Mythical Mayhem Reviews
Escape to the realm of Mythical Mayhem! Recruit heroes and put your deck building skills to the test. Defeat unique arch villains and their monstrous henchmen with your team of heroes. Save the realm and thwart the ambitions of evil.
App ID | 2388600 |
App Type | GAME |
Developers | dragons1ayer studios |
Publishers | dragons1ayer studios |
Categories | Single-player |
Genres | Indie, Strategy, RPG, Early Access |
Release Date | 29 Apr, 2023 |
Platforms | Windows |
Supported Languages | English |
Age Restricted Content
This content is intended for mature audiences only.

26 Total Reviews
25 Positive Reviews
1 Negative Reviews
Score
Mythical Mayhem has garnered a total of 26 reviews, with 25 positive reviews and 1 negative reviews, resulting in a ‘’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Mythical Mayhem 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:
7377 minutes
Mythical Mayhem looks intimidating, but the tutorial works well and I got into the groove of it pretty quickly. It's a deckbuilder, but not a rogue-like, making it fairly unique in its offering in the current market. It's also a rare example of a card game with an RPG-like campaign, giving you choices to make and characters to recruit to your party. It's pretty unique and I found it very compelling.
The game is rough around the edges at times, with some typos that need fixing and AI art that can vary a bit in quality. Still, if it looks at all interesting to you, I definitely give it a thumbs up.
👍 : 2 |
😃 : 0
Positive
Playtime:
2419 minutes
Really fun game. you can now make your own hero deck in campaign mode
👍 : 1 |
😃 : 0
Positive
Playtime:
494 minutes
So far i'm liking it. If you like dominion and wish it had a overarching campaign, meta progression, customization of the market (to a degree) and then had like bosses/quests with special rules to fight you'll like this.
My only complaint is like other have said is sometimes the win condition can take awhile to come out even though you've already "won".
Looking forward to future updates as this already has a really solid base game.
👍 : 8 |
😃 : 0
Positive
Playtime:
93 minutes
It is a small project and I think that the game may be playable for certain players. However, it wasn't engaging enough to warrant a long play session and I doubt I'll get back at it.
When I look a steam achievments after my first session, I noticed that I was top 0.1% on one and 30% on one that required to clic on something in town at the start of the campain. It is a tough economy, but I'm pretty sure that with a better user experience in mind (better ui/assets/new player experience) the game would have its place.
👍 : 1 |
😃 : 2
Negative
Playtime:
1216 minutes
[i] My Experience [/i]
[i]Wow[/i] - I loved this. Almost every time I played, I ended up having to rip myself away from my computer to do pesky life things (like sleep). I've always been a deckbuilder fan, and [b]Mythical Mayhem[/b]'s approach, that allows you to mix and match 32 different hero card sets, allows for quite a bit of customization and intentionality. The closest thing I've played to [b]Mythical Mayhem[/b] is actually the card/board game [b]Legendary Encounters: Alien[/b] - however, there's more content and customization in [b]Mythical Mayhem[/b], and the fact that it's a video game means that so many things are streamlined for you that must be done and tracked manually in a board game.
I began by playing the first tutorial and then hopping in the campaign. I found myself quite confused, having no clue what was happening with the battle system and thinking that I was putting cards in my own deck rather than at the bottom of the [i]hero[/i] deck when I bought a round of drinks, took on a side job, or took the "recover" action. I later realized that there are like 5 different tutorials and they are fairly comprehensive, so don't do what I did. Although there's a lot going on on-screen, developer dragons1ayer studios helpfully allows players to "lock" a card on screen to then get a better look at its text and keywords.
My favorite thing about [b] Mythical Mayhem[/b] is the interaction between your hero deck (composed of multiple card sets), a mission's quest, the arch-villain, and the dark saga. Different missions have different quests, and different arch-villains win in different ways. An arch-villain may be particularly adept at filling your deck with wounds (and may win once you reach a certain number), so you'll want to have many cards in your deck that can clear wounds from your hand and discard. A mission can always be completed by defeating the arch-villain a certain number of times, but the "heroic conquest" option provides a different route to victory. One heroic conquest objective that you'll see multiple times is accumulating 20 resources in your "vault" (a section of resources that aren't lost at the end of a turn), so you may turn to the combo of the Old Timer and Peasant Hero (a classic!) to get a lot of low cost cards in your hand that you can then turn into vault resources with the Old Timer's "Nap Time" card. I loved looking through my different hero sets for particular keywords and synergies that I could use to more effectively meet a mission's heroic objective or stymie the arch-villain's plans. At the same time, it's still plenty effective to just beat the crap out of the arch-villain, and there are some excellent hero set options for raw damage as well.
As your heroes can get injured on missions and require time in the infirmary before their card sets can be used again, developer dragons1ayer studios encourages players to try new hero card sets that they haven't before. Additionally, certain heroes can actually be killed during the campaign, which will remove their card set entirely from your choices. I'm curious whether the same heroes are always killed, as the hero that was killed in my campaign possessed the set of cards that I (by far) used the most often.
Although you'll start with a couple of hero card sets to choose from, the number that you end up having overall will depend on the choices you make at the end of missions. You'll usually have the opportunity to recruit an additional hero at the end of missions, and you'll then have a new hero card set to work with. Although you can view the cards associated with a hero in the "Heroes" section outside of missions, you can't see these cards when you're making the decision to recruit them or not. To be honest, this is the thing I liked the least about the game. Providing me the ability to see the cards at this point would take the game from 4 stars to 5, or from a 9 to a 10.
Although which hero card sets you have available (and select) will have a lot to do with your strategy and success on missions, there are other decisions you'll make that will have an impact as well. First off, there are "stores" on the game board that can be used once per turn (if they aren't closed, which certain world events and arch-villains can make happen). These stores provide a variety of effects, such as healing wounds, improving your good/evil karmic standing, adding additional cards to your deck, etc. Although certain stores will be present in the first few missions, you'll eventually gain the ability to choose from many more. You can also choose where these stores are located on the board, and can upgrade them as well. Location matters, as a store that has one of the arch-villain's minions in front of it can't be used. The most important of these stores is the "Training" location, which allows you to trash a card in your deck to purchase a new one using experience points. Although experience points are slower to accumulate at first, they can be used to purchase additional hero cards without relying solely on the resources generated per turn.
In addition to stores, you can purchase additional cards and abilities at the market outside of missions. Cards purchased in this way usually show up when in-mission locations are used or specific actions are taken. For instance, you can purchase a random "commoner" in a mission for three resources. You can purchase additional cards to be added to the commoner deck in the market, that you'll then have an opportunity to add to your deck when taking this action. The abilities that you purchase can be added to one of the three "custom" cards that you can put together. Please pay attention to how these abilities are activated when you purchase them, as they may require you to tie them to the generation of a certain essence. There were multiple abilities I purchased (or acquired) that I then had trouble locating when modifying my custom cards.
There are also "Tavern Stories" that you can read and make decisions on between missions. For instance, you might encounter a hunting party that could use extra money for supplies. These usually involve just making a decision about whether to help and how, but you might gain some additional support (or have additional problems) in your next mission based on the decisions you make. You might also gain additional resources or experience as a result of how you proceed.
As an indie team (I think I saw perhaps five different names total in the credits), it's hard to catch every bug. During my playthrough, I noticed the following:
[list]
[*] I was initially unable to proceed after completing Act 2 - there were no quests on my screen. However, I informed the developer and he fixed this [i]the next day[/i]. Based on how obsessively I played the game, I probably needed to take a break anyway.
[*] There were a few occasions where I generated what I thought were the correct resources to progress the heroic conquest objective, but didn't receive progress.
[*] Conversely, there were a few times that I was awarded progress towards a heroic conquest when I used the "Training" store that seemed unrelated to the actual objective.
[*] Mercenaries (that possessed the "Rapid Deploy" keyword) were somewhat often put on top of my deck rather than in my hand like they were supposed to be.
[*] This isn't a bug, but what on Earth is the "% Victory" supposed to mean on the main game screen?
[/list]
If you like deckbuilders, especially ones surrounded by crunchy systems, I can recommend [b]Mythical Mayhem[/b]. As I noted before, what would really make the game spectacular (in my mind) would be giving players the ability to see the card set of a hero prior to recruiting them. But even without this feature, [b]Mythical Mayhem[/b] is easily one of my favorite releases of the year, and I wouldn't be surprised in the least if it landed on my end-of-year top 10 list.
👍 : 7 |
😃 : 1
Positive
Playtime:
8 minutes
Mythical Mayhem is an indie gem. If you like deck builders then this is the game for you.
Have you ever wanted to fight an evil Halfling Boss? Well now you can! It is a game that is still in development, but is pretty good so far.
It is a game developed by DragonS1ayer. I believe it is his first game on the market.
Not bad for a first game. It looks like he has some plans for dev in the future, so it will have more content as time goes on. Currently it's on sale for $15, not a bad price for what you get.
Plus it has an Evil Halfling Boss!
What's not to love?
👍 : 3 |
😃 : 0
Positive
Playtime:
4796 minutes
Don't let my hours played fool you. I played quite a bit in early access. Congratulations on the game release!
Why do I recommend this game?
The best comparison I can come up with is like another reviewer: this is kind of like Dominion, where you recruit heroes that bring their own card "supplies" to your deck. Your heroes determine the decks you will get to pull from, while the enemies have their own. It's not like Slay the Spire where you polish the same deck during your run and gradually grow more powerful. That happens in campaign mode in MM, sure, but each match you can pivot and change and try something different. There is more random elements, but no penalty for failure (except time) so the game encourages you to find a way past the obstacles in your own way.
For the price you will get lots of hours with lots of heroes to unlock and enemies to fight. I prefer the campaign mode, and you can customise a great deal of the "game board" as you go along, which adds yet another dimension.
Since the matches are more self-contained the game is more willing to let you unleash an unstoppable combo and wreck your enemies completely. That can be satisfying when you start to grasp the enemy strategies and start beating back against the darkness. Or, you know, joining it. Looting the town you are supposed to be saving is amazingly profitable. Who knew?
Summary: Responsive dev, lots of game for the buck, challenging deckbuilding, campaign, arrestable cats. I recommend!
👍 : 5 |
😃 : 1
Positive
Playtime:
1605 minutes
I like this game enough that I have been playing for almost 20 hours. There is a pretty complex set of options making it possible to really dig down into different strategies. If you like deck builders, this is worth your time!
👍 : 3 |
😃 : 0
Positive
Playtime:
1164 minutes
I am enjoying this game.
A deck building game that allows for mix and match strategies and isn't constrained by the trope usual themes.
The abilities in the decks are faithfully thematic. The old man deck in particular has some fun and yet very true traits.
The randomness is at time frustrating, but with it being random, there are moments of absolute synergy of the cards.
I like the theme, and although the art and story of the campaign need some polish, I gladly play it and eagerly await the next changes and refinements.
👍 : 8 |
😃 : 0
Positive
Playtime:
1143 minutes
Certainly an initially challenging and unique deckbuilder game. So different than a lot of the rouge like card games and card battler games. The lone curator mentioned it's a board game/card game I agree with that. First I tired to jump into a game and figure it out on my own; their are lots of moving parts also lots of tool tips and descriptions, on easy game mode I was winning some and losing some games. After doing the tutorials it helped some.
[b]Good[/b]
[list]
[*][b]Complexity[/b] : Different ways to win games and to lose them. The deck building component seems solid and lots going on. Sometimes you get a run of cards combo going and can play most of your cards and crush the opponents. Many different options of things to buy with your in game gold Stores, Drinks, Locals and lots of different Hero cards with lots of different powers.
[*][b]Difficulty Setting[/b] : I really like this and I play on easy ; might even want an easier mode.
[*][b]Campaign[/b] : Lots to like here, build your own card, re-spec your card if your not liking it or gain some new powers, gaining and spending XP, buying different cards in the market, recruiting a massive pool of heroes to go on the next quest (limited to 5 per quest), it seems like you can get an option to get a new hero unlocked after each quest.
[/list]
[b]Bad[/b]
[list]
[*][b]Complexity[/b] : There are a lot of moving parts and for a new player it is pretty overwhelming. If you don't have the patience to learn a game with lots going on you may not be interested in this game.
[*][b]No Undo[/b] : More than a few times I play a card and go opps that was a mistake if I could take that back or had I known how it was going to work I would have played it differently.
[*][b]Tutorial[/b] : Very few people want to read a rules manual to learn to play the game (see complexity).
[/list]
[b]Overall[/b]
This game may have less polish than some games but it also has more depth than a lot of polished games. I think I am getting the hang of the game and I would recommend it to people that like deckbuilding games especially if they want to try something different. Hopefully it's complex unique game play ends up reaching the players that like this type of game.
Not sure how long the campaign mode is, I am currently in Chapter 2 still playing on easy mode. I could likely bump the difficulty up but I am having fun so for now will stay on this difficulty. I plan to finish the campaign to the end.
👍 : 4 |
😃 : 0
Positive