The myth of Empires, a survival-crafting MMO, challenges you to build and sustain an empire while competing against other players. It is an enjoyable experience that is well-crafted, but it has a few shortcomings that make it less significant.

The myth of Empires, a new survival-crafting MOM from Angela Game. When I first started playing MOE, I must admit that I was very impressed with it. I don’t enjoy survival crafting games. Sometimes I get bored playing survival crafting games, so suddenly, my doom fortress and llama mine aren’t as enjoyable as they used to be. Mais is very engaging and does a lot of things right. We’ll get to that in a bit. Although it does its job well, it lacks staying power. It is still in Early Access, so much of what I have to say is subject to change.


The myth of Empires has a unique quality that doesn’t require a story for its functionality. It only needs context. MOE posits that, after a giant war has decimated all local empires, you are now in a perfect position to create a new one. You can be the ruler of the world if you have determination and grit. This is a good idea. This puts you in a good mindset and explains why everyone seems to be doing it the same way. MOE does not require to tell a story. However, it would benefit from one.

A quick disclaimer: MOE shouldn’t be a story-based experience. It has worked in the past, and it will again. This could be the perfect game to tell environmental stories. It would be great to have some letters left behind from the fallen empire or item descriptions that tell the stories of the peasants in the war. The premise is sufficient to get you started. However, stories are what keep players coming back. While playing the game, I thought, “Would I return to it when the review was over?” I didn’t because I had no investment in it. A little background information would make all the difference for us weirdoes!



The gathering will be like most survival games. It will likely make up 90% of the work you do in Myth of Empires. You will be tasked to craft an ax, a hammer, and other tools to gather the stones and sticks. You’ll then need to break down boulders and cut down trees. You can pick up certain items, but most harvesting happens by hitting an unsuspecting nature area with a tool. You can collect grass, branches, and loose rubble by pressing a prompt at the contextual button. It works well overall.

I love the feeling of gathering in MOE. As you place each ax into a tree, it is almost like you can feel its weight as you hammer away; every boulder bursts into pieces. The pieces come together to make a real, but the not boring, collection of resources. This is a great thing, especially when considering how many resources you will need. One thing I would change about crafting is the fact that the amounts are not uniform. The amount of wood you use to cut down a tree will determine how many branches it produces. This creates a strange situation where a large tree may give you more wood than a bush. It’s not a problem, but it can be frustrating.


It is very satisfying to build in Myth of Empires. You don’t just have to place a wall. Instead, you can see individual pieces falling from the sky in the correct position, much like wood Tetris. Like Tetris, they can’t be moved once the pieces have dropped. This is the main problem I have with this game’s building. You can’t build in the right spot if you misclick, and it will punish you by making you destroy structures to make them work again. This is particularly frustrating as the destruction of a structure does not give you the building materials back. This is combined with the fact that you will need many resources, making it difficult to feel satisfied. Allowing the player to move a wall is a great way to improve your quality of life.

My only real complaint is that the game doesn’t care about positioning. One of the best things about building in MOE is that you can easily change the appearance of a structure (e.g., a wall or piece of the roof) by pressing T. This allows you to personalize your base without needing to spend more money to add windows or other features. I did manage to get a small corner piece of roofing material on one of the walls, but it took me a while. No matter how I lined it up, the piece always turned opposite to what the highlighted example showed. It’s not clear if this is a bug or a mistake on my part. However, any explanation would be greatly appreciated.


These puns get a little too twisted. This is how you get followers! You can torture vagrants to recruit them as camp workers and soldiers. This is all about building an army to fight the large-scale battles promised in the trailer footage. It will take time to reach your goal due to the stringent requirements and scarcity of vagrants. Don’t get too excited. You can also fight wild animals and bandits or even get your warriors to assist you. The combat system is similar to the 8-directional system found in Kingdom Come Deliverance to add a little more reality to fighting.

It is a strange choice to use the 8-directional system. It works best in one-on-1 duels, as we saw in KC:D. This is not the type of combat that you will encounter in MOE. It works well, however. The combat was not so complicated that it was frustrating but complex enough to make it tactical. I can recall fighting a bandit using my bow and an arrow. The throwing stones they used were faster than my arrows. It is nice to see combat systems that reward game knowledge in all situations. This is the problem. I have only ever been in combat twice. This could be improved by a roaming threat such as deserters from a prior war or raiders.


Although this section may seem a little strange, please bear with me. As I was playing MOE, I noticed the hugeness of the map. I thought to myself, “Surely the universe can’t be this big?” So I set myself a challenge. I would start at the bottom right corner and walk up to the top left. I wanted to find out how long it would take me to walk from one end of the map to another. After about an hour, two mountain-related deaths, and one very angry Wolf later, I was just halfway there. Although it may not seem like much, two hours is enough to cover the entire globe.

This large map looks excellent on paper and in announcements but is not practical. It makes sense to me. Space means that players have more space to build their empires unaffected. But that’s precisely the problem. You rarely get into combat in this game. I think that’s because you don’t have to fight for resources. The MOE world is large enough to be accessible to everyone. This defeats the purpose of conquering it. A smaller map would require players to interact more and cause a struggle to obtain resources. This would add tension and challenge to the game.

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