Hi dungeon-crawling fans! It's time for another project update! We're getting closer to the early access release. But before we can get there I must address a few remaining issues. Both the "Search" skill and the fishing feature have been on my to-do list for quite a while. You can find out all about it in this month's video devlog: [previewyoutube=k2l_3aJLz-Q;full][/previewyoutube] As always, you can find the transcript below. Best Wishes, Michael ---------------------------------------------- [i]Hi dungeon-crawling fans! A lot has happened over the last month. Monomyth received a new demo and plenty of new features have been implemented since then. We’re getting closer to the Early Access release date, and you can expect a release date announcement very soon. So, let’s take a look at the latest improvements! During Steam Next Fest, I uploaded an entirely new demo featuring a new area with new enemies. This area will be added to the beta branch later. The next beta patch will include various combat improvements made for the demo. Combat is now more challenging and interesting, with enemies using magic more frequently and gaining the ability to dodge player attacks. There are three new enemy types: Skeleton Warriors, Bone Mages, and Necromancers. The latter two extensively use magic to weaken the player and summon support. After receiving feedback during Steam Next Fest, I adjusted some enemy behaviors and their spells. Originally, the Bone Mages could hit trace your character with the ensnare spell. This is no longer possible as the spell has been changed to a projectile. Additionally, I reduced the splash damage on the fireball spell. Combat will continue to improve throughout Early Access. I also created a new undead enemy type that didn’t quite make it into the demo. The Wraith supports other enemies and casts negative status effects on the player. It has the highest physical damage resistance among enemies. You can probably guess how it can still be damaged, but I won’t spoil anything. I also added some objects useful to warriors in such situations. After Steam Next Fest, I finally had the time to implement fishing, one of the most popular side features from Ultima Underworld. Monomyth’s fishing mechanic is relatively simple: you throw out the bait, wait for a fish to bite, and reel it in at the right moment. Depending on the rarity of the fish, you have to react faster. The real motivation lies within the meta game. There are several types of fish, each with different positive and negative effects depending on how you prepare them. It’s generally recommended to grill the fish before eating them, but it’s not necessary. Some fish have simple regenerative effects, while rarer ones have utility effects. The type of catch depends on various factors, and each fish has a specific probability of being caught. Some fish only appear in certain regions or specific waters within these regions. So, there are specific fishing spots for specific fish. Additionally, in certain areas, you can reel in special items that can only be caught once. I hope fishing serves as a nice, little distraction from your dungeoneering adventures and provides useful items that will integrate well into your playstyle. Lastly, I added the search skill. This skill must be used actively by the player to highlight objects and secrets in the world. The higher the skill, the more secret elements it can detect. It works within a certain radius depending on the skill level and also helps with seeing in the dark. However, it costs a high amount of focus, the stamina equivalent for magic. Players can only activate the skill if their focus bar is full. I will probably update the demo one more time to add the search skill and the Wraith. There are no bodies of water in the demo, so, I’m afraid, you’ll have to wait for the Early Access version to try out fishing. I also sent out emails to choose the GOG version of the game. If you want a GOG key, please fill out the form linked in the email. The GOG site will be up shortly. And that is already it for this month. There might not be an update next month, as I may already be very busy preparing for Early Access at that time. However, I will give you a quick note before locking your beta access and sending out your final game keys. Until then, I’ll keep you updated and see you soon![/i]