Mythrealm the hero in a hooded outfit

Mythrealm Early Access Impressions

Code provided thanks to  Stride PR.

Mythrealm – Entering Early Access With Fantasy Flair

Mythrealm is one of those Early Access arrivals that immediately gives you that unmistakable “okay, this is interesting… but also a bit wobbly” first impression. It’s a fantasy action-adventure with clear Soulslike inspirations, but with the playful experimental energy of those old PS1-era oddities, games that were a little rough around the seams but bursting with ideas and potential. Mythrealm fits right into that space: not quite polished, not quite cohesive yet, but undeniably intriguing.

Mythrealm entering a cave
These floating signs are very handy

A World With Promise (and a Few Pointy Corners)

You play as Alaris, a heroic adventurer who wakes up in mysterious caves and quickly finds herself embroiled in a larger plot involving missing wizards, creeping darkness and demons with questionable manners. Truthfully, I wasn’t glued to the lore in these early hours, but there are notes scattered around the world that help flesh out the mystery. The general fantasy framing works fine; it’s all mythological monsters, lost magic, forgotten ruins, the usual, but enjoyable all the same.

Where the game shows its potential most clearly is in exploration. Mythrealm wants you to poke into corners, hop across ledges, and rummage for gear, potions, and shiny loot. Finding new armour and weapons that visibly change Alaris’s appearance is always satisfying, and it scratches the same itch older action-RPGs had: that constant temptation to wander just a bit further.

The platforming, however, isn’t quite there yet. Jumps are generous, but the movement doesn’t always feel reliable, and certain areas had me plunging to my doom at a rate that felt less “challenging” and more “gravity bullying me personally.” Thankfully, checkpoints are frequent and forgiving, so falling is more of an annoyance than a catastrophe.

Mythrealm taking on enemies
Maybe we could settle this by dancing instead of swords

Combat That Wants to Be Soulslike… Eventually

Combat is where Mythrealm leans most heavily into Soulslike territory. Every enemy encounter matters. Even the smallest creature can ruin your day if you aren’t paying attention, and that weighty style of combat does add tension. You get melee attacks, dodge-rolling, and a ranged bow, pretty standard fare, but Mythrealm adds a directional sword-swing mechanic that sounds interesting, yet feels a bit awkward in practice, especially on a controller.

And that’s one of the game’s earliest hurdles: the controller support feels only half-formed. The core actions work well enough, but the directional aiming of strikes or swapping between weapons doesn’t always respond cleanly, leading to some slightly comedic “please… just swing the way I want you to swing” moments. It’s playable, but definitely an area that needs attention.

There’s also a dual-camera system, an exploration camera with full 360° movement, and a more combat-focused camera that stays tighter and straighter. It’s a neat idea and genuinely useful. 

Mythrealm talking to a vender
Got a room for the night?

Visual Style With Character (But Clearly Unfinished)

Visually, Mythrealm has personality. It has this slightly cel-shaded, slightly blocky fantasy look that reminded me of early prototypes still waiting for final polish. Monsters are varied, landscapes are atmospheric, and the world itself looks enjoyable enough to get lost in.

Characters, though, feel more like early 3D models, lowish poly shapes, stiff edges, and textures that don’t quite feel finalised. The general vibe is “this could look lovely later,” but right now it’s closer to a work-in-progress sketch. Performance also struggled at times. Even after lowering settings significantly, I still ran into choppy moments that broke the flow a bit.

But again, this is Early Access. These are the exact things Early Access is built to address, and Mythrealm seems like a project whose creators genuinely want feedback to shape its final form.

Mythrealm boss fight
I may need a bigger sword

Final Thoughts: Promising and Worth Watching

My early time with Mythrealm has left me oddly fond of it. No, it’s not fully polished. No, everything doesn’t click together. And yes, the combat, controls, platforming and optimisation all need meaningful work.

But there’s something appealing underneath the rough edges, an earnest, exploratory fantasy adventure with the potential to become something genuinely special once the systems settle, the movement tightens, and the visuals mature. Mythrealm isn’t trying to be a blockbuster. It’s quieter, scrappier, and more experimental, and that’s where its charm lies.

If you’re the kind of player who enjoys hopping into Early Access titles to watch them grow, offer feedback, and see how they evolve, Mythrealm is worth keeping an eye on. And if the developers stick with it, and I hope they do, there’s every chance this could mature into a really engaging adventure.

For now, consider this a promising start, wrapped in a jumble of sharp edges, ambition, and good old-fashioned fantasy curiosity.

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