Mythaven
About the Game
Mythaven began life as a UI clicker, but the vision has grown. I’m moving toward an open-world idle/clicker where you can actually roam, gather, and fight then go AFK and come back stronger.
The media on this page is a snapshot of that transition and will keep evolving as the world, UI, and systems are expanded.
An idle game that actually feels like a world
Instead of living entirely in menus, your progress happens in a place you can explore.
• A living world where actions have visible outcomes (drops, XP, leveling)
• A blend of hands-on play and AFK growth
• Designed for “check in, improve your setup, check out” or grind actively if you want
Click to boost. AFK to grow.
Mythaven is built around two valid playstyles:
• Active play: click/engage to speed up progress, push goals, and break through bottlenecks
• AFK play: set up efficient routines so your character keeps improving while you’re away
The goal is to avoid “mindless hours” while still letting strategy and planning matter.
Progression that never really ends
Mythaven aims for a long-term loop where you’re always working toward the next unlock:
• Level skills 1–99, then Prestige to restart stronger and climb again
• Gear + upgrades that change your efficiency (not just bigger numbers)
• Skills that reward specialization, smart routes, and better setups over time
Roadmap (planned / subject to change)
I’m building this as a solo developer, so I’m careful about promises. These are features I’m aiming toward, but details may evolve:
Hex-world expansion: a hex-tile world where you can eventually claim/own tiles and build a long-term presence (including tile upgrades, adjacency bonuses, and expansion choices)
Kingdoms, workers, and territory growth: turn owned tiles into something bigger by hiring/assigning workers, build production chains, and expand your control across the map (I may explore optional territory conflict later, but the core focus is growth and progression)
Deep progression & anti-grind systems: more ways to increase yields, set up efficient routines, and reduce repetitive grind through better planning and upgrades
Auto-battler / dungeon push mode: a hands-off wave-based dungeon crawling experience where you build a team/loadout and push until you can’t go further
Creature systems (exploring): capture habitats, collect companions, and build long-term progression around them
Breeding & hybridization (exploring): selective breeding and cross-breeding for hybrid plants/animals, with generation-based progression and inheritable traits that improve yields and XP efficiency
NPC competition & world economy: NPCs that grow alongside you - earning money, leveling skills, acquiring gear, and buying tiles creating soft competition, trade opportunities, and potential alliances
Development & feedback
Mythaven is in active development. If you enjoy watching games grow and want to influence what gets prioritized next, your feedback helps shape the roadmap, so don't hesitate to share!
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