Myriavora is a roguelike swarm action shooter. You unleash a storm of fire and ice upon giant spiders, dodging their frantic attacks via cool moves.

A million years in the future. Evolutionary pressure has turned spiders into a far superior species. Humans are now close to extinction. The last survivors rely on remains of powerful technology they didn't invent and barely understand. You traverse this lonely, hostile world in search for a safe home.

Key features
  • Vicious enemy swarm AI
  • Shoot to shoot faster: each shot temporarily boosts your rate of fire
  • Agility based combat: run, slide, jump, dash, and glide to prevail
  • Powerful skills and semiautomatic defense units that allow for deep strategies
  • Roguelike with meta progression: you lose all progress when you die, but you get to keep your gear
  • Customizable clothing
  • Input method: mouse & keyboard (rebindable)
  • Supported languages: English, German
Potential issues
  • Realistically animated spiders: If you're arachnophobic, skip this game.
  • Violence: Spiders die graphically. No visual injuries to human characters.
  • Nudity: You can undress your character. Anatomic accuracy can be adjusted. No sexual content.
  • NO intentional jump scares (but it's an action game—be careful if you're sensitive)
  • Gameplay NOT dependent on color vision (to my knowledge—let me know if I missed something)
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Myriavora keeps growing! In January I made six maps, eight clothing items, and a few improvements. The game now includes a total of 62 varied maps. The number of clothing items has grown to 57 and all of them can be customized using materials and pigments.


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.

Camp Famis Camp Famis



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.

Camp Pruniae Camp Pruniae



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 Vigilantia Camp Vigilantia



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 Nivium Camp Nivium



There are six big traps at 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 Gladii Camp Gladii


When testing Camp Gladii, I noticed spiders getting stuck occasionally. It was always at the same spot: near a tree that was suspiciously close to the wall of one of the traps. After some investigation, I realized this was no coincidence.

The problem was that traps were implemented as a kind of force field that pulls trapped spiders inwards when they try to leave. It's the only thing in the game that works that way and the spider AI isn't really prepared to deal with that. The algorithms are robust enough that it sort of works most of the time, but when it doesn't, spiders get stuck.

I contemplated improving the AI, but then I realized that changing the traps to work like actual barriers was a much better idea. That's because the AI already knows very well how to deal with barriers. It does so all the time as rocks, trees, and collisions between spiders are implemented that way.

Of course, it wasn't exactly trivial to change the traps. They don't work like normal barriers as they have to actually let in spiders and allow trapped spiders to roam inside. That's the reason I implemented them as force fields in the first place.

So, in the end it took me a couple of tries to get it right. But once I did, I immediately noticed an unexpected but welcome side effect. Since the spider AI is aware of barriers, it can now sort of "feel" the trap and tries to find a way out instead of banging its head against the wall. It's a relatively subtle change in behaviour and you probably won't see a difference unless you know exactly what to look for and take the time to do so. But at least I can see it, and like a proud father it just makes me happy to see my "babies" deal with their world just a little bit better.



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 an eternity. Two seconds is already hard to bear, three seconds is simply torture. And yet I had a lot more success with three seconds! That's because a longer delay gives more spiders a chance to enter the facility and get caught by the shockwave.

So in the end I decided to go for a three second delay. Yes, it's more challenging to deal with and can be outright infuriating at times. But I guess that fits the game perfectly.

Camp Successus Camp Successus



punk belt & wristbands


I've created a belt and wristbands that match the punk-style neck band from the previous update. As always, they drop with random materials and pigments, so you'll probably need to customize them to get the studded look as depicted. I'm using black rubber for the band and white crystal fabric for the rivets.


leg straps milano leg straps madrid leg straps koeln leg straps london


I've started to experiment with ideas that might add a sci-fi look to Myriavora's clothing collection. These "leg straps" as I call them are the first result. They probably wouldn't be practical or comfortable when made with contemporary technology, but I can easily imagine some high-tech to make them work.

They're also perfect for customization as they're compatible with most clothing. This means you can use them as decoration on boots, socks, and pants. So, feel free to mix and match.

I think, this is a promising concept and I will try to develop it further in the future.


arm bands milano arm bands london


I also made arm bands. The pair on the left fits the Milano gloves, on the right you see the London version. As with the leg straps, you can actually wear them together and with all gloves, shirts, and jackets.


Other improvements include:

  • 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 sometimes prevented spiders from taking damage when they get teleported into an area attack (like energy flash, frost shock, blast wave, etc).
  • 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.

Myriavora Early Access Progress Report #6

Myriavora Early Access Progress Report #6

News

I've created nine maps and a piece of clothing in December. Let's have a closer look.

Myriavora Early Access Progress Report #5

Myriavora Early Access Progress Report #5

News

I've added new maps, hairstyles, clothing, and features in November. Let's have a closer look.

Play my demo, beat my highscore, get my game for free!

Play my demo, beat my highscore, get my game for free!

News

The first ten players to beat my highscore in the Steam demo get my game for free!

Myriavora Early Access Progress Report #4

Myriavora Early Access Progress Report #4

News

I've added six maps, five hairstyles, and a few features in October.

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Myriavora Demo v8093

Myriavora Demo v8093

Demo 3 comments

Standalone version of the demo - doesn't require Steam. Limited to 12 camps (same as the Steam demo), but otherwise fully playable.

Myriavora Demo v8051

Myriavora Demo v8051

Demo

This version is outdated! Please check the file list for the latest version!

Myriavora Demo v8027

Myriavora Demo v8027

Demo

This version is outdated! Please check the file list for the latest version!

Myriavora Demo v7980

Myriavora Demo v7980

Demo

This version is outdated! Please check the file list for the latest version!

Myriavora Demo 7938

Myriavora Demo 7938

Demo

This version is outdated! Please check the file list for the latest version!

Myriavora Demo 7612 Installer

Myriavora Demo 7612 Installer

Demo 3 comments

This version is outdated! Please check the file list for the latest version!

Post comment Comments  (30 - 40 of 42)
Guest
Guest - - 698,149 comments

So... its been kinda long..
You still working on this game?
is this on Itch io or steam yet?

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juehoffmann Creator
juehoffmann - - 43 comments

Yep, I'm still working on it. Sorry that it takes so long, I've been really struggling with the gameplay loops. The good news is I think I recently managed to finally get it right. I hope to release a new demo in a couple of weeks. I'll try to set up a steam page around the same time, so people can wishlist the game. Another couple of weeks later I should have enough content and (hopefully) feedback that the project can enter early access, which I expect to last a year or two.

Yeah, I know, this is all taking way too much time. I guess I underestimated the scope of the project. However, I really love what I've achieved so far. The game turned out way better than I ever imagined. So, don't worry, I'll keep going no matter what.

In any case, thank you very much for showing interest! You have no idea how much that means to me.

Reply Good karma+2 votes
NatureBoy01
NatureBoy01 - - 14 comments

its good to see your response which means this is alive !, wishes this deserve more views

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Guest
Guest - - 698,149 comments

Oh... ok, yeah its fine, take big time :)..
loving this project

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Guest
Guest - - 698,149 comments

This needs more views and subs !

I’m kinda liking this so far [especially when it comes with toggle nudity elements where u can undress undergarment ( like how Conan exiles game has ) :) ] Have you thought of releasing this on steam?

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juehoffmann Creator
juehoffmann - - 43 comments

Haha, I agree with the views & subs!

In fact, I didn't get enough feedback to feel comfortable with putting it in the limelight of big stores already. I'm thinking about putting it on small stores (like Itch.io) first, so if there's something horribly wrong, it affects only a few people and (hopefully) doesn't ruin the whole project.

But yes, I do intend to release it on Steam eventually.

Reply Good karma+1 vote
SB01
SB01 - - 10 comments

Yeah i agree,
i think' itch.io ' is great idea .

Hope and wishes you get more viewers in future.

(btw its me same person ''Guest'' comment)

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juehoffmann Creator
juehoffmann - - 43 comments

Thanks for the encouragement, it means a lot to me!

Reply Good karma+1 vote
Johnyliltoe
Johnyliltoe - - 219 comments

Not bad at all. Didn't get past the first level, but I DID up the difficulty setting a bit... Did a short review over at Youtube.com

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juehoffmann Creator
juehoffmann - - 43 comments

Awesome, nice job! I'm surprised how quickly you picked things up! But "room for imrpovement"? I don't know what you mean... :D

Reply Good karma+3 votes
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