Mython Island Reviews
A monster catching RPG featuring an Open Island Adventure mode and dedicated Survival Modes! Story based level scaling and difficulty settings allows you to build a team of Mython, grow stronger, and take on the game in the way you wish!
App ID | 1419070 |
App Type | GAME |
Developers | Visionstead Studio |
Publishers | Visionstead Studio |
Categories | Single-player, Steam Achievements, Full controller support, Remote Play on Phone, Remote Play on Tablet |
Genres | Casual, Indie, RPG, Adventure |
Release Date | 12 May, 2022 |
Platforms | Windows |
Supported Languages | English |

41 Total Reviews
32 Positive Reviews
9 Negative Reviews
Mixed Score
Mython Island has garnered a total of 41 reviews, with 32 positive reviews and 9 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Mython Island over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
272 minutes
Edit 2 (May 2022):
The dev contacted me about a new update coming to the game that added a new game mode. I refunded the game after my first review (https://pastebin.com/NEV8cWHs), so they gave me a key to try the game again and update the review. This update will just be a refreshed review. Originally, this review was "not recommended" and 34 people found it helpful. I'll be updating my original thoughts and talking about the updates, good and bad.
TL/DR:
The game has improves a lot technically and in gameplay. There are a lot of QoL and UX improvements which have made the game better and more enjoyable. At the game's price, you get what you pay for. It's less rough around the edges and I found it to be more enjoyable than it used to be. If you like monster taming games, give it a go, but bear in mind that it still has plenty of room for improvement.
I recently got a Steam Deck, so I've been playing the game on that. You can expect 30fps at 800p and low settings with dips. You can also turn on FSR and put the game down to 540p for some power savings (you will need to untick the "fullscreen" option in the graphics options to get it to activate). The game does ultrawide resolutions, but doesn't seem to do 16:10 outside of native res, so you end up with some small black bars at the top and bottom of the screen. One thing I'd like to see improved in the graphics settings is more granularity. Currently, you're limited to just low, medium and high presets. It would be great if we could turn on and off stuff like motion blur and depth of field, and adjust other effects like shadows, lighting, anti-aliasing etc.
The game has 2 game modes now: an "island adventure" mode and a "survival" mode. The adventure mode is an open world mode with a story. The survival mode is effectively the old "Slay the Spire"-esque mode, a randomised run with more replayability split into 3 sub-modes: a prequel story mode and modes where you get either a randomised team or you draft your team. I put about 5 hours into the adventure mode (some wasn't tracked as I played offline on my Deck).
The adventure mode starts off similarly to how it did before, you choose a name, choose a starter and go through a short-ish tutorial/prologue. After which you get thrown into an open world to explore, fight other tamers, tame more mython and save Mython Island. The story isn't anything amazing, it feels like it exists just so there's something to go with the rest of the gameplay. It's cheap and cheerful, and there's not much else to say about it.
One of the thing I immediate noticed was the updated soundtrack. Generally, the music is a lot better:
- A lot of the old tracks have been gutted for new tracks
- The new tracks loop properly or nearly seamlessly
- The tone and style of the music feels very appropriate and has a lot of depth to it.
- The battle theme is energetic, bouncy and has a catchy melody.
- The menu/town music has a lovely calming, yet upbeat feel to it and uses a nice selection of instruments to add depth and musicality.
- There's a few of the old tracks still in there but there's a lot of new stuff. The capture theme is still the same (and still has a noticeable loop points but it's not too bad on this track).
A great test to a soundtrack is how bearable it is if you're staying in one are or scenario for a long time, such as a town or battle and just seeing how annoyed you get. At minimum, it should just be background music and at best, it should resonate with you. For me, I rarely found it to be just background; I enjoyed listening to a lot of the music and was quite comfortable staying in one area finding all the secrets or taking my time in a battle.
The battle interface and flow is a lot better. Type icons are labelled, which is already a marked improvement, but some of the icons are a little odd still, such as the lunar icon, which looks more like a boomerang than a crescent moon. Skills have text boxes to communicate what they do and what element and type they are. Actions are proceeded by text boxes which describe what's happening and are dismissed by button press, giving you time to understand what's happening. The AI is a little dumb at points, spamming moves repeatedly shown to ineffective when it has moves which are neutral or super effective. When you use items in battle, they're applied at the same speed as your active mython, so you can't use them to get out of a rough situation half the time. This isn't really a positive or a negative. It makes the game a little more difficult by eliminating one of the main scumming methods commonly available in pokemon (item spamming) but for that same reason, its unintuitive. If you were ever confused about type match-ups, the game now has an element guide in the pause menu, which is a much appreciated addition. There are some UI/UX issues which I will note later.
The open world is a nice addition. It's adds a bright, colourful and stylistic world for you to explore, but it's not without its flaws. I have gotten stuck a few times where my character is forever falling above some odd terrain. I got into a scenario where my last save was when my character was falling and the auto save was the same, so I kinda lost all my progress. One simple fix for this would be to add a way to teleport to one of the other teleport locations or the last location visited/used/interacted with. There's no jump. Where's my jump? You can't have an open world game without the ability to jump. A lot of the world feels a little dead. NPCs and mython just stand still all the time, with some exceptions. Initially, it was a little difficult to tell which mython were wild and which were friendly/owned by other tamers, leading to unintentional battles. The level scaling is a little odd. After the each boss, further areas have higher leveled battles, but I found the levels to be higher than my mython, but it wasn't long before my party had over-leveled. I'd suggest adding dynamic level scaling, basing enemy mython on the levels of the player's mython, maybe with a minimum level per area. This will lead to a more balanced difficulty experience, which isn't bouncing between difficult to too easy.
There are some slight UI/UX problems. Here are some I experienced:
- The lack of a cursor in the text box, making it difficult to know if you're actually able to type in it
- The game tells you the controls early on but I think it would be nice to have a legend on screen or button prompts
- If you're using a controller and the cursor is hovering over a menu item, you won't be able to select another option until you move the cursor. Since the cursor disappears when using the controller, it can be pretty annoying if you don't know that's the cause. I've notified the dev about this one so they should be working on a fix for it soon.
- In the battle menu, your moves are arranged in a 2 by X grid. If you've got an odd amount of moves, when you try to scroll down, you can only get to the last row if you've highlighted the left column, otherwise it will just get stuck and you might not even know you had another move to choose.
- There's a mython overview screen which shows you stats and the moves they know. I mentioned in my previous review that splitting moves into sections by move type (physical, ether and support) was a little pointless, made navigation less fluid and wasted time. This issue isn't in the battle interface anymore, but it is present in the mython overview screen. Having these categories is further made redundant by having the move type in the move's description. The backpack menu has categories as well, but I find them to be more appropriate here, where there are far more unique items to choose from.
- In battle, there's no indication of which skills the opponent is using are physical or special, so you have a to guess a little when it comes to using support skills or which mython to use.
I've ran out of space so read the TL/DR for a summary.
👍 : 1 |
😃 : 0
Positive
Playtime:
60 minutes
I can't lie this game is extremely mid it sorta has it's own charm but mostly it's just boring
And I really shouldn't have to speak on the models which aren't in the slightest appealing.
👍 : 3 |
😃 : 0
Negative
Playtime:
38 minutes
In the current states, the game is useless. We can't skip all cinematics, which is boring in a roguelike. The sounds is insanely loud, and you have to adjust it in menu everytime you open the game, plus the setting menu freeze alot.
Nothing to upgrade after each run, maybe unlocking mythons with leftover cash would be a better idea than just dying without any improvement each run, more like a rogue-lite.
Not many different path either, shop, special or battle and every 3 paths is a story battle...
In my opinion, that can be great, with a way to increase replay value with special reward after runs and stuff, the idea is rich and fun. The game is not ready and it dosnt even worth a penny in that states, it's almost insulting.
I'll edit my evaluation when this will be enjoyable a bit for sure, cause like i said, the idea is nice.
👍 : 5 |
😃 : 1
Negative
Playtime:
1427 minutes
Mython Island is a game that I have been waiting for since Visionstead Studio's first tweet about the game. The art style grabbed me, and the concept seemed cool: a roguelike monster taming game. Going into this game, despite it being EA, I had high expectations.
Mython Island 100% met my expectations, and the developer has exceeded my expectations when it comes to acting on feedback concerning the game.
One of the first things you will experience is the OST, and it is immediately enjoyable. The feeling and sound of the OST changes at different points during the game, but all of it is a cut above many indie games' OSTs!
While this game's story is short, it might take a player a couple hours or more to beat it. Mython Island has replayability, so don't worry about the story being short. The roguelike elements absolutely play into that, and having different monsters being encountered in different playthroughs help as well.
Beyond replayability, it isn't a simple button-masher. If you don't pay attention, you will fail repeatedly. There's a bit of learning curve because you need to remember type match-ups and the base stats of the Mython.
Even if you get slightly bored or frustrated with Story Mode, it has Survival Mode, which makes it much more difficult to just die at the beginning of the storyline. This can be refreshing and cool since you might get a Mython you hadn't encountered or bonded with yet.
The models, color palettes, movements, and animations are all pleasing to the eye. While there is a single Mython I dislike in design (Scorchian), the Mython fit quite nicely into the world around them without being displeasing or, worse, freakish. The thick black borders contrast well with the vibrant colors and the fantastic looking, borderless grass. Complimenting the grass might seem silly or trivial, but you see a lot of it in the game.
The battles have a nice flow to them. They are not generally over in just 2 turns, and I have yet to have a 1-turn battle. That means that the opposing Mython at least has a chance to damage you. This might seem non-threatening, but when your back is against the wall because of low HP those one or two hits can be a serious problem.
Again, it is early access, so there are fewer items, moves, Mython, and 1 less mode than there will be in the future at full release. Despite these handicaps, which might seem insurmountable to the passerby, Mython Island is one of the most enjoyable indie monster taming games currently out.
One of its maybe surprising strengths is that Mython Island can cause frustration, especially when just starting out. These frustrations are not borne of glitches or bad UI; instead, they are from the learning curve and non-zero difficulty. Rather, it is a game in which you can engage with; one that will lead you to have experiences beyond mindless contentedness. You will actively and not passively play this game. If you play passively mentally, then you will continue to lose at the game.
If you do find a problem in the game, e.g. graphical or UI glitch, then send feedback to the developer. He will promptly look at your feedback, consider it, and act upon it if he thinks it is valid feedback.
I would recommend anybody who loves monster taming games to try to this out, and I would recommend anybody try this out who is even remotely interested in Mython Island. This is my review of an early access Mython Island. That means, unless the game is changed wildly, expect my evaluation of the game to only increase as more content comes to it.
👍 : 5 |
😃 : 0
Positive
Playtime:
169 minutes
A legitimately fun game that deserves more attention. This game features a big open world to explore as you collect creatures called Mython, battling and taking on the story in pretty much any way you want with a surprising amount of customization options like difficulty modes, exp share toggles, optional permadeath, and more.
The graphics are vibrant, the OST slaps super hard, and I'm having a lot of fun exploring the island and discovering the various monsters. This game is certainly worth your time if you are a fan of monster tamers.
👍 : 4 |
😃 : 0
Positive
Playtime:
24 minutes
The game is fine, but the ui needs an overhaul. Having to scroll by clicking on a scrollbar is not appealing. I also suggest swapping strike and skill list, since it seems better most of the time to use a skill. Back button should be at the bottom of lists too or personally not there at all with a keyboard button replacing it, or even clicking outside the box would do. As for the overworld, maybe an mmo camera would be nice. Tank controls with a click and drag camera. This would allow for clickable buttons on the screen like party view and bag view. I love the idea of this game, I really do, but the ui is just not great.
👍 : 3 |
😃 : 0
Positive
Playtime:
40 minutes
I had fun playing my first run, judging by the updates it looks like a big overhaul update is planned soon so i will wait to play more but for now the game has great potential.
👍 : 4 |
😃 : 0
Positive
Playtime:
86 minutes
This game, although being kinda short, was completely enjoyable. With people who are not as experienced with monster taming games, this game could easily take a decent amount of time to completely finish one run of the story mode. However, even those who are experienced with monster taming games can get a few more hours out of it with their "New game+" mode, [spoiler]which is unlocked immediately after the final boss, and allows for the player to replay the story mode again, however, still using the team and items you completed the game with[/spoiler], until your run is over, and the second mode you can access when selecting which gamemode you wish to play.
The Good Parts:
The gameplay is definitely fresh in terms of a monster-taming experience for players seeking a new challenge in the monster-taming genre, that of which incorporating not only being a roguelite, but also in the fact that the player chooses the path that they will experience next. Allowing for players who want to constantly encounter more Mython, or play extra extra safe and visit shops, mystery events, etc.
With as much Mython are currently available, and sometimes not having a full opportunity to completely evolve a Mython, and even accidentally losing a Mython, there are an almost endless number of possible team compositions the player can have to complete their story with. So there is a lot of replay value, just within the sheer number of Mython and the limit capacity.
The Bad Parts:
[The UI is a tad clunky, as I kept having issues when trying to use capsules, or going back in the selection screen where I would keep accidentally pressing to use another capsule.
I am also unsure in this current state on how to use [spoiler]The "Lucky Skill Scrolls", gotten as an option at the place you can choose to evolve[/spoiler], I received three in my first playthrough, and never figured out how to use them.]
-- The developer cleared all these up in their response, thank you for your time!! :^)
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Even though I have finished the main story, I still have not seen all the Mython available and I am always inclined to see the different random events and to build different teams using different Mython. This game is so worth the 10 dollars, and I am looking forward to the progression of this game in its Early Access and can't wait to see what else it brings!
👍 : 13 |
😃 : 0
Positive
Playtime:
8 minutes
Needs controller support. Add that in and I'll change to recommended. Dev responded, they're adding controller support, changing to recommended!
👍 : 15 |
😃 : 0
Positive
Playtime:
128 minutes
*MINOR STORY SPOILER*
First off yes this is an Early-Access game but it is supposedly ~85% complete with the full story-mode in the game.
I want to preface this review for the Developer. It is a scathing review of your game but I'm being honest. I hope you read it till the end but I understand if it's hard too. I don't think it is worth trying to fix what I don't like because it's too much. I will look at it again once it's finished if you want me too just message me on steam. Also if you have any questions about my review feel free to reach out. I don't usually do reviews so it will probably feel very unprofessional.
So I'm gonna organize this into the reasons I bought the game and how the game didn't live up to the expectations I had within those reasons. Some of these are user defined tags that gave me expectations that weren't met which isn't the developers fault.
We'll start with the things I didn't like/enjoy
#1 Creature Collector - It's not really a creature collector. This is a user-defined tag so Idk if the developer tagged it.
I've played a lot of creature collector games both in my childhood and throughout my adult life and usually with those games you can "collect" creatures and not just have a team of 4. You learn very quickly that once you obtain a 5th Mython you have to release one. You can only ever have 4 in the story mode and I wouldn't consider that collecting. This tag doesn't belong here and if people could report it so that other people don't get false expectations like me that would be great. Your choice though.
#2 the Levelling system - a fight ends, all surviving Mython gain 1 lvl per Mython fought.
You fight and beat 1 Mython with only 1 of your 4? Everyone gains a lvl. You catch a Mython? Everyone gains a lvl including the Mython you caught. You defeat a trainer who has 2 Mythons? Everyone gains 2 lvls. The worst part is that the enemy Mythons scale to your lvl so the only motivation to lvl is to learn new moves. Evolution is unrelated to lvl which I will explain more later.
#3 Evolution - Extremely easy and boring.
To evolve your Mython the only limiting factor is finding a Power Spot which there seem to be lots of. If you choose to evolve your Mython then boom the appearance changes they get a bit stronger and you move on. If you found 2 Power Spots in a row (which I have) and your Mython can evolve twice (e.g. the starters), then all of a sudden you have a fully evolved Mython! And this is seemingly regardless of lvl. It's just boring, there is no excitement in it at all.
#4 Monster Catching RPG - The developer informed me that the 100% catch rate was a bug and that it has/will be fixed in an upcoming patch
#5 RPG - You play a faceless character in a basic story that's about it.
I would consider this game an RPG in the most basic definition of an RPG. You play a role and its a game. Yea you Mythons have stats but the game was so easy that they didn't matter. (Had a complaint here that the 100% catch rate was game-breaking. It will be fixed soon so I'm removing it)
#6 Rogue-like elements - The Rogue-like elements are extremely basic.
If you like Rogue-like games and play a lot of them this game will not cut it. The extent of the rogue-like elements are choosing your path from 4 paths. You usually get 3 options.
Fateful Encounter - Fight a wild Mython that you can catch
Shop - buy restorative items and skill scrolls
??? - basically an event space that includes the boss fights I encountered so far, trainer battles, encountering the shopkeeper outside of her shop, and a rest spot.
Power Spot - you can evolve your Mythons here regardless of level, give a random stat boost to a Mython of your choice, fully heal one Mython, or obtain a one time use skill scroll.
And that's it there is no over world or map its all just clicking on options. Not to say that can't work, it was just too basic to enjoy.
#7 Combat - Combat is bland.
Combat doesn't feel like it has any depth. The fights take too long (4-6 turns to KO on avg) and it's mostly spamming your strongest skill till the enemy is dead. there seem to be 5 kinds of skills; ether damage, physical damage, stat debuffing, buffing, and damage w/stat debuffing. My playtime is low so I suspect there might be damaging moves with stat buffing as well. Ether damaging moves are basically special moves in Pokemon. The biggest problem for me is that the stat debuffs by themselves last 3 turns including the turn you use them. You're better off never using them unless they're attached to damaging moves. They also don't stack when you use it again it just refreshes the duration to 3 turns. I also only saw one buffing move from the third "boss" Mython. I would understand a certain lack of depth considering it's the developers first game but there are other monster catching games out there that have amazing depth that aren't Pokemon or Digimon that you can look at.
(the developer Informed me that there are status conditions in the game. I probably didn't play enough to encounter them)
#8 Inventory - No stacking has been fixed
duplicate items now stack!
I don't have much good to say about this game but here it is.
#1 The Mython - Most are well-made.
Very few of the Mython, usually in lower stages of evolution, look like blobs of clay with vague shapes moulded onto them. This was only a few of them and other wise the art style is actually quite charming overall I really like the Mythons in terms of what they look like.
#2 The Strike attack - A 25 Base Power (typeless?) move that every Mython has.
When I first found this game, which I think was around 40 hours ago, I thought strike was there to make monster catching easier. In reality its so you can finish off enemies at low hp and save AP or have an attack for when you have no AP. Still a good thing to have in the game either way.
#3 The Idea - rogue-like + monster catching could be awesome.
I think it's a good idea and could be done a lot better. I ultimately hope the developer learns from this game and makes better games in the future. I would buy and play a game that uses Mythons.
#4 Skill Animations - Quite good
The skill animations are quite good and fit the art style really well.
#5 The Developer - He cares
The developer responded to my review about fixes he will make and informed me where I was wrong. A developer with this kind of mentality is good for the game.
Conclusion
This game is not worth playing for me at this point in time. If it truly is ~85% complete it might never be. I'd be willing to take another look at it when complete if the dev asks me to, but I won't remember to myself. I hope the dev learns from this game and makes better games in the future.
Edit
Tried playing it again after a year or two and I couldn't stand the art style at all. Not the games fault, my tastes changed and I couldn't make myself play it. Doesn't help that I've been super critical of Pokemon for the past couple years and now I'm just salty about Monster-Catching games not being exactly what I want. The dev asked me to take another look and I just can't. My fault, nobody else's. Just wanted to explain mostly to the dev why I didn't.
👍 : 48 |
😃 : 0
Negative