Myriad Mayhem
Steam News 23 November 20255mo ago

Devlog (2025-11-23)

Hey everyone! Sorry things have been a little quiet on my end lately. Life kinda ganged up on me for a bit — the first two weeks disappeared into tax paperwork (the most boring boss; you know, one of those with cutscene…

Update log

Full Myriad Mayhem update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Hey everyone!

Extracted changes

0 fixes3 additions3 changes0 removals
  • Gameplay
  • Maps
addedEven with all that, I have managed to squeeze in some progress on the upcoming two new bosses. And while carrying one kid under each arm, my brain’s at least been free to work on ideas for improving the game. I think I’ve got something promising brewing. After these planned things, as previously mentioned:
addedNew bosses
changedAnd the culprit is — the gameplay loop on the current map. I’ve been wrestling with that for a while, and I’m not entirely happy with it. But instead of endlessly tweaking it or hoping that stuffing it with more content will magically solve it, I’m thinking in a different direction.
changedI’m going to leave it once it feels “okay” — which is pretty soon — and then move on to making more maps with different playstyles. That way we can see what style players naturally gravitate toward, and worst case, we end up with a bunch of map variations instead of one poor map getting plastic surgery every other patch. 😄
changedI’m hoping that once we get a bunch of different maps working, it’ll be much easier to see what the older maps were missing. Then I can go back and make 2.0 versions of those older maps (while still keeping the legacy versions — no need to throw them out).
addedI think this is a really nice approach, and of course I’ll keep adding other content between new maps (units, items, buildings, abilities, etc.).

Sorry things have been a little quiet on my end lately. Life kinda ganged up on me for a bit — the first two weeks disappeared into tax paperwork (the most boring boss; you know, one of those with cutscenes you can't skip, and you’ve done it sooo many times that you start mock-quoting it). A few days after that, the youngest anklebiter got sick for a whole week, and just when he started showing signs of getting well and I heard the siren’s call from my computer… bam! The second one apparently decided it was their turn to play.

Even with all that, I have managed to squeeze in some progress on the upcoming two new bosses. And while carrying one kid under each arm, my brain’s at least been free to work on ideas for improving the game. I think I’ve got something promising brewing. After these planned things, as previously mentioned:

  • New bosses

  • Second class

  • Expanded building options for both allies and enemies

  • Aaand finally giving the game some much-needed balancing love

And the culprit is — the gameplay loop on the current map. I’ve been wrestling with that for a while, and I’m not entirely happy with it. But instead of endlessly tweaking it or hoping that stuffing it with more content will magically solve it, I’m thinking in a different direction.

I’m going to leave it once it feels “okay” — which is pretty soon — and then move on to making more maps with different playstyles. That way we can see what style players naturally gravitate toward, and worst case, we end up with a bunch of map variations instead of one poor map getting plastic surgery every other patch. 😄

I’m hoping that once we get a bunch of different maps working, it’ll be much easier to see what the older maps were missing. Then I can go back and make 2.0 versions of those older maps (while still keeping the legacy versions — no need to throw them out).

I think this is a really nice approach, and of course I’ll keep adding other content between new maps (units, items, buildings, abilities, etc.).

What do you think :)? The good and the bad — I’ll gladly listen to it all.

Thanks for sticking around, and more updates coming soon!

Source

Steam News / 23 November 2025

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