Erebyte Games — in development

Mythwake

Working title

A colony sim in a world that stopped answering four hundred years ago. Land with a dozen people, build something that lasts, and find out what’s answering now.

Not shot yet
The colony at dusk, with the workshops lit and the haulers on the paved route home.
The setting

The world used to answer

Work done well enough got a reply. A wall built truly held more than a wall should. A field planted truly yielded past what the soil held. Nobody ever saw who answered. People only ever saw the reply.

Then in one night every reply stopped. Everywhere, in every craft, at once. That night is the Quieting, and the whole world still counts its years from it.

What broke was not the making. It was the answer. So the old works are all still standing, correct and inert, and the land they held in shape has spent four centuries relaxing into whatever it wants to be. They go on failing, one at a time, and the world is coming apart into pockets that can’t reach each other any more.

Your colony exists because one of them failed behind a travelling party and cut them off. They stopped walking and started building.

Thirty years ago, small makings started getting small replies again. Nobody knows what’s answering.
What you do

Build it, then keep it standing

Command one colonist by hand, or draw the districts and let them sort it out. The depth is the same either way. Only the size of the decision changes.

01

Build it by hand

Walls, floors and doors, one tile at a time. Close a space off and the game works out that it’s a room, what it’s good for, and what it’s still missing before anyone will work in there.

02

Nothing is only scenery

Every plant, animal, stone and carcass has a name and a use. The same log is a wall, a bowl, a fire or a reagent, depending on who you hand it to.

03

Everyone has a name

There’s no notable tier. Every colonist carries a trade, a skill tree, needs, a family and a death that sticks. Pick one out of the crowd and read the whole sheet.

04

Magic belongs to the trades

There’s no mage class, because there never was one. Spellcasting unlocks late inside every profession, so a master farmer’s magic and a master smith’s have almost nothing in common.

05

The treeline isn’t empty

Seasons turn and nights go properly dark. Wall it, garrison it, ward it, or lose forty years of training in one bad night.

06

The ground is not on your side

The old works are still failing, one at a time, and the land they held in shape is letting go. Tunnel into the rock, pave the routes worth paving, and keep your roads open while the map comes apart.

Screens

In engine, in progress

These come straight out of the game’s own renderer at the size you’d play at. When the art changes, so do these.

Devlog

Recent notes

All entries

Roads that bend the path

A road is only a road if the pathfinder wants it. Getting there meant deleting the field the whole system stood on.

  • engine
  • pathfinding
  • simulation

Fog you actually want to look at

Fog of war landed. Hiding the map was the easy half. Making the hidden half worth looking at took three attempts.

  • engine
  • rendering

Hello from Erebyte

What Mythwake is, why the world it happens in stopped answering, and what one person can honestly promise.

  • studio
  • design
Status

Where things stand

Platform
PC first. Steam, once there’s something to sell.
Players
Single player. No multiplayer, now or later.
Team
Me, most evenings. A friend when I’m stuck.
Release
No date. Early Access when the first slice holds up.