fixed an issue with creating images for lore/quest log. - Finished Neo New York Campaign. | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.