What the developers have to say:

Why Early Access?

Approximately how long will this game be in Early Access?

How is the full version planned to differ from the Early Access version?

We'd love to get our content creation tools to a point where anyone can use them from the main menu.



In addition to villains, we'd love to add a bunch more procedural stories, and we have great ideas for things we'd like to expand on, like relationships, mortal choices, and themes.



We'll consider adding controller support.



We'll also consider translations or at least translation tools.



Performance, robustness and compatibility improvements.

What is the current state of the Early Access version?

Randomly generated heroes with histories, personalities, and appearances



Heroes age, develop relationships, can be maimed, may die or retire, and their kids can join.



Over a dozen transformations for your heroes



A handful of pets you can acquire along the way



Over 200 weapons, and tons of other equippable items that are visible on your character.



5 monster groups, each with 7+ individual monsters



40+ class abilities across the three classes (Warrior, Hunter, Mystic)



Rich tactical combat including walling, flanking, stunts, cover, and other mechanics



Unique magic based on "Interfusing" with scenery to affect the world



Hero abilities, transformations, and relationships all affect combat



Procedurally generated combat maps



3 difficulty levels



Lots of procedural storytelling content that develops your heroes between fights



One overarching story ("villain").



Strategic overland map and gameplay (scouting, defending, traveling)



Mortal Choices when a hero goes to zero hp



Legacy System to bring back your favorite heroes in the next game.

Will the game be priced differently during and after Early Access?

How are you planning on involving the Community in your development process?

“We're launching with Early Access because we plan to continue improving Wildermyth based on feedback from the community, for a long while. The game is already fun, complete, and reasonably polished, but we have tons of ideas for content and features that we'd like to get to, and Early Access makes this future growth clear.”“We expect to be in Early Access for at least six months, possibly up to a year or so, depending on feedback and the pace of development. We'll make the decision based on how much the core experience is changing -- once we're at a place where we're really only adding more content, then we'll end our Early Access period.”“The 1.0 launch will have at least 6 "villains" (campaign storylines), including one for each monster group. We have a big list of goals we'd love to hit, and these will evolve with input from our community:“Wildermyth is a complete, fun, and compelling experience today. Everything in the "About this" Section works right now:“No. :-| We think the game is worth full price as it is.”“We've been very engaged with our community on discord, taking bug reports and suggestions, and several of our largest features (villains, weapons rework) are in direct response to that feedback. Player feedback and communication is extremely important to us! We're available here on Steam, on Discord, via in-game bug reporting tools, or on social media to take any and all feedback.”