Myriavora news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak3
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score100% positive
- Total reviews9
- Release dateJul 5, 2021
- DeveloperJürgen Hoffmann
- PublisherJürgen Hoffmann
Genres: Action, Indie, Early Access
Company pages: Developer: Jürgen HoffmannPublisher: Jürgen Hoffmann
Myriavora Steam news
Myriavora news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Introducing: Emergency Mode - 8 October 2024
Changelog for revision 8172 Major changes (these are discussed in detail below): Added Emergency Mode. Added Perimeter Shield. Removed "Best Battle" and "Best Journey" leaderboards. "Best Day" is now the only leaderboard for Infestation (and it's called just "Infestation"). For characters in the middle of an Infestation journey, the following changes take effect the next time they sleep or die. Removed difficulty setting from Infestation. Battle parameters have been reworked and result in an experience similar to what you used to get at the hero difficulty setting. Made sleeping remove all bonuses. Made victory perks (formerly known as journey perks) in Infestation much higher (as high as they are in Doomsday). Made characters dying in Infestation respawn at the last camp they slept in, losing only the camps they've captured since. Note that only sleeps initiated in the new version coun…
- Coming Soon: Emergency Mode - 28 February 2022
Myriavora launched on Monday, July 5th, 2021 and there has been a content update every Monday since. But there won't be one today. The reason for that is rather weird and requires some explanation, but the short story is: I'm working on a new feature that I call Emergency Mode and I'll need a few weeks to properly implement and test it. There won't be any regular updates until it's done. For the long story, we'll first need to take a look at Myriavora's world map. This screenshot is from my replay on the Infestation: Best Journey leaderboard. The replay comprises all 68 camps that are currently in the game. They cover roughly two thirds of the world map, so if I keep adding camps at this rate, I'll end up at about 100 camps in the final version. I play this journey on the hardest difficulty level (Hero), and so far it resulted in a total score of just over 500 million. I didn't try very…
- Camp Luxuriæ + Camp Proventus - 21 February 2022
Changes made in revision 8106: Added Camp Luxuriæ. Added Camp Proventus. Fixed a bug that sometimes prevented the ice missile skill from dealing damage when multiple instances where active simultaneously while the power level was very high (more than 1000%). Camp Luxuriæ's hilly terrain is covered with dense vegetation. There are five small but powerful frost shock facilities in the few clearings. They activate upon entry and then trigger every 6 seconds. The terrain can be quite challenging in combat, even for the spiders. I recommend staying alert at all times and quickly changing positions if the situation gets dicey. Camp Proventus has two pairs of traps located on the north and south sides respectively. The pairs are alternately active for 20 seconds each and then switch off for 25 seconds. Between each pair is a teleporter with a 35 second cooldown. The teleporters have a generous…
- Camp Vitæ + Camp Sterilitatis - 14 February 2022
Changes made in revision 8102: Added Camp Vitæ. Added Camp Sterilitatis. Added Chicago leg straps. Character model rotation is now calculated more accurately, resulting in a more realistic animation when dashing backwards or sideways. Five thermal turrets and four time bubbles enclose Camp Vitæ in a wide arc. All facilities are triggered by entering and remain active for 10 seconds after leaving. There're no cooldowns. This is a solid and pretty straightforward defense that provides both protection and fire power. However, keep in mind that the time bubbles can't completely stop incoming enemies, so you need to be prepared to constantly adjust your position. Watch out for the hilly terrain and stray enemies. Camp Sterilitatis provides three large traps, each spezialising in a different type of spider (elite, assault, and regular). When you enter a trap, it activates for 20 seconds. When…
- Camp Æstatis + Camp Epidemiarum - 7 February 2022
Changes made in revision 8095: Added Camp Æstatis Added Camp Epidemiarum Camp Æstatis features three large transformers that harvest energy from dying spiders, granting you a temporary power boost. Each of the transformers contains three small fetchers, which specialize in regular, assault, and elite spiders, respectively. They activate briefly each time the transformer triggers. On the one hand, this is quite convenient, because it guarantees a constant supply for the transformer. On the other hand, it can backfire if you don't have enough firepower to deal with all the incoming enemies. I recommend keeping an eye on the situation and switching to a different transformer if there are any signs of trouble. Camp Epidemiarum is defended by three powerful thermal turrets. They trigger when you enter and stay active for 15 seconds whether you remain inside or not. They then turn off for a 3…
- Camp Gladii + Camp Successus - 31 January 2022
Changes made in revision 8092: Added Camp Gladii Added Camp Successus Fixed a bug that sometimes caused spiders to get stuck after they got caught in a trap. There are six big traps in Camp Gladii, half of which are active at any one time. Every 15 seconds they switch over to the other half. Although the camp has no armament, it is easily defendable if you keep moving and watch the timers. Camp Successus provides six frost shocks for defense. They each activate 3 seconds after entering and have a cooldown of 50 seconds. Since there are so many facilities to choose from, the long cooldown doesn't matter much in practice unless you're really rushing it. The delay, on the other hand, is something not to be underestimated. During test play, I experimented with different values and was surprised at how much I had to adjust my strategy each time. In the heat of battle, every second feels like…
- Camps Vigilantia & Nivium + more clothing - 24 January 2022
Changes made in revision 8089: Added Camp Vigilantia Added Camp Nivium Added leg straps Köln Added leg straps London Added arm band Milano Added arm band London Camp Vigilantia is defended by three small but very powerful resonators. Using them effectively isn't always easy, but when you do, they can be devastating. If something goes wrong, you can try to get some distance from the enemies in the forest. But it isn't dense enough to get more than a few seconds out of it, so better don't rely on that. Camp Nivium essentially consists of a sinkhole with an enormously powerful turret at the bottom. You activate the turret by entering it. It stays active for 60 seconds after you leave it. The main strategy is obviously to lure the swarm into the pit and let the turret do its job. Just keep in mind that spiders can climb walls. So, don't worry, watching them die won't be your only activity.…
- Camp Pruniæ + more clothing - 17 January 2022
Changes made in revision 8079: Added Camp Pruniæ. Added punk-style belt. Added leg straps "Milano". Added leg straps "Madrid". Defense units now have a grey name & outline when they are inactive due to cooldown. The reticle for precision turrets is now significantly larger so it's not as easy to lose sight of in the heat of battle. Fixed a bug that made the health bar sometimes show an animation when you equip or remove Flash Healing. Fixed a bug that made the minimap place the range indicator for the aimed attack (red line) at a slightly incorrect position. The mountainous terrain at Camp Pruniæ can be tough to maneuver. Fortunately, there are six powerful thermal turrets to support you. They activate upon entering and stay active for 10 seconds after leaving. If you're fast enough, you can have multiple or even all of them active at any one time. After the neck and wrist bands in prev…
- Camp Famis - 10 January 2022
Changes made in revision 8068: Added Camp Famis Added punk-style wristbands Fixed a bug that sometimes prevented spiders from taking damage when they get teleported into an area attack (like energy flash, frost shock, blast wave, etc). The defense of Camp Famis consists of three jump pads, each connected to a group of three fetchers. Whenever you use a jump pad, the associated fetchers are activated for one second. This is a delightful combination because the spiders get teleported right into the jump pad's blast wave. There are no cooldowns, i.e. you can use the jump pads as often and for as long as you want. Just keep in mind that they don't protect you from taking damage. I recommend using each jump pad only once or twice in a row and then switching to a different one. I've created wristbands that match the punk-style neck band from a few weeks ago. As always, they drop with random m…
- Camps Vaporum, Lapidis, and Agri - 3 January 2022
Changes made in revision 8064: Added Camp Vaporum Added Camp Lapidis Added Camp Agri Camp Vaporum offers four time bubbles, each surrounded by six frost shocks. The time bubbles are activated by entering, but switch off automatically after 10 seconds. A bubble switching off, however, activates the frost shocks, which suggests two different strategies. On the one hand, it makes sense to try to kill as many of the frozen spiders as possible. It helps that the time bubble needs several seconds to collapse, which slows down enemies pouring in. Still, this strategy is relatively risky because the time bubbles have a 35 second cooldown. If you don't want to take this risk, you can of course jump to another time bubble. Unless you activate several bubbles at the same time, at least one should always be available. Leaving frozen enemies behind should give you a few seconds head start. Keep in m…
- Camps Insularum, Sanitatis, and Odii - 27 December 2021
Changes made in revision 8061: Added Camp Insularum Added Camp Sanitatis Added Camp Odii The hilly terrain around Camp Insularum is defended by three thermal turrets and two transformers. Since the turrets remain active for 10 seconds after exiting, you can sometimes achieve combo effects, but that's not easy. You often encounter strong conquerors and throwers here, which makes it difficult to follow a fixed strategy. Instead, I recommend relying on flexibility and seizing opportunities wherever they arise. Three thermal precision turrets and three transformers are available for defense at Camp Sanitatis. The turrets are relatively weak on their own, but if you use them to kill enemies in the transformers, they can achieve enormous firepower. It's not that easy in the fray, however, and it's often better to focus entirely on the transformers. Then again, the turrets are unbeatable when…
- Camp Medii + Camp Fecunditatis - 20 December 2021
Changes made in revision 8057: Added Camp Medii Added Camp Fecunditatis Camp Medii has two large traps, each lined with four thermal turrets. The traps are activated alternately every 30 seconds. If you've caught something big, the turrets come in handy. They are activated manually and shoot with extremely high firepower for 5 seconds. Their use must be carefully considered, however, because they have a fairly long cooldown of 85 seconds. But don't save them for later waves, because all timers and cooldowns reset each wave anyway. Each of the two traps has only one main turret that can be operated directly, the other three are activated automatically when the main turret fires. Basically, each group acts as one big turret. The defenses of Camp Fecunditatis consist of six fetchers grouped in three pairs. Each pair specializes in one type of spider: assault, elite, and regular. The fetche…
- Camp Amoris + new neck band - 13 December 2021
Changes made in revision 8053: Added Camp Amoris Added punk-style neck band Camp Amoris has a large amplifier that can be targeted by any projectile attack. There are three small fetchers within its range, which are activated by entering them. The fetchers are pretty quick, so be careful when using them. It's a powerful combination, but if you get overwhelmed, it can become useless out of a sudden. You can try to escape to the south edge of the camp, where you will find some forest. It offers only limited cover though, so don't rely on it. Instead, I recommend to bring either massive fire power or plenty protective skills. I made a neck band with dots. As usual, it's fully customizable. If you use a glossy material (ideally crystal fabric), you can make the dots look like rivets, which is what I had in mind when making them. Just keep in mind that the item drops with random colors and m…
- Myriavora nominated for the Indie of the Year Awards at IndieDB - 11 December 2021
I have no idea how it happened, but somehow my game got voted into the top 100 for the Indie of the Year Awards at IndieDB. You can find it in the "released games" section under "third person shooter". There are no prizes connected to this, there is nothing to gain but fame and glory. However, Myriavora is a passion project, so recognition means a lot to me. Thank you to everyone who voted for Myriavora, you have no idea how motivating this is! There's now a second round of voting for the final awards. If you want to help Myriavora become Indie of the Year, you can vote for it at its game profile page until December 20, 2021.
- Camp Putredinis - 6 December 2021
Changes made in revision 8051: Added Camp Putredinis Improved character transition animations The terrain around Camp Putredinis is hilly and heavily forested. Three jump pads and three teleporters are scattered across the area. With the jump pads you can reach an enormous height, so they are ideal as an escape route after an attack. The teleporters, on the other hand, have a fairly short cooldown time of 15 seconds, making them suitable for aggressive use. However, it also works the other way around, because the jump pads have a huge blast radius. If too many spiders survive the shock wave, you can use one of the teleporters to get to safety. You don't even have to rush because of the high altitude you get from the jump pad. Both strategies are very effective and great fun. I've often used both in my tests, depending on the situation. When testing the jump pads at the new camp, I notic…
- Camp Siccitatis + new hairstyle - 29 November 2021
Changes made in revision 8047: Added Camp Siccitatis. Added long, straight hairstyle. Camp Siccitatis has two lines of defense, one in the south and one in the north. At the foot of a steep slope you'll find two jump pads that are coupled to precision turrets. Using one of those jump pads not only causes a huge blast wave but also triggers the turret it is coupled to for 20 seconds. This is a very powerful and flexible combo. The blast wave incinerates large swarms of small enemies while the turrets are very effective against elite and high-level enemies. However, if you prefer a more cautious approach, you should head to the top of the hill. There are two time bubbles there that overlap with a transformer. The time bubbles offer excellent protection, at least against close combat opponents. However, if you also want to use the transformer, you have to stay near the edge of the time bub…
- Camp Crisium - 22 November 2021
Changes made in revision 8043: Added Camp Crisium. The grass around the spawn point is now a little shorter in all camps so it doesn't obscure the view. The ears are now a bit thicker and no longer have any sharp edges when viewed from the front. Sweat no longer darkens the ears excessively. Scores are now displayed with a thousands separator for easier readability. The leaderboard in the character menu now shows the scores with a fixed digit width so that they are flush with each other. In Camp Crisium, defense is concentrated at two points to the northeast and south, each with a small group of resonators and transformers. It's a powerful combination that can handle almost anything if used skillfully. However, individual, very strong opponents are usually better dealt with by luring them into the teleporter on the west side. The cooldown time is pleasantly short at 15 seconds, so that…
- Play the demo, beat my highscore, get the game for free! - 17 November 2021
The first ten players that beat my highscore by November 30, 2021 get the game for free! This is what you need to do: Get the free demo right from the store page. Note that the IndieDB version does not qualify for this contest, because it doesn't have access to the leaderboard. Create a character. If you've played the demo before, you may use your existing character. Play in doomsday mode. This is important! Infestation mode does not qualify for this contest! You get to choose the mode at (and only at) the beginning of a journey. If you're using an existing character and forget what mode you picked, check the top right corner of the character screen. If it doesn't say doomsday, you're in infestation mode. To change the mode, you first need to finish the journey. Alternatively, you could create a new character instead. Fight battles! Survive! Get good at the game! Once your score on the…
- Camp Itineris + new hairstyles + new shoes - 15 November 2021
Changes made in revision 8038: Added Camp Itineris. Added hairstyle "brush cut". Added hairstyle "caesar cut". Added clothing "milano shoes". Added clothing "sneakers". Made the ankle socks slightly smaller to better fit with the new shoes. Improved projectile lighting performance, fixing occasional frame rate issues. Fixed a bug that sometimes made the reticle stay after a precision turret turned off. In Camp Itineris only amplifiers are available for defense. There are three in total and they're relatively small and weak. To make matters worse, they can't be used from far away, as you have to be within attack range. However, this last limitation also comes with a huge advantage: this kind of amplifier can be targeted by any attack that fires projectiles. When you get close enough, your fan attack (orange projectiles) will start using the amplifier. Get even closer and the spray attack…
- Camp Felicitatis + new hair option - 8 November 2021
Changes made in revision 8030: Added Camp Felicitatis Added hair silkiness slider Added hairstyle "Afro 70" Hairstyles now have more consistent names. Fixed a bug that could, in rare cases, prevent fights from appearing on the world map in doomsday mode, especially in the demo. Fixed a bug that sometimes caused faulty, useless paths to show up on the world map when playing doomsday mode in the demo. The open terrain around Camp Felicitatis offers no cover, so the defenses are very powerful to compensate. They consist of three thermal precision turrets that are triggered by resonators. Therefore, if an enemy dies in one of the resonators, you get additional firepower for 10 seconds from the associated turret. Each further activation of the resonator resets the turret's timer, i.e. in principle it is available indefinitely, provided the resonator receives sufficient supplies. However, whe…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 25 August 2021 | Trap skill + some bug fixes | 4022264629333280436 |
| 2 | 16 July 2021 | Improvements & fixes | 4204657340168455478 |
| 3 | 4 July 2021 | Scrollable leaderboards & bug fixes | 4032392655099517513 |
| 4 | 22 June 2021 | Hotfix for unsupported letters in user names | 4056035920073044106 |
| 5 | 16 June 2021 | Improved dynamic lighting | 4056035920050429515 |
| 6 | 14 June 2021 | Revision 7819 released | 5019805792174806648 |
| 7 | 3 June 2021 | Revision 7803 released | 4093189347042068338 |
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