Mirklurk: Every Step Matters
Charts
53 😀     4 😒
80,32%

Rating

Mirklurk: Every Step Matters Steam Charts & Stats

You have been exiled to The Mirk - an unforgiving swampland where every step can be your last. You must constantly make choices: what paths to take, which tree to shelter under, what beasts to engage or avoid, what items to bring into the darkness of dungeons, and what to leave behind.
App ID3972980
App TypeGAME
Developers
Publishers Edym Pixels
Categories Single-player, Family Sharing
Genres RPG
Release DateQ1 2026
Platforms Windows
Supported Languages English

Mirklurk: Every Step Matters
57 Total Reviews
53 Positive Reviews
4 Negative Reviews
Very Positive Score

Mirklurk: Every Step Matters has garnered a total of 57 reviews, with 53 positive reviews and 4 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Mirklurk: Every Step Matters 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: 3835 minutes
This is a game where [i] fine wool socks[/i] in great condition is top tier loot Eating frogs and bugs to stay alive The story and lore are complete mystery 10/10
👍 : 4 | 😃 : 0
Positive
Playtime: 2037 minutes
I had the privilege of finding a bug in the game where you basically become invincible by being SO BAD at the game. Despite being so incredibly inept at the game, it has been an absolute blast and I have since become at least adequate. If you love survival games with enchanting art styles and good music, this is the game for you. It's a complete refresh of the genre in my opinion, giving it unique and new mechanics that make it interesting. Moving forward in the game feels like a genuine adventure where you have to seriously plan and hype yourself up. Also, I would recommend joining the discord. Mattias (the developer) is incredible active, and there is a very supportive and active community there working together to make the game the best it can be. It is also where I learned I was the one to find the "wow you are bad at this" bug.
👍 : 3 | 😃 : 0
Positive
Playtime: 1071 minutes
CON: Spelunking is painfully tedious. A fun killer. I don't wanna draw the map of caves and dungeons with physical pen & paper. I'm sure there are some hardcore gaming fans who enjoy such thing. I ain't one. PRO: Combat mechanic is clever. Game runs well except few minor glitches.
👍 : 5 | 😃 : 0
Negative
Playtime: 1557 minutes
I've been watching this game since the first demo dropped. This is a hidden Gem that demands to be played. You are an Unwanted, The King has determined you are to be exiled to a cold brutal death in the swamps. Defy the king, Scrape, scavenge, kill and survive against all odds. Take your rusty knife and with it carve yourself a path which lesser men would shudder at. This game hits all the notes you are looking for in a brutal survival game. Every maggot, every handful of grass has a use, and you will need to eat everything and use every fiber to make it to the next day. Dont let the simplistic graphics turn you away, its a stylistic choice that works very well with this game. Worth full price. No need to wait for a sale.
👍 : 2 | 😃 : 0
Positive
Playtime: 912 minutes
The game is fun, in its own way and it is worth the asking price of almost 10 Euros. Having gotten this out of the way, some feedback for the developer: a) The game is on the easy side of things, if you figure out how it works. For example, noticing that the dungeons are randomised and that the loot you find is also randomised, can lead to "save scumming for better loot or a better dungeon seed". This option must go and the loot and dungeons could be randomised as they are now, but not be reset with its loading. (it is technically possible since once the dungeon is rolled and you interact with it and you save in it, the game saves that dungeon and does not reroll it ever again) b) Bows are impossible to use in dungeons making the skill tree options for them, irrelevant. c) Some skills are also hard to fathom investing on, like the firestarter. Just buying that axe from the mage practically gives you +15%, which means that you get 5 points on that skill for 2 and a half silvers. d) Waiting for my character to get a decent weapon and then investing 10 points in the relevant skill, really trivialised the combat. It makes you an instant powerhouse. That is not bad, since you take a risk of not really leveling up anything for ten levels, but it does mean that most of the other skills are comparatively not really worth bothering with. e) Wellbeing is somewhat inscrutable. Can you die from bad wellbeing? What does it do, other than affect potential bad rolls in walking and actions? f) There is no reason to explore most of the place. I got most of my equipment by dwelving in dungeons in the first area and in the second and apart from the main quest, the game is empty. Sidequests are needed and more content on the maps (random places of interest) and loot. Enhancing the crafting options and implying that finding new materials will unlock new more powerful crafting options might do the trick. g) Maybe some gates/teleportation might be a good idea as well. Coming back from C4 to A1, just to be told that I had to get to E5, when there is nothing of interest in between, was a bit of a bummer. A teleport stones solution, at least in the main quest (like those summoning stones), would resolve that, without trivialising the balance that the player needs to strike between weight of equipment and size of storage. I will walk to E5 because I want to finish the game, but if I could just teleport back to C4 and proceed from there would have been a massive QoL improvement for the main quest. h) At some point you get to become a "torch manager". The ability to later craft lanterns (I found one in a random loot. Very cool!) might be a good idea. And that's it. Great game otherwise. I love the combat system and the survival style and the whole thing is very cool Keep up the good work! :) Other than that, it is a great game
👍 : 3 | 😃 : 0
Positive
Playtime: 126 minutes
I played the demo and have been actively waiting for this to come out in EA. The second I saw it available, I scooped it up. The game presents an interesting set of mechanics for everything from managing your health, satiation, and weariness to managing combat. It is far and away worth every dime spent. I look forward to many hours of playing it.
👍 : 3 | 😃 : 0
Positive
Playtime: 704 minutes
The core gameplay is well thought out and fun. It plays similar to Stoneshard and doors of trithus, but brings a whole lot of unique mechanics to the Table. Very worth playing already and i imagine it to only get better from here.
👍 : 5 | 😃 : 0
Positive
Playtime: 524 minutes
The game is essentially NEO Scavenger's little brother. And while this is a good thing, as a little brother, it's not fully developed. I wrapped the game in about 9 hours of play, but I'm also extremely familiar with this genre. It will probably take most people 14 hours to see it through the end (though mostly because of distance/tedium). Think NEO Scavenger but: * The game is more approachable at a surface level. * Survival elements are a little simpler (warmth, food, shelter). * Combat is more complex and gratifying (health grids, statuses, attack puzzles). * Crafting is much simpler (in a negative sense in both variety and type). * Narrative/plot are simplified (no narrative forks, no sideplots, no branching paths). Think Stoneshard but: * The game is easier and doesn't actively hate you for no reason. * Survival elements are a little more complex (though not by much). * Combat is less complex positionally/tactically, but more gratifying in a 'to-hit' sense (attack puzzles). * The main narrative/plot has about the same level as Stoneshard (which is to say, not a lot). * There is no side content (whereas Stoneshard has an okay amount). It's good. It's fine. It's fun. It does enough to hold your attention and be enjoyable with some well thought-out design, but it doesn't stand out as much as it could. I would like to see: * More character definition (better skills, maybe some background choices). * A better crafting system (presently highly limited and localised). * Bows being an actually viable skill (they are effectively unusable in any dungeon and are subpar compared to the melee options anyways). * Side plot, narrative, intrigue (the world space feels very surface level; anything that's not the one of four named people at the starting area, and the dude one map over, are hostile). * As above, literally any reason to explore the rest of the island. There's some random gen here, but my game was a linear "go east, then go west, then go east, then go west, then go east, then go north, then go back again." There were another 8 map tiles I didn't have any reason to go through (and from traveling through them at one point, also no reason to visit). tl;dr it's a 7 that could easily be a 9 if it bakes a little more.
👍 : 6 | 😃 : 0
Positive
Playtime: 995 minutes
There's a reason why the first 20 reviews (mind you it's niche, small indie game with almost non-existant publication except for Splattercat) for this game is 100% positive Beneath the simple graphics lie a complex, deep, deliberate and thoughtfull game mechanics developed by a solo dev no less! This is a very niche genre and fans of turn based survival crafting inventory management open world RPG similar to Stoneshard will definitely appreciate & love. The game is hard & unforgiving but the satisfaction of learning new stuff, going on adventures and the joy of finding a well made wool socks is unparalled! Oh did I mention that the combat is very unique with tetris like puzzle mini game in the way it handles hp & damage & dodges, brilliant design choice! There's a demo for you to try out if you're not sure and even if you paid for it, it's easy to feel whether it's your cup of tea/coffee or not within the 2 hours Steam refund window
👍 : 8 | 😃 : 0
Positive
Playtime: 350 minutes
Great game. It plays like Stoneshard, smells like OG Gothic. Apart from a couple of minor issues, it works alight on the deck. It also has some NEO Scavenger vibe.
👍 : 10 | 😃 : 0
Positive

Mirklurk: Every Step Matters Screenshots

View the gallery of screenshots from Mirklurk: Every Step Matters. These images showcase key moments and graphics of the game.


Mirklurk: Every Step Matters Minimum PC System Requirements

Minimum:
  • OS: Windows 10
  • Processor: Intel i3 CPU m370 2.40GHz
  • Memory: 4 GB RAM
  • Graphics: Ati mobility radeon HD 5000
  • Storage: 350 MB available space

Mirklurk: Every Step Matters has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


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