Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Myriad MayhemNewsHotfix #4 - for the new experimental-branch version (0.7.70.0)
Game update

Hotfix #4 - for the new experimental-branch version (0.7.70.0)

Myriad Mayhem · published 7 Jan 2025, 18:55 UTC

All newsPlayers around this dateRead on Steam


Most of the time working on this patch went into (hopefully) fully fixing that nasty revive-bug. But also throwed in some minor tweaks to make earlier phases of the game more fun & higher paced, but also reduce the snowball on endgame / game ends really fast.

Oh and a reminder, all these changes are for the experimental-branch, so a lot of “extreme” testing, rather then small balance-changes too see if a large balance-change had an affect (probably will, but if to big, easily can reduce it, instead of doing lots of small balancing-patches, that is for the second branch of the game (Testing & Balancing) before reaching the final branch that should have stable & well-balanced version. And where your thoughts & suggestions can be a big part of the molding of the game :).

This patch is on the Experimental branch, so to try out this new version, you have to start steam, go to your library, right click on the game/Properties/Betas and select "Experimental - Latest version arrive on this" Now you should see "SELECTED VERSION experimental" right next to the play-button in the library. (Or if you right click on it in the system-tray, it says Myriad Mayhem )

Content

  • Re-added Piercing to enemies defences, higher piercing on tougher targets (their arrow will not stop when hitting a target, until they hit x-amount of units in a line, Think of it like a ballista-arrow/bolt). To lessen the snowball effect of your army.
  • MapSetting: "Unveiled Regions" have now reduced values, (10, 15, 19) -> (5, 10, 15), so much smaller map. Let me know if anyone misses the "large map", then we can make the "gap" between smallest and largest bigger.
  • Added a fourth toggle-setting for MapSetting: "Unveiled Regions", it will unlock the whole map, the game is not balanced for this large map open at all, but might be fun for people to play on :).
  • Added restrictions to not be able to start on region 10, 13, they were too strong as a starting region, but region 10 is now in the pool of regions for LandingSite-Challenging.
  • Added all regions with more then two possible connection, as restricted starting-regions, as they could make the game way to hard (will remove these restrictions later, when I made you able to get stronger starting-location / not as vulnerable by a "multi-connected starting location", but for now, they are super-tough to deal with).

Balancing

  • Map-generator: Now goes more depth before breadth (e.g. try to create maps that are more "deep one path", rather than the closest first & splitting like crazy.
  • Map-generator: Reduced chance to open up more paths to the same region, to make unlocked/picked regions less connected (e.g. if you have a path to a region, it is much less likely a new path to it to be opened).
  • Reduced the difficulty on Relaxed, Tenacious and unyielding. (more soon to come with new "smarter" attack-target calculations).
  • Trying out reduced price on all buildings, 50% on small ones, and 25% on the rest
  • Reduced price on Market extra amount, total 90%. And Barracks by a total ~75%
  • Double barracks spawn-time - testing around values, so now they are much cheaper, but not as effective, so you can afford them earlier, but not half as effective.
  • Nerfed Allies mages health, so they are less tanky then archers. (glass cannons).
  • Nerfed Allies mage area spell, radius 3 -> 2. And its damage by 25%, reason is to not make them a killing-machine snowball endgame. But maybe I have to go another approach.
  • Buffed enemies late game buildings to be tougher.

Other

  • Had to change some settings, which affects the user settings affecting a match (e.g. difficulty, Unveiled Difficulty, etc). So sadly I had to reset these user preferences.

Bug fixes


Regarding all these bugs, I have found at least one place where a bug enters. But in the worst case, there were even more places the bug sneaks in that I have missed, so maybe a bit misleading with "Bug fixes".

  • Finally got to replicate revive-bug & patch that bug, so after that I let the game run a hour without a single event (facing slowing enemies that kills you over and over), so hopefully it is gone.
  • Fixed that the game never saved the validated version, e.g. you would get the "reset warning" on every startup

Known bugs to be fixed (but minor, so put on hold for now)

  • The talent Conduit shows incorrect CritDamage on lvl 1 card (still gives correct).

Known & Remaining nasty bugs


These are bugs I've experienced or are reported but have not been able to replicate or fix, with at least a couple hours per bug (even when trying all known scenarios, so usually a race condition for threads == happens rarely). So I'm sorry you had to experience this one as well, but as they are minor so have I put them to the side, and instead future playthroughs, have my eyes open for them and try to have an optimal scenario for them to be replicated.

But I gladly take all the help I can get, so if you experience a bug, if so only once, so would I love to hear the scenario/case when it happened. E.g. you die & won't respawn (non-hardcore-mode), were you attacked by enemies, did you have a healing-effect on? (healing-ability, healing equipment), roughly how many enemies were there? etc. This will help in much easier replication & identify the cause of the issue.

  • When you are chilled (slowed) by the Harpooners, and the slow never disappear.
More from Myriad Mayhem

Other announcements

All news
Game update8 Sep 2026Devlog · 2026-09-08Dev Log — Slower Roads Ahead, But Still on the Path Hey everyone, Two things I want to talk about today: the pace of updates going forward, and why "new maps" — which I said was next — got quietly pushed down the list. Updates will come slower from here I don't have as many hours a week to put into the game as I used to. That's just the reality of my life right now, and I'd rather tell you that…Game update27 Jun 20260.755 (For All Branches)Hotfix A balancing pass on the new towers. For both towers: · Reduced attack range by roughly 50% for both towers. · Removed camera shake — with so many towers firing constantly, it was starting to feel like a 24/7 earthquake. Changes to the Bog Clan's tower only: · Longer hit delay. · Smaller area of effect. · Longer cooldown.Game update27 Jun 20260.754 (For All Branches)Summary A minor update to the game's resolution settings: · Resolutions your monitor does not support are no longer shown in the list - Previously the game would silently default to a supported resolution without telling you which one. · Custom resolutions are now clamped to your monitor's maximum width and height, preventing the game window from extending outside your screen. · This does mean…