Game review
Mythrealm
6 / 10
- Developer
- Delta Video Games
- Publisher
- indie.io
- Released
- 27 October 2025
- Platforms
- Windows
- Genre
- Action RPG / Adventure
- Monetisation
- Paid, one-time purchase. NZ$22.49; no in-app purchases.
- Players
- Single-player only.
The short version
Mythrealm is a third-person fantasy action RPG built by a small team, Delta Video Games, over four years before its Early Access launch on 27 October 2025 — the story of Alaris, a heroic adventurer who wakes in the caves beneath Arloria to find its wizards vanished and demons closing in. Its review sample sits at Positive (28 recommend to 4), and the throughline in both camps is the same: this plays and looks like a deliberate throwback to PS2-era action-adventures — Shadow of the Colossus and early Dark Souls come up unprompted — right down to skipping modern conveniences like quest arrows and a minimap. Reviewers who came in expecting that trade-off tend to love it; several call it a hidden gem carried by its painterly art style, atmospheric music, and old-school "figure it out yourself" exploration. But a vocal minority, including some of the most detailed reviews in the sample, describe the actual moment-to-moment combat as the game's weak point: enemy AI that mostly stands still and lets itself be hit, near-total stun-locking with any weapon, and platforming sections that punish missed jumps hard enough that at least one reviewer gave up mid-review out of frustration. As an Early Access game from a four-person indie team, that split is roughly what you'd expect — the question is whether the ambitious parts (exploration, art, build variety) outweigh the rough parts (combat feel, AI, navigation) for you specifically.
Biggest strengths
- The art style and atmosphere are the single most consistently praised element in the review sample, with several reviewers independently comparing the mood to Shadow of the Colossus and early Dark Souls.
- A genuinely old-school approach to exploration — no minimap, no quest arrows — that several reviewers say gives the world a sense of discovery modern RPGs have trained players out of expecting.
- Character builds branch meaningfully between melee, archery and magic, with reviewers praising the variety of viable playstyles even this early in development.
Biggest weaknesses
- Multiple reviewers, including some of the most detailed in the sample, describe enemy AI as passive to the point of standing still while being hit, undermining combat that's meant to be the game's core loop.
- Weapons are widely reported to feel similar to swing regardless of type, with one detailed review noting nearly all enemies can be stun-locked by any weapon and that one weapon class dominates the rest.
- Platforming sections built around precise jumps are a recurring frustration, with reviewers reporting repeated falling deaths in specific sections and camera positioning that makes ranged combat awkward.
Who it's for: Patient fans of old-school, minimal-UI action-adventures who don't mind Early Access jank in exchange for genre throwback charm and are willing to wait out ongoing content patches rather than expect a finished game today.
Our recommendation: A visually striking, ambitious Early Access adventure that rewards patience with its old-school design philosophy — but combat and platforming need real work before it's an easy recommendation at full price.
6 / 10
Four years of solo-team ambition, delivered as Early Access
Mythrealm's own launch post frames it plainly: "After 4 years in development by our small team, Mythrealm is now available for everyone to play in Early Access." That context matters for how to read everything that follows. This is a third-person fantasy action RPG about Alaris, an adventurer who wakes in unfamiliar caves summoned by mysterious magic, and sets out across the continent of Arloria to find out why its wizards have vanished and demons have begun seeping back into the world. It's built by Delta Video Games and published by indie.io, and it wears its influences openly — the store page promises real-time combat mixing melee, archery and magic, branching character builds, and exploration built around parkour, puzzles and hidden treasure across a world with "no arrows, no minimap." That last part is a deliberate design choice, not an oversight, and it's the single biggest fork in how this game lands for different players.
The throwback is the pitch, and reviewers who want it, love it
A striking number of positive reviews reach for the same era of games to describe Mythrealm: "the same charm playing this game that i did with Shadow of the Colossus, God of War ii, Dark Souls i," writes one four-out-of-five review, adding "i wouldn't be surprised if you had told me this was a remaster of a old PS2 game." Another calls it "a relaxing game with some platform puzzles, a little souls like combat and a little nice lore," while a third says flatly, "I've been hoping for a game like this to drop for ages. If you're into chill dungeon crawlers with fun mechanics, this one's a solid pick." The absence of a minimap or quest markers is repeatedly framed as a feature: modern players are "alittle jarring" at first, one reviewer notes, but the payoff is a world that rewards actually paying attention to it. For a genre that's leaned hard on convenience markers for two decades, that's a distinctive, if divisive, bet to make.
But the combat underneath the atmosphere draws the sharpest criticism
Set against that atmosphere is a cluster of complaints about how Mythrealm actually plays moment to moment, and they're detailed enough to take seriously. The most thorough negative review in the sample, from a reviewer with over 1,600 minutes played who says they deliberately didn't refund so they could finish the game and report fully, lists a specific set of problems: "Enemy AI is awful. They stand around and let you kill them," "Most enemies can be stun locked with any weapon," "The mace deals top damage on everything," and "All weapons swing the same making all melee boring." A second reviewer sums up the split more bluntly: "Wonderful art style! Terrible execution. If you dont mind jank and basic combat but enjoy armor loot and dungeon crawling this game might be for you." These aren't vague complaints about difficulty — they're specific, mechanical observations about how the game's central combat loop currently behaves, and they come from reviewers who otherwise engaged seriously with the game rather than bouncing off it in the first ten minutes.
Platforming built around precision, without matching camera control
A second recurring friction point is platforming. Several sections require careful jumps across gaps or up cliff faces, and more than one reviewer describes repeatedly falling to their death in specific spots. "The jumping is not great and there are several spots that require jumping. I'll revisit later when i'm not frustrated at falling to my death repeatedly," reads one review that otherwise recommends the game. Compounding this, at least one reviewer reports being able to jump entirely outside the game's map — a boundary bug serious enough to undermine confidence in level design that's already asking a lot of the player's patience. Camera positioning draws a related complaint from a reviewer who enjoys the game overall but wants a zoom control, noting that ranged combat currently suffers from "working with the camera you find yourself missing more often than not b.c of perspective."
Active post-launch development, and one unverified claim about the developer
To Delta Video Games' credit, the patch history backs up an actively worked-on Early Access title rather than an abandoned one: two named content updates since the October 2025 launch — Light and Darkness, then Death and Destruction — plus a steady cadence of numbered patches addressing specific issues, including one that explicitly retunes "enemy damage vulnerabilities" and improves the AI behavior of named mini-bosses. One reviewer reports the team reaching out directly to help fix a progression-blocking bug within about fifteen minutes of contact. Against that, a single detailed negative review makes a more serious accusation: that "the Lead Dev is so rude to their players and clearly does not care about us having fun." That claim doesn't appear corroborated anywhere else in this review's sample, and it sits uneasily next to the responsive-support account above, so it's worth reporting as exactly what it is — one player's unverified account, not a pattern this review can confirm — while still being the kind of thing a prospective buyer would want to know exists.
Final verdict
Mythrealm is an ambitious, clearly personal project from a small team, and its Positive review standing is earned honestly by the strength of its atmosphere and art direction, which reviewers across the board single out as excellent. But this is Early Access software in the truest sense: the combat loop that's supposed to carry the middle of the experience is reported, repeatedly and specifically, as underbaked, and the platforming built around it can be actively punishing rather than merely old-school. Buyers drawn to the throwback pitch — a minimal-UI, exploration-first fantasy adventure with real jank still to sand down — should find real value here, especially given the team's visible post-launch patch cadence. Anyone hoping for tight, modern combat feel out of the gate should wait for a few more content updates before buying in.
Pros and cons
Pros
- The art style and atmosphere are the single most consistently praised element in the review sample, with several reviewers independently comparing the mood to Shadow of the Colossus and early Dark Souls.
- A genuinely old-school approach to exploration — no minimap, no quest arrows — that several reviewers say gives the world a sense of discovery modern RPGs have trained players out of expecting.
- Character builds branch meaningfully between melee, archery and magic, with reviewers praising the variety of viable playstyles even this early in development.
- The developer has shipped two full content updates (Light and Darkness, Death and Destruction) plus a steady stream of patches since October 2025 launch, and at least one reviewer reports a same-day fix after reaching out about a progression-blocking bug.
Cons
- Multiple reviewers, including some of the most detailed in the sample, describe enemy AI as passive to the point of standing still while being hit, undermining combat that's meant to be the game's core loop.
- Weapons are widely reported to feel similar to swing regardless of type, with one detailed review noting nearly all enemies can be stun-locked by any weapon and that one weapon class dominates the rest.
- Platforming sections built around precise jumps are a recurring frustration, with reviewers reporting repeated falling deaths in specific sections and camera positioning that makes ranged combat awkward.
- As Early Access software from a four-person team, level design, sound variety, and bug fixing are all explicitly works in progress — one review reports being able to jump outside the map entirely.
- A single detailed negative review accuses the lead developer of dismissiveness toward player feedback; this claim isn't corroborated elsewhere in the sample and sits alongside a separate, positive account of the team responding quickly to a bug report, so it should be read as one data point rather than a pattern.