Last updated: 2025 11 27
The data controller responsible for processing your personal data within the meaning of the EU General Data Protection Regulation (GDPR) is:
Registered Address: 72458 Albstadt, Germany
Email (privacy contact): sebastian@mythenschlag.com
Responsible Manager / Owner: Sebastian Osinski
If you have any questions regarding this Privacy Policy or the handling of your data, you may contact us at any time.
Name: Sebastian Osinski
Email: sebastian@mythenschlag.com
This Privacy Policy applies to the game Mythenschlag, including all features, related services, and account systems. It explains what personal data we collect, how we use it, and the rights you have under the GDPR.
We only collect the minimum amount of data required to operate Mythenschlag. Specifically, we collect:
Email Address
Used for account creation, authentication, and essential communication (password resets, account notifications).
Public Username
Displayed to other players where applicable. Usernames should not contain personal information.
Gameplay Progress & In-Game Data
Saved progress, character data, inventory status, and other in-game states necessary for maintaining your game experience.
Technical Data
To maintain server integrity, we may collect anonymised technical logs such as error logs, timestamps, and system events. These logs do not contain personal identifiers.
No tracking cookies and no analytics tools are used.
We do not profile users, and we do not use advertising trackers.
We process your personal data based on the following legal grounds under Art. 6 GDPR:
Art. 6(1)(b) – Performance of a Contract:
To create, maintain, and operate your game account and saved progress.
Art. 6(1)(c) – Legal Obligation:
To comply with regulatory or legal requirements (e.g., recordkeeping obligations).
Art. 6(1)(f) – Legitimate Interests:
To ensure the security and proper functioning of our servers and systems.
Your data is used exclusively for the operation of Mythenschlag. This includes:
• Creating and managing your user account
• Saving and restoring your gameplay progress
• Ensuring server stability and preventing abuse
• Communicating essential service messages (e.g., password reset)
We do not sell, rent, or transfer your personal data to third parties.
We do not share your personal data with any unrelated third parties.
However, we may use secure service providers (data processors) for server hosting, email delivery, or game infrastructure. These providers will only process your data according to our instructions and under GDPR-compliant agreements (Art. 28 GDPR).
All servers are hosted in:
Hosting Location: EU
Hosting Provider: Ionos
No tracking cookies, analytics cookies, or third-party cookies are used.
Essential session cookies may be used only when strictly necessary for login security and server operation.
We store your personal data only as long as it is necessary for the purposes described above:
• Account data is retained for as long as your account remains active.
• Upon account deletion, all personal data (email, username, progress) is removed or anonymised within 10 days.
• Technical logs are retained for a limited period necessary for security (typically 30 days).
You have the following rights with respect to your personal data:
• Right of access (Art. 15 GDPR)
• Right to rectification (Art. 16 GDPR)
• Right to erasure – "Right to be forgotten" (Art. 17 GDPR)
• Right to restriction of processing (Art. 18 GDPR)
• Right to data portability (Art. 20 GDPR)
• Right to object (Art. 21 GDPR)
• Right to lodge a complaint with a supervisory authority (Art. 77 GDPR)
To exercise any of these rights, contact us at:
sebastian@mythenschlag.com
Mythenschlag is not intended for children under the age of 16. We do not knowingly collect personal data from children. If we become aware that we have collected such information, we will delete it immediately.
We implement appropriate technical and organisational measures to protect your personal data from loss, misuse, unauthorised access, alteration, or disclosure. Measures include encryption, access control, secure servers, and regular security reviews.
We do not transfer your personal data outside the EU/EEA unless absolutely necessary. If a transfer occurs, it will only be conducted under strict GDPR safeguards such as Standard Contractual Clauses (Art. 46 GDPR).
We may update this Privacy Policy from time to time. The latest version will always be published on this page. Material changes will be communicated through in-game notifications.
If you have questions about this Privacy Policy or your personal data, please contact:
Email: sebastian@mythenschlag.com
Address: 72458 Albstadt, Germany.
Last updated: 2025 11 27
Welcome to Mythenschlag.
These Terms and Conditions ("Terms") govern your access to and use of the game, website, and all related services provided by:
Name: Sebastian Osinski
Registered Address: 72458 Albstadt, Germany
Email: sebastian@mythenschlag.com
By creating an account or using Mythenschlag, you agree to be bound by these Terms. If you do not agree, you must not use the game.
You must be at least 16 years old to use Mythenschlag. If you are under the legal age of digital consent in your country, you may only use the game with consent from a parent or guardian.
To access certain features of Mythenschlag, you must create an account. You agree to:
• Provide accurate information (email & username)
• Keep your login credentials confidential
• Not impersonate other persons or use offensive usernames
You are responsible for all activities occurring under your account.
We grant you a limited, non-exclusive, non-transferable, revocable license to access and use Mythenschlag for personal entertainment purposes only.
You may not:
• Decompile, reverse engineer, or modify the game
• Exploit bugs or cheat systems
• Use third-party tools to automate gameplay
• Attempt to bypass server or security protections
All intellectual property rights remain with Sebastian Osinski.
Your gameplay progress is stored on our servers. We strive to maintain uninterrupted service but cannot guarantee that game data will always be available. We reserve the right to modify game mechanics, balance, items, or progression at any time.
You agree not to engage in any behaviour that:
• Harasses, threatens, or abuses other players
• Violates applicable law
• Attempts to disrupt server stability
• Uses the platform for commercial or political messaging
• Infringes on the rights of others
We reserve the right to suspend or terminate accounts that violate these rules.
Our processing of personal data is governed by our Privacy Policy. You must read and agree to it. The policy explains what data we collect, how it is used, and your rights under the GDPR.
We aim to provide Mythenschlag continuously but cannot guarantee uninterrupted access. Maintenance, updates, or unexpected technical issues may temporarily affect availability. We are not liable for data loss or downtime unless required by mandatory consumer law.
To the maximum extent permitted under German and EU law:
• We are not liable for indirect or consequential damages
• We do not guarantee error-free operation or permanent availability
• Your use of the game is at your own risk
Nothing in these Terms removes liability for intent, gross negligence, or mandatory consumer rights under German law.
We may suspend or terminate your account if you:
• Breach these Terms
• Attempt to hack, exploit, or attack the service
• Engage in illegal activity
You may delete your account at any time through in-game account settings or by email request.
All content, code, graphics, game mechanics, and trademarks of Mythenschlag are the intellectual property of Sebastian Osinski. You may not copy, reproduce, distribute, or modify the game without written permission.
If the game uses any third-party services (e.g., hosting, authentication, email service providers), they operate under their own terms. We are not responsible for third-party failures but ensure all processors comply with GDPR when handling personal data.
We may update these Terms periodically to reflect new features, legal requirements, or improvements. The latest version will always be available on this page. If changes materially affect your rights, we will notify you through in-game notifications.
These Terms are governed by the laws of the Federal Republic of Germany.
If you are an EU consumer, mandatory consumer protection laws of your country also apply.
Jurisdiction for disputes lies with the courts of Germany, unless mandatory law states otherwise.
If you have questions about these Terms or Mythenschlag, please contact us:
Email: sebastian@mythenschlag.com
Address: 72458 Albstadt, Germany
Name: Sebastian Osinski
This Imprint complies with the requirements of § 5 TMG and § 55 RStV (Germany).
Name: Sebastian Osinski
Address: 72458 Albstadt, Germany
Email: sebastian@mythenschlag.com
Sebastian Osinski
72458 Albstadt, Germany
Not applicable
For legal notices or inquiries, please contact:
Email: sebastian@mythenschlag.com
The European Commission provides a platform for online dispute resolution (ODR):
https://ec.europa.eu/consumers/odr/
We are not obligated and not willing to participate in dispute resolution proceedings before a consumer arbitration board.
As a service provider, we are responsible for our own content on these pages in accordance with § 7 Para. 1 TMG.
Under §§ 8–10 TMG, we are not obligated to monitor transmitted or stored external information or to investigate circumstances indicating illegal activity.
Obligations to remove or block the use of information under general law remain unaffected.
Liability is only possible from the point in time at which a concrete infringement becomes known. Upon becoming aware of such legal violations, we will remove the relevant content immediately.
Our service may contain links to external third-party websites. We have no influence over their content and therefore cannot assume liability for such external content.
The respective provider or operator of the linked pages is always responsible.
Illegal content was not identifiable at the time of linking. Permanent monitoring of linked pages is unreasonable without concrete evidence of a violation.
Should we become aware of infringements, such links will be removed promptly.
All content, graphics, and code associated with Mythenschlag are protected by copyright and other intellectual property laws. Any reproduction, distribution, or modification requires prior written permission from the rights holder.
No tracking cookies, analytics cookies, or third-party cookies are used.
Essential session cookies may be used only when strictly necessary for login security and server operation.
Join the adventure
Log in to continue your journey
Mythenschlag is a turn-based browser roguelike set in the Black Forest. Choose an origin and profession, hunt monsters, take quests from those you encounter, and try to make it back alive. Death is permanent.
Descent alone, or share your hard‑earned experience with loyal companions. Sanctuaries allow you to cross paths with other players.
Registered adventurers retain their progression, while guest accounts are temporary and expire after 48 hours of inactivity.
My name is Sebastian. I'm developing Mythenschlag independently in my free time, and it's very much a work in progress. There are no ads and no tracking.
If you have any questions or enquiries, feel free to contact me at sebastian@mythenschlag.com.
Because Mythenschlag is in active development, regular database resets will occur, which means progression will be wiped as new features and updates are introduced.
Thank you for joining the journey. Your feedback and support help shape the world that lies ahead.
Current version: 20260601
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version 20260601 — Jun 01 2026
All game sessions have been wiped. Registered players keep their unlocks and vault items.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- added cooking and meals
- new location "Rootways", including a boss
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Coilmind hand-in quest + King Coilgut once-per-session gating + revamped class starting items — Jun 01 2026
cooking + 12 meals + meal buffs + King Coilgut boss with summon mechanic + Cure & Vial of Venom potions — May 31 2026
7 root-dwelling monsters + Poison & Vampiric weapon perks + rootways balance pass — May 30 2026
expanded magic affixes + rootways magic generators + per-item sell prices + per-stack stack identity — May 29 2026
added Rootways location + fog backdrop effect + spawn tweaks — May 28 2026
Quillroot the scribe joins Tannenhall — May 27 2026
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version 20260526 — May 26 2026
All game sessions have been wiped. Registered players keep their unlocks and vault items.
It is recommended to hard refresh the page (CTRL + F5) if you played a previous version or encounter any visual issues.
- bugfixes
- shields, bows and throwing knives
- rings and necklaces
- magic items and scrolls
- new monsters and effects
- many minor changes, visual improvements and balancing tweaks
- goats have more hp!
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slain adventurer curiosities + blind now reduces dodge + forest length & balance tweaks — May 26 2026
readable scrolls + hardened/shielded buffs + 2H/offhand weapon rules + shop ledger summary — May 25 2026
block mechanic + skill_offhand + magic affixes on weapons and armor — May 24 2026
bows & throwing skills + pierce/quickdraw perks + projectile animations — May 23 2026
monster spell casting + Blind status effect + polearm STR scaling — May 22 2026
map polish (centered lines + sector titles) + vendor stock preservation + icon upgrades — May 21 2026
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version 20260520 — May 20 2026
Initial playtest release:
- total graphical overhaul
- 2 sectors and a sanctuary
- NPCs, quests and companions
- 2 races, 6 classes, weapons, armor, consumables and more.
- character system is still incomplete
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player scaling rework + bleed balance + warrior unlock fix — May 20 2026
Tannenfall sanctuary + McGrath companion + extended unlock triggers — May 19 2026
account vault (banker) + encounter nodes + death popup — May 18 2026
huntress offer mechanic + account overlay + black forest zone + 6 monsters — May 17 2026
Tannenhall sanctuary + vendor shops + arrival cinematic — May 16 2026
character creator wizard + curiosity (chest) nodes + per-actor attack pill — May 15 2026
weapon perks pipeline + crit damage + bleed on dagger — May 14 2026
added short blades, polearms, staves skills + new weapons — May 13 2026
status effects tick loop + per-actor effect icons — May 12 2026
stackable starting items + actionbar polish — May 11 2026
milestone stat allocation + redesigned action bar + new art assets — May 10 2026
skills.json extraction + welcome screen redesign + character creation rewrite — May 9 2026
migrated codebase off Tailwind to hand-written CSS — May 8 2026
added RandomService + characterization tests + decomposed GameEngine into services — May 7 2026
added project guidelines + fixed framework divergences — May 6 2026
refined effect definitions — Dec 09 2025
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version 20251209 — Dec 09 2025
Added spectating. Registering accounts is disabled.
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moved item handling to dedicated class + effect (buff/debuff) propagation WIP — Dec 08 2025
actor render for spectating overview + auto updates for spectators — Dec 07 2025
added GameSessionPolicy + public spectating list — Dec 06 2025
visual update to stage & backdrops — Dec 05 2025
actor box scaling + exit game button + refined animations — Dec 04 2025
unified actor overlays styling — Dec 03 2025
variable monster/corpse rendering + findable counter for scavenge events + minor layout changes — Dec 02 2025
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version 20251130 — Nov 30 2025
Initial DEV release version. Registering accounts is disabled.
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physical damage calculation for armor & armor penetration + backdrop effects + reworked log layout + added mace — Nov 30 2025
encumbrance penalties — Nov 29 2025
welcome screen fixes + about + changelog — Nov 28 2025
legal overlays + rework welcome screen — Nov 27 2025
reworked character selection — Nov 26 2025
reworked inventory and equipment UI — Nov 25 2025
action_scavenge + skill_survival — Nov 24 2025
actions repose & meditate — Nov 23 2025
added camping action bar — Nov 22 2025
added leather armor — Nov 21 2025
added skillbased stamina regen to rest action + icons — Nov 20 2025
stat focusing — Nov 14 2025
more event messages — Nov 12 2025
map tooltips + event propagation & animations — Nov 12 2025
map icons — Nov 11 2025
reworked map generator — Nov 10 2025
map lines — Nov 9 2025
added cloth armor + equipment render field — Nov 6 2025
armor/encumbrance(base) + equipment render styles in config — Nov 5 2025
complex health/stamina/mana — Nov 5 2025
dodging — Nov 4 2025
tooltips — Nov 3 2025
fixed stamina cost and to_hit + tooltip actor field — Nov 1 2025
public method (fix) — Oct 31 2025
complex damage/stamina/hitchance for action_attack with level scaling — Oct 31 2025
minor stats UI work — Oct 30 2025
stats screen + skill exp enable/disable — Oct 28 2025
leveling — Oct 27 2025
basic experience — Oct 26 2025
player/complex/player action stat propagation — Oct 24 2025
npc action propagation — Oct 23 2025
color coding for log — Oct 21 2025
visual equipment on actor — Oct 20 2025
equipment incl. actions — Oct 19 2025
reworked travel to player_action + removed character name + added use… — Oct 17 2025
action use with target + grouped item action handling + temp tooltips… — Oct 16 2025
action_consume inkl. effect appliance — Oct 15 2025
minor fixes + destroy item action + consume action WIP — Oct 14 2025
icon-buttons + fixed looting + action_rest and dummy endurance costs … — Oct 13 2025
looting - WIP — Oct 11 2025
frontend player_action propagation + ui action validation/effects/fix… — Oct 10 2025
replaced bulk turn handling with single turn call — Oct 9 2025
monster loot spawning — Oct 8 2025
attack timers + items and inventory WIP — Oct 7 2025
new location travel + node backgrops/stages — Oct 6 2025
fixed turn handling + death handler — Oct 5 2025
reworked actors + player action and turn processing — Oct 5 2025
health bars + player action and target selection — Oct 4 2025
configs + monster spawning WIP — Oct 3 2025
actors bar WIP — Oct 2 2025
project files — Oct 1 2025
initial commit — Oct 1 2025
Each adventurer is the sum of two choices: a race (the body and bloodline you're born into) and a class (the training and trade you bring with you). Race sets your starting body — health, stamina, mana pool, attribute baselines, and natural aptitudes. Class layers training on top — stat modifiers, starting items, and a set of initial skill ranks.
Some races come in several appearances; the one you see is the one others will see.
Three pools drive every adventurer.
Reposing recovers health and stamina. Meditating recovers mana (and a little health). See Camping.
You have three core stats — Strength, Dexterity, and Intelligence — which influence damage, hit chance, dodging, mana, and many weapon perks.
Most level-ups raise a random stat. Every third character level is a milestone: you choose which stat to raise yourself. Pick deliberately — milestones are the only stat point you fully control.
Skills cover combat (one per weapon family, plus Unarmed), defence (Dodging, Armor, Vitality, Endurance), magic (Spellcasting), and the wild (Survival).
Each skill has two states: active and idle. Only active skills earn experience when you use them. When several skills are active at once, the experience from each turn is split between all of them — so focusing fewer skills levels them faster.
Focusing a single skill in the character screen is the simplest way to drive one skill hard. Race and class also give some skills natural aptitudes that quietly speed up their levelling.
Almost everything you do — walking a node, swinging a weapon, drinking a potion, equipping armor — costs time ⏳. Time passes for everyone in the world while your action resolves, including the things that want you dead.
Some actions also cost stamina 💪 on top of time. Attacks always do; consuming an item usually doesn't.
Quick, light actions cost little time and resolve fast. Heavy actions take longer and leave you vulnerable while they finish.
Combat is turn-based but not strictly alternating — each actor's next move resolves on its own time clock.
Untrained weapons hit weaker, cost more stamina, and take longer to swing. Practice (and the right skill) erases all three penalties over time.
Beyond raw damage, weapons can carry perks that trigger on a successful hit.
Some perks scale with strength or dexterity; all of them grow stronger as you level the matching weapon skill.
The world is full of things that can stick to you — good and bad. A blessing might quicken your travel; a bleed might drain you while you fight; spoiled food might cramp you for many turns.
Effects tick at their own pace. Each tick can wound, heal, or buff you, and after a fixed number of ticks the effect fades. Some effects refresh if reapplied. Others stack up, piling on more punishment the more they hit.
Sanctuaries cleanse most negative effects. Some items, like a bandage, cleanse specific ailments on demand.
Your pack holds items you can carry. Each item lives in a slot; stackable items share a single slot when their kind matches.
Items in the pack can be:
Destroyed items are gone forever — there's no undo. Stash anything you can't bear to lose in your Vault before the next risky descent.
Camping actions restore the body and mind. They cost time and leave you vulnerable while they finish — never camp where something can find you.
Sanctuaries are the safe places on the map — villages, halls, hidden glades. While you stand in one:
Hostiles will not enter a sanctuary. You can step out whenever you choose to leave.
The world is a network of nodes. Walking from one node to the next is a travel action — it costs time, like everything else.
You can always begin a travel, even while hostiles are nearby — but the action takes time, and anything that wants to attack you will keep attacking while you walk. Whenever it's safe, clear the path before you go.
The map shows nodes you have visited, your current location, and where each path leads. Each location has its own depth — the further you go, the harder it gets.
Sanctuary NPCs each have a role:
Speak to everyone. The Black Forest keeps its secrets, but its people seldom do.
Out in the wild, the map drops curiosities in your path — a chest in the moss, a tethered animal, a body slumped against a tree. Most curiosities reward investigation, but some demand the area first be safe.
Open every chest. Approach every encounter. The handbook can't list every possibility — that's what the journey is for.
Some choices in the world unlock new races and classes for your account. Reach a remote sanctuary, finish an offer, defeat a particular foe — and a new option appears in your character creation forever, even after you die.
You start with the Human race and the Beggar class. Every other race and class waits to be discovered.
When your health runs out, your adventurer's story ends. Their gold, their pack, their hard-earned equipment — all left behind in the dark.
Your Vault survives. Items you deposited with a banker are still yours when you build your next adventurer. Plan for the worst; the forest will deliver it eventually.
When the death screen appears, the only path forward is the Abandon button — it returns you to the welcome screen, where a new character awaits.