Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 3174400 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | To be announced |
| Developer | Mythaven Studios |
| Publisher | Mythaven Studios |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Chop, mine, craft, and fight in a living open world, then go AFK and come back stronger. Mythaven is a clicker with idle progression and real exploration.
About this game
Mythaven began life as a UI clicker, but the vision has grown. I’m moving toward an open-world idle/clicker where you can actually roam, gather, and fight then go AFK and come back stronger. The media on this page is a snapshot of that transition and will keep evolving as the world, UI, and systems are expanded. An idle game that actually feels like a world Instead of living entirely in menus, your progress happens in a place you can explore. • A living world where actions have visible outcomes (drops, XP, leveling) • A blend of hands-on play and AFK growth • Designed for “check in, improve your setup, check out” or grind actively if you want Click to boost. AFK to grow. Mythaven is built around two valid playstyles: • Active play: click/engage to speed up progress, push goals, and break through bottlenecks • AFK play: set up efficient routines so your character keeps improving while you’re away The goal is to avoid “mindless hours” while still letting strategy and planning matter. Progression that never really ends Mythaven aims for a long-term loop where you’re always working toward the next unlock: • Level skills 1–99, then Prestige to restart stronger and climb again • Gear + upgrades that change your efficiency (not just bigger numbers) • Skills that reward specialization, smart routes, and better setups over time Roadmap (planned / subject to change) I’m building this as a solo developer, so I’m careful about promises. These are features I’m aiming toward, but details may evolve: Hex-world expansion: a hex-tile world where you can eventually claim/own tiles and build a long-term presence (including tile upgrades, adjacency bonuses, and expansion choices) Kingdoms, workers, and territory growth: turn owned tiles into something bigger by hiring/assigning workers, build production chains, and expand your control across the map (I may explore optional territory conflict later, but the core focus is growth and progression) Deep progression & anti-grind systems: more ways to increase yields, set up efficient routines, and reduce repetitive grind through better planning and upgrades Auto-battler / dungeon push mode: a hands-off wave-based du…
Supported languages
English * * languages with full audio support
