Myriad Mayhem news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak8
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score84% positive
- Total reviews25
- Release dateAug 15, 2023
- DeveloperManavind
- PublisherManavind
Genres: Action, Indie, RPG, Strategy, Early Access
Company pages: Developer: ManavindPublisher: Manavind
Myriad Mayhem Steam news
Myriad Mayhem news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Devlog · 2026-09-08 - 8 September 2026
Dev Log — Slower Roads Ahead, But Still on the PathHey 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 hereI 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 straight than have patches go quiet and let you wonder what happened. The game isn't stalled — it's just going to move at a slower, more sustainable pace than before.Why maps got pushed backI said maps were next. They're not — not yet — and here's why.The more I planned it out, the more "new maps" turned out to be tangled up in a much bigger problem: the build-system itself. Right now the loop is basically: take a region → cover every slot with a building → take the next region → repeat. It works, bu…
- 0.755 (For All Branches) - 27 June 2026
HotfixA 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.
- 0.754 (For All Branches) - 27 June 2026
SummaryA 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 it is currently not possible to span the game across multiple monitors — without clamping you could see far beyond what a single monitor shows, which isn't great without a fog of war system in place.This restriction will be lifted in a future update once fog of war is implemented.
- 0.753 (For Experimental & Live Branch) - 26 June 2026
Summary\ Barbarian rampart towers have been altered across all known tribal territories. The bolt-throwers are gone. The northern tribes have raised large frost-laden towers. The bog clans have done the same — though what festers atop their towers, we could not determine. What either is truly capable of, we have yet to witness.Our agents believe this was no accident. They have been watching us. When our armies marched in numbers, they noticed the old towers couldn't keep up. This is their answer — graceless, imprecise, but deadly against our large formations.Dev note: These are brand new — balancing tweaks will likely follow. So feedback is very welcome ːsteamhappyː. ContentReplaced enemies rampart towers.Quality of LifeFixed a typo for the listed 4K resolution.Custom resolutions are now also supported — these fall outside official support, but should help players running more uncommon…
- 0.751 (@Experimental Branch) - 2 June 2026
SummaryJust a minor patch that fixes some localization issues and tones down camera shake across most effects, as it was a bit too intense. Evasive elite bugs currently being huntedThese are known issues that I haven’t been able to reproduce or are hard to fix.MagicCircle Aegis - the new AI sometimes sneaks inside, even if they shouldn’t be able to.Chain Lightning: Doesn't always jump to the next target in the vicinity.Upgrades in progress don't always cancel when the building is destroyed.The new AI version had a large impact on performance - will look into it if it gets out of hand (most noticeable with a lot of units, e.g. with the pack of the black wargs). Elusive bugs — presumed eradicated (since Patch 0.74)When you restart multiple matches after each other the game crashes, the culprit is the Pathfinding AI tool the game uses - Thanks to the community for finding and reporting it.…
- 0.75 (@Experimental Branch) - 8 April 2026
SummaryLast time I mentioned the next patch would bring a new map — however, I want each new map to come with something more substantial, so it doesn't feel like just a reskin. In this case, I'm working on a new goal mechanic tied to the map, and those extra features take time to implement properly. And to avoid long waits between updates, I've decided to split my time: half on larger features, half on smaller improvements like the ones in this patch.So in this patch, have I been experimenting with camera-shake effects for abilities, which I think really enhance the feel of the game (still possible to disable in settings if you dislike it). And I also added some loading-screen tips.The main focus, however, was adding the first Utility Ability, Recall, designed to be available to all characters (currently, only one playable character exists).New Ability – RecallOverview:Recall is now ava…
- Updated to 0.74.3 (Live Branch) - 28 March 2026
Both the live branch (default public branch) and the testing branch have been updated to the latest experimental version (0.74.3). - A new experimental version is almost ready as well.
- 0.74.3 (@Experimental Branch) - 28 February 2026
This update was mainly me wrestling with a nasty crash bug. Turns out it was caused by a tool I use, so I updated it… which broke something else… which made Unity complain… which meant updating Unity too… which caused even more things to fix 😅, which may cause some unexpected issues. Please report anything unusual you encounter.This build may run slightly slower than usual because it contains extra diagnostics to help us identify a rare crash issue.Also made some improvements to the beam ability thanks to feedback from the community 💙 EnhancementsBeam now has a improved visual effectAdded recoil/pushback when firing the beam Fixed BugsI’ve tracked down and fixed at least one cause of these issues. Some bugs can be sneaky though, so let me know if you still run into anything weird.Meteor could be cast while movingRevive Altar had a visual bug where some sprites didn’t get the correct c…
- Hotfix - 0.74.2 (@Experimental Branch) - 19 February 2026
Just a small hotfix to solve a bug related to upgrades after some of the refactoring
- Hotfix - 0.74.1 (@Experimental Branch) - 17 February 2026
SummaryJust a small hotfix to solve a game-crash with opening chest, and minor fixes / adjustments. BalancingRearranged when you unlock new upgrades & buildings - you gain them much earlier levelsE.g. Watch-Tower and MageTower is available from startThe original reasoning behind the previous version was to avoid throwing every mechanic the game has at the player all at once, and to create more substantial meta-progression rewards. However, a player pointed out that build slots saw almost no use early on, which highlighted a real issue - So it became a no-brainer to make them available much earlier. 🙂Enemies larger camps will awaken much slower (time until they start sending waves)To give the player a little more breather when awakening enemies bases. OtherReduced Revive altar size by ~25% - was a little out of placeWhen a critical error occurs, selecting “Quit Game” will now fully clos…
- 0.74.0.0 (@Experimental Branch) - 12 February 2026
SummaryThis patch is a smaller one, as development time was limited over the holidays and due to illness — thanks for your patience!The main focus has been expanding AI behavior for units and buildings. This required improving the underlying ability and unit logic to support it properly. Thankfully, the systems are modular, so they can grow without adding unnecessary complexity — but it was still a fairly extensive addition, as you might have noticed :P. Alongside that, there are various balance tweaks, updates to the new fire spells, a few additional equipment pieces, and general fixes and adjustments.After this patch, development will slow down a bit as I need to shift more focus toward work outside the game. That said, I still strongly believe in this project. Every hour invested moves it closer to 1.0, and I’ll continue developing it in my spare time. The goal remains the same: brin…
- Devlog (2025-11-23) - 23 November 2025
Hey everyone!Sorry things have been a little quiet on my end lately. Life kinda ganged up on me for a bit — the first two weeks disappeared into tax paperwork (the most boring boss; you know, one of those with cutscenes you can't skip, and you’ve done it sooo many times that you start mock-quoting it). A few days after that, the youngest anklebiter got sick for a whole week, and just when he started showing signs of getting well and I heard the siren’s call from my computer… bam! The second one apparently decided it was their turn to play.Even with all that, I have managed to squeeze in some progress on the upcoming two new bosses. And while carrying one kid under each arm, my brain’s at least been free to work on ideas for improving the game. I think I’ve got something promising brewing. After these planned things, as previously mentioned:New bossesSecond classExpanded building options…
- 0.73.2.0 (@Experimental Branch) - 23 October 2025
SummaryJust a small patch to mainly fix & "balance" stuff with latest patchMeteor has been heavily buffed — currently a bit over powered by design for testing and feedback.Reduced Fire friendly fire damage from 100% → 10%.Adjusted a few things.Fixed various bugs, primarily affecting the new Meteor ability. Quality of LifeAbility info / Talent description now have some extra space before StatusEffect and SubAbilities to make it easier to read (Fully Meteor Magma core got a very long description) BalancingFirebolt Everkindle - talent now also add piercing to the firebolt - It was meant to be one of the strongest “primary abilities” (non-mana cost filler-ability) vs tough targets (I’m working on adding bosses) - But it really is a large sacrifice to take a full quickbar slot just for that, so now it works better vs groupsFire spells friendly fire reduced to 10% (I think ~25% might be bette…
- 0.73.0.0 (@Experimental Branch) - 17 October 2025
SummaryThis patch doesn’t add much visible content, as most of the work focused on updating the game engine and tools. A new ability — Meteor — has been added.Due to a critical security issue in Unity, I had to upgrade the project’s Unity version right away. While necessary, the update caused several compatibility issues with existing tools — but after some fixes and updates, the Pathfinding is now running smoother than before! Game mechanicsNew Pathfinding AI – The Unity upgrade broke the old pathfinding system, and fixing it turned out to be trickier than expected (on top of Unity changing or removing previously working features). It seems however the new AI are much better at finding their way.Load times have also improved significantly — about 50% faster when starting a new match. Unity Update Side Effects – Updating Unity introduced bugs. And I’ve fixed a bunch and tried to catch t…
- Dev-log (2025-10-08) - 8 October 2025
Hi everyone! just a small update, the next patch is nearing finished. I was hoping to get it done last week, but then my family got sick AND then Unity (the game engine I use) announced they had a critical-”security” issue, so I needed to update my unity-version (asap, as I have no idea “how critical”, but if it affects my users, it gets the highest priority), which broke 10 other things, including their own tools & bought tools I’m using.So it became a "Cat on the rat, rat on the rope, rope on the hink, hink on the water" - issue. E.g. to fix one thing, I need to fix another thing first, and that thing needs another thing changed. etc.The patch will also add a new ability, Meteor. Well it is more or less 3 abilities with the talent-system, so different styles that is the main culprit of the delay. I thought "It's done and working!", but after playing with the abilities, there were some…
- Hotfix - 0.72.10.0 (@Experimental Branch) - 5 September 2025
SummaryJust a simple hotfix to two introduced bugs with the latest patch, but also solved some other older bugs, and added a camera-shake toggle in settings.Quality of LifeAdded a toggle to disable / enable camera-shaking-effects.BalancingChanged Flash Surge of speed duration: 4 -> 10 -> 12, to now 4 -> 8 -> 12.Enemies “small towers” get larger collide boxes (i.e. larger hit area you can hit). - Sometimes it felt like an ability (more visible with straight flying abilities like firebolt) should register a hit, when they didn’t.OtherSkuld visual effect no longer follows player.BugsFixed bugsI have found and fixed at least one place where one of these bugs 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".If you toggle Vibrant colours on/off in main-menu, so did they actually disable them in main-men…
- Update - 0.72.0.0 (@Experimental Branch) - 3 September 2025
SummaryBloody hell, this patch turned into another long haul — six months in the making. But as I mentioned in my devlogs, so have my toddlers been playing Pokémon with all viruses and bacterias, “Gotta catch’em all!” and their summer-vacation. So I haven't been able to work for even half of this time.Things just kept escalating like a domino effect. It all started when I decided to add more abilities. I realized the game had poor support for that — especially the super-ugly talent system I’d built before (yeah, not proud of that one!). But there were also features I really wanted: casting times, abilities with multiple effects, stacking status effects, in other word, more complex abilities.The real troublemaker was how badly things played with object-oriented inheritance. So I scrapped that and built a much simpler, component-based spell system — sooo much easier to work with.Oh and fi…
- Dev-log (2025-06-26) - 26 June 2025
Hi everyone,Still slow progress on the game, and sadly have to go even slower as the kids will start their summer-vacation after next week. A little good news though, the smallest one will finally move up one class, away from babies. So won’t hopefully catch nearly as much sickness :D. (Did some fast calculation, and saw I lost half of my work time on the game to fight viruses instead during this patch).Regarding the patch though, so it is slowly moving forward as you have noticed, sorry about that, and tbh. It is starting to get on my nerves to keep on finding small issues I have to fix/update with this patch. Like a never ending loop. And had to go down to 40 hours/week on the game (down from 60-80 hours/week).But anyways, the game now supports abilities with CastTime. Meteor is finished with 6 talents, but sadly I can’t come up with a nice last Tier 3 talent for firebolt, so let me k…
- Dev-log (2025-04-16) - 16 April 2025
Hi everyone, I just thought I'd post a lil-update, so after all these weeks of sick kids, they finally got well last week, so I’ve been able to work... 5 days now? On the game :D! Got a little hiccup, as I've tried a couple days in making my own music, which I pretty quickly determined is not something I should do now :P. And also the new talents that change "affected by" on abilities got a bit too much eyesore for me, so I'm almost done with making abilities show icons on what is affecting them or not, so you don't have to guess / remember which attribute affects them. And also while working on that feature, so have I made some more foundations once and for all, to make talents support more “custom bullets" e.g. the Damage: +25% - things, not sure if its a developer-thing, but I at least tried to make everything automatized, which sounds really good on the paper, but damn, there were s…
- Dev-log (2025-03-28) - 28 March 2025
Sorry everyone, kids seem to play Pokémon with every cold / flu they can find (Gotta catch 'em all), so I have only worked one week of the last five weeks, so sadly the patch will be delayed once again.
Patch notes and updates
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