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Monomyth is an action-oriented first-person dungeon crawler with free movement and active combat. Inspired by the legendary King's Field series, this gripping RPG will lead you into the vast fortress of Lysandria, a place filled with savage enemies, deadly traps and hidden treasures.

Twitter: @rattower

Key features

  • Free Character Movement

    No grid based movement. Monomyth is a free movement dungeon crawler in the spirit of King's Field, Ultima Underworld or Arx Fatalis.

  • Action oriented real-time combat

    Actively swing your blade, cast spells, dodge, parry and block. The combat is based on a stamina system the player has to keep an eye on.

  • Blades, bows and spells

    Monomyth features both melee and ranged weapons. An optional lock-on mechanic will help you strike deadly blows against your enemies, while spells and arrows will require your precision as a player to find their targets.

  • Free character development

    The player is not bound to a certain playstyle. Therefore Monomyth does not feature any kind of class system. The player's character is developed by investing points into a variety of character attributes.

  • Enemy Infighting

    Equipped with a rich background story the enemies in Monomyth are living, breathing creatures, entangled in deadly rivalries.

  • Dynamic Encounters

    In the world of Monomyth monsters do not just spawn in the same place over and over again. Your journey through the fortress will be a dynamic experience. Where once you found a single enemy, you may encounter a group of several enemies at another time or maybe even a unique challenger, carrying precious equipment.

  • Metroidvania-styled world layout

    The halls of Lysandria are an intertwined web of secret chambers and hidden passageways. Keep a close eye on your map and explore the fortress from the deepest dungeon to the highest tower as you unlock more and more locations in the game world.

  • Outdoor areas

    While a good part of Monomyth is set indoor or underground, your journey will also take you to outdoor areas. Get some fresh air while you can!

  • High-tech medieval setting

    Monomyth is set in a medieval fantasy world. However primitive electronics and steam-powered machines are common. Dungeons are filled with pipes and electronic lights, castles are full with gears and mechanisms and enemies range from primitive grunts to high-tech soldiers.

  • Deadly environments

    The fortress of Lysandria is a hazardous environment. There is hot steam coming from leaking pipes, there are halls filled with poisonous gas, electrical hazards, pitch black caves with steep cliffs and traps. Lot's of traps. So always be on guard!

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Currently getting back on track, making a lot of nice progress, especially with regards to level design.
I finally found a proper workflow, that allows fast design iterations, which was really important to me. Level design in basic Unreal is a bit of a slog, since the engine's core tools are a bit limited.
Obviously Monomyth is a game focused on interior levels, so it needs a different bunch of tools - something closer to classic level design as seen in games like Quake or Thief.
As mentioned before I'm using Level Buddy (a blender plugin for Doom/Quake styled level design), but the real key to classic level design is the combination of level buddy with an Unreal Plugin called Mesh Tools.

On their own these tools are neat, but each one of them comes with a couple of drawbacks. Level Buddy crushes your texturing every time you rebuild your map and Mesh Tools - at least to my knowledge - doesn't have those comfortable boolean unification options (i.e. you create, for example, two cubes and unify them into one mesh, leaving you with a new shape - this is bacially how level buddy works). Together however they are perfect for what I'm doing. Level Buddy allows fast blockouts/geometry creation and Mesh tools allows fast (in-engine) UV projection (that also includes texture scaling - which is bothersome if you have to switch between Blender and Unreal all the time). So my level design workflow currently looks like this:

1) Gathering reference material
2) A really quick doodle of the area's outline.
3) Blockout in Level Buddy
4) Import into Unreal
5) Testing, cutting stuff, changing it again, bascially going back to 3) a couple of times - in this phase the design from 2) changes a lot. I tend to combine this with basic Unreal block brushes to roughly measure the scale of an area.
6) Once I'm confident about a part of the map, I snip that part off in level buddy and separate it into its own mesh.
7) Then I work over that isolated part again. I also do a quick UV projection (texturing) with Mesh Tools - this is like two or three clicks, so I can still change the level in Level Buddy afterwards
8) Then I continue with various detail passes - especially placing modular assets (like wall decorations in a castle or pillars in a cave)
9) I do this for every part of a level. Once the isolated parts of an area come together I also tend to make small in-engine changes on the geometry, polishing and fixing stuff - again with Mesh tools.

During all of this I also play around with the lighting a lot.

And that's basically it. Of course before any of this I need a rough idea, what the challenges in an area are. I like to define those very loosely though and slowly fit them into the level as it comes together. Makes the design phase a bit easier - also lets you think about the level more logically - from what I know this is basically what Thief did - where a castle wasn't just a bunch of hallways, but actually an environment where people could live in - you had kitchens, living rooms, servants rooms, bed rooms etc.
This is where the design principle clashes a bit with the King's Field side, which was entirely focused on challenge when it came to level design. It had secrets where secrets technically didn't make all that much sense and the entire ancient city doesn't have a single bathroom. So there is a challenge in marrying those two approaches towards level design. It works out surprisingly well so far, but in doubt I'll always go with the King's Field approach, since interesting gameplay is still my primary focus. This is especially valid for secret walls, traps and puzzles.

Anyway, the alpha level is coming along really, really well. Here are a couple of WIP screenshots:





Combat Update

Combat Update

News 1 comment

A quick update on what's been happening over the last two weeks and a short outlook on combat mechanics.

Quick Update #4

Quick Update #4


A bite-sized update of what happened over the last two weeks.

Monomyth - The last few months 3/3

Monomyth - The last few months 3/3


A quick summary of everything that happened over the last few months.

Monomyth - The last few months 2/3

Monomyth - The last few months 2/3

News 1 comment

A quick summary of everything that happened over the last few months.


Hi there!

The game looks great, and it shows that it is a labour of love!

Do you intend to make it available on GOG as well?

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hope it's going well!

Reply Good karma Bad karma+1 vote

How is the game coming along? I have been following this one a while with hopeful anticipation. I hope you are sticking to it!

Reply Good karma Bad karma+1 vote
RatTower Creator

Some delays last month due to various deadlines, but generally it's coming along alrighty. Sorry for the late response. Gotta keep a better eye on these pages (most updates are on Twitter).

Reply Good karma+3 votes

I'll try to check in on the twitter every now and then . I don't twitter so it is easy to miss those updates.

Reply Good karma Bad karma+1 vote

This looks and sounds brilliant.

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Latest tweets from @rattower

On another business trip this week 😐 In the meantime, here are some environments I've been working on recently:… T.co

Jun 18 2019

Parts of the underworld are pretty dark, so I decided to give some NPCs lamps (which also affect stealth gameplay).… T.co

Jun 15 2019

RT @rattower: The new level design workflow is producing some very satisfying results! There are several unique ways to enter thi… T.co

Jun 15 2019

The new level design workflow is producing some very satisfying results! There are several unique ways to enter thi… T.co

Jun 14 2019

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