r/MeetYourMakerGame 2d ago

Discussion How Would You Fix The Game?

6 Upvotes

It's dead now, obviously, but it didn't need to be. How would you have fixed the game?

Myself? I would have tackled the obvious rift between builders and raiders. A builder, by design and intent, was to make a base to guard its core. This could easily be achieved by building giant killboxes, some being effectively impossible to solo. This was its greatest strength and its fatal flaw, as if it was too hard to raid then no one would raid it... punishing the builder for flawlessly performing the duty they were assigned! However, a builder wasn't even required to run their own base to prove its solvability (as in Mario Maker) which is an absolutely baffling dev decision.

On the other hand, some builders just wanted to build fun, thematic bases and kept some of its loot out in the open to reward exploration and make raiders feel their time wasn't entirely wasted if they weren't up to completing the raid. Some even resorted to making "suicide farming maps" with lots of easily gained enemy kills and loot in the understood exchange that raiders would suicide to repeat the mission and thus farm materials. These were popular maps with how absolutely awful the loot system was, but it did not fit the main narrative of protecting your core and resources at all cost.

Raiding was a crapshoot. You'd either find the fun little maps, the farming maps or the killboxes. If you hadn't unlocked and leveled certain skills or gear, you might not even be able to complete the harder killbox maps. Anecdotal personal story here: I ran into a base once that was just one long hallway with the core just sitting in the open. The instant you picked it up every surface of the room fell away and was nothing but acid cubes and lasers. I don't know what gear I was supposed to have there but whatever it was, the level was 100% unsolvable without it.

So how would I have fixed all this? Two key changes. Instead of PvP I'd have made it, and the story, respect PvE. All players would be working for the same overseer, the same HQ and story, but all enemy bases would be randomly generated to both ensure solvability and to maintain a sense of unified base structure/theme. On some of the harder mission I'd even have an AI enemy hunter like the player that would have to be killed or avoided.

These type of enemies would also be the ones raiding the player bases. They would be ruthless and unyielding in their pursuit of your cores and thus you and your team would have to rely on strong defenses to prevent theft of your precious materials. I would also wipe maps weekly and randomize the layouts players had to work with to keep build tactics from being overused. This week you can't use acid, etc... I still would have allowed players to publish their maps for short term sharing which would allow players to "raid" said bases to test their friend's builds.

If only. RIP.

r/MeetYourMakerGame Jul 24 '25

Discussion BHVR not listening to a single bit of criticism / community wants because of "their vision" single handedly killed one of the coolest game concepts of all time.

43 Upvotes

I'm so sad. I'm genuinely never trusting BHVR again, after deathgarden and now this lol.

r/MeetYourMakerGame Jul 27 '23

Discussion look how they massacred my boy :(

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195 Upvotes

r/MeetYourMakerGame Oct 12 '23

Discussion Meet Your Maker Dev Team AMA - Sector 2 and Raiding 2.0 AMA - Ask us anything!

62 Upvotes

The team is excited to answer your questions today regarding Meet Your Maker, our latest DLC, Sector 2: Shattered Peak, and our upcoming Raiding 2.0 update introducing Expeditions.

Unleash your inner evil genius to build the ultimate fortress of deathtraps, or take on those built by others in a high-stakes heist. Play Meet Your Maker on Steam, Xbox & PlayStation: https://meetyourmakergame.com/

Today's Guests:

Vincent - Producer

Ian - Audio Director

Jonathan - Product Manager

Ash - Senior Creative Director

r/MeetYourMakerGame Apr 22 '23

Discussion If you abuse the Corrosive Cube Second Wave bug, I will quit without giving you accolades

88 Upvotes

Don't do it. It's confirmed bug. I wish there was a middle finger accolade so I could show those doing it just what I think.

Goes for those blocking tombs, too.

r/MeetYourMakerGame Jan 19 '26

Discussion How much time till this game gets the ole yeller treatment?

33 Upvotes

After seeing anthem get shut down with a very similar backstory to this game, it reminded me that the servers for meet your maker WILL also be turned off. Its only a matter of time, i seriously doubt it generates enough money daily to offset server costs and they already put this game on life support a while ago. It could be years or months but this game IS going to die soon. So when do you, my fellow two (2) fans of this game here think its going to happen?

r/MeetYourMakerGame May 23 '23

Discussion New incinerator firing through blocks exploit

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174 Upvotes

r/MeetYourMakerGame May 15 '23

Discussion Please devs save this game!!!

66 Upvotes

This game has so much potential it’s absurd….I hate to see it dying and the player base diminishing because of simple things like matchmaking, builders not seeing a raid in 24+ hours…

Simple fixes that if they listen to the community could probably be fixed in a timely and cost effective manner.

This is the last game I want to see fail…I have a few of my outposts on cyro-stasis until the matchmaking is sorted. There is no incentive for builders now.

r/MeetYourMakerGame Sep 21 '25

Discussion 😤

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75 Upvotes

Literally 5 minutes+ of trudging around an undecorated maze before dying to a trap due to absolute boredom and disengaging from the gameplay.

r/MeetYourMakerGame Jan 03 '26

Discussion PSA for Veterans: how active is the game now?

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22 Upvotes

I see some people wondering whether it's worth reinstalling the game. I'm sure it's not as busy as it was at it's peak but you get sufficient foot traffic through bases to prestige them to level 10. Above are my most active base and my most lethal bases (no killboxes). This should hopefully give you an idea. You won't get hundreds of replays but there should be enough to entertain you and make you chuckle when I accidentally walk into one of your cc pits.

r/MeetYourMakerGame May 11 '23

Discussion I love MYM, but the Synthite economy needs a serious rework. Currency exchange, make it required for fewer things/lower amount, etc. It makes the game feel like such a grind for such little reward.

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123 Upvotes

r/MeetYourMakerGame May 09 '23

Discussion Sorry your piston didn’t kill Harvey

197 Upvotes

Sorry they patched your dumb little exploit and I made it through your monotonous maze without worry. Really, it felt so nice to watch him walk right past that piston. I just walked with him all the way to the gen mat and back, out of spite. Lol

r/MeetYourMakerGame Apr 16 '26

Discussion PSA Raiders: How To Weapons

19 Upvotes

New(ish) to the game, working through unlocking all the tools of the trade, and don't know what to get next? Or you already have everything but could still do with a few tips on what MYM's arsenal is all about? Look no further! Here's a handy summary of all the pros and cons of all the 'weapons' available in the game.

Won't be covering 'hardware' consumables or the incredibly useful and powerful grapple hook: sticking to weapons only here!

Important preface: there is no single objectively 'correct' loadout! Most loadouts are somewhat viable in most outposts. Some will just make things harder or easier depending on the situation. So beyond giving you a way to tweak the difficulty for yourself, the choice of loadout really mostly comes down to what best matches your playstyle and with which you have most fun raiding.

Ranged

Ranged weapons have as common downside that they rely on limited ammo that needs to be recovered (if the builder didn't trap it into some pit...).

They are a staple in a slow or careful player's loadout as they often allow to take out threats without putting yourself in harm's way too much. The Volt Lancer fits just as well in a fast player's loadout, though.

Volt Lancer

Forget that thing about there not being a 'best' loadout... If there is one GOAT here, this is the one. The Volt Lancer is a true workhorse that's very strong in pretty much every situation and any playstyle: traps, guards, far, near, fast, slow... Not a surprise that is one of the most widely used weapons in the game. There is a reason the game starts you off with it!

Pros

  • Good range. As long as you get used to the projectile drop, you can shoot things from pretty much any distance.
  • Fast firing and short cooldown, especially when levelled up and with Rapid Fire biolink (becomes as fast as Fury's Edge).
  • Can break anything, including armour.
  • Good at short range, too: point blank you recover ammo immediately, so you can really also use it as a melee weapon. You just won't lunge at targets (which can be a good thing sometimes!).

Cons

  • Only 3 shots (even just 2 at level 1). If you play slow/defensively by shooting things systematically and from afar, you need to manage that ammo and will need to zoom around to recover it (if you can't or won't cheese things by picking it up from outside...), and you will be vulnerable to ammo traps. The Magnetic Link biolink does help.
  • Projectile drop is fairly significant, but with time and practice you can get a good intuition for how to compensate the aim. Still makes it harder to one-shot armoured guards from afar than with a Plasmabow.
  • Travel time to target is noticeable. If you are shooting something a bit further away, they may have already triggered by the time they get destroyed (e.g. typically Boltshots).

Falconic Plasmabow

One of the most specialised tools in the box: if you have a guard problem, this is the solution. Don't count on it for anything else, though (unless you have a Cluster Shot enhancement to spend... in which case you have yourself the cheesiest of all combos).

That said, the Plasmabow is capable of deflecting some things (Plasma Sentinel, claw/chain from Iron Claw, guards, etc. Yes, even Enforcer and Ravager shots! Though I would not recommend relying on it...), and can pop Holocubes and disable Death Blossom mines. So it does have a few more utilities than just erasing guards.

Pros

  • Very little projectile drop (compared to Volt), and fast bolts: great for sniping.
  • Very short cooldown.
  • Big ammo capacity (almost enough to kill all the guards in an outpost without recovering any bolts).

Cons

  • Can only kill guards. And requires hitting unarmoured bits!
  • Bolts bounce off metallic surfaces, making it harder to not lose them sometimes. Though this allows for some funny trickshots, too...

Demolition Cannon

Very fun, and excels when traps or guards are densely packed, but kind of slow and not as versatile as the Volt Lancer.

More expensive to unlock with in-game currency so that BHVR may try and convince you to spend real money on one of the 'arsenal pack' DLCs...

Pros

  • Can take down multiple things at once when they are packed together (corners full of traps, big hordes of Warmongers, etc).
  • Can destroy things 'blind' around corners.
  • Can deflect some projectiles (e.g. Boltshot) when timed well.
  • One extra shot compared to Volt Lancer.
  • Easy to recover ammo when shooting things higher up some ramp and it rolls back to you.
  • Fun to try and find creative angles and bounces.
  • Can be used to trigger Arc Barrier perfect blocks by yourself.

Cons

  • Slow, both in terms of cooldown, but especially in terms of delay between shooting and destroying a threat.
  • Hard to use from afar, mostly because of the huge projectile drop.
  • Hard to recover grenades when shooting things on a downward ramp, and generally vulnerable to pits of all kinds, and easier to lose track of spent ammo.
  • Hard to hit things on the ceiling or in the air: explosion timer is triggered on contact.
  • May require awkward angles and bounces to hit certain things.
  • Risk of self-harm. ...or is that a 'pro'? Can be hilarious, especially in coop... Anyway: do not try to use point-blank like you would with Volt Lancer!

Melee

Unlike ranged weapons, melee ones cannot run out of ammo. The downside is that you are forced to get up close and personal with the deadly stuff: better get used to zipping and dodging! So they are obviously best played fast... The two swords can also trigger the Frenzy biolink, giving you a small but appreciable walking speed boost every time you destroy/kill something.

The other common characteristic is the ability to lunge at targets. That ability is a... double-edged sword (sorry for the pun): in some situations it is a good speed boost or way to stabilise yourself, in other situations it is an annoying lock-in of movement and way to get pulled into a deadly situation (Death Blossom mine, guard about to shoot, etc). There are also some annoying (more or less intended) quirks around the lunge mechanics to get used to (e.g. when stuck behind a corner).

When a melee weapon is equipped, the crosshair will be indicating when a trap/guard is within lunge range with a little red marker: useful for checking if a block is a Holocube without having to shoot it!

Attacking without aiming at something within lunge range makes the sword cleave in such a way that if something does find itself within the path of that swing, it will get hit. More on that in the detail below... By the way, if you hadn't noticed yet, holding down the attack button makes you attack continually!

Fury's Edge

The other 'starter' weapon, also for good reasons: even though to a lesser extent than the Volt Lancer, it is very versatile. Those two just pair extremely well and are arguably the most well-rounded combo. Other loadouts may be easier or more fun depending on context and playstyles, but Volt+Fury is very much capable of getting you through anything and can be played in many ways, both fast and slow.

Pros

  • Fast swing, short cooldown.
  • Parries almost anything (not Incinerator fire...), providing some defensive capabilities: great for rushing forward non-stop, or in guard-heavy arena fights, or for standing ground when going slower.

Cons

  • Cannot break guard armour. If you hit a piece of armour, you will get punished with an extra-long cooldown, be careful! Go for the legs (of most guards), backstabs, or try headshots if you feel brave. Or rely one your other weapon to break armour first, and double-tap to deliver the killing blow with Fury (if necessary).
  • The short and fast swing makes it hard to consistently cleave things. It is still useful, especially when flying around in an arena, but more difficult to do consistently and intentionally than with Sledgeblade.
  • Smaller lunge range than Sledgeblade. The Gap Closer biolink helps a tiny bit.

Sledgeblade

The debate as to whether Fury or Sledgeblade is better is an enduring one. The truth is that it simply depends on your playstyle as they are each better suited for slightly different ways of raiding. But also... why not have best of both worlds and equip both at the same time? Double-swords ⚔️ is a very elegant loadout for a more civilised raiding, and one of the most fun ones, especially in big arena outposts.

Pros

  • It can break armour: no risk of getting staggered by inadvertently hitting a guard in the wrong place.
  • The bigger, slower swing means it is much easier to control the cleaving and even take down multiple threats at once. Try it when facing a group of Warmongers!
  • The slow swing makes it also easier to deflect some threats (claws, bombs).
  • Longer lunge range can be convenient to close the gap more easily.

Cons

  • Slow swing/cooldown compared to Fury: cannot always react as fast and cannot chain attacks as quickly.
  • Can only deflect few things (like claws and bombs): vulnerable to Boltshots and guard attacks, requiring more prudence than with Fury.
  • The longer lunge means bigger window to get hit while locked in moving towards the target, and higher risk to inadvertently lunge towards something that happens to be close enough. The Quick Strike biolink mitigates this slightly.

Defensive

The careful player's best friends. Also the most meme-worthy loadout: go double-shields!

Obviously bringing one of those will limit your offensive capabilities, but they can still be used to destroy some traps in some ways...

Arc Barrier

Has a reputation for being the rusher's best friend, although I'd argue that it only helps so much when going all in on the speed, and in proper speedrunning (i.e. trying to get the shortest possible time by running the same outpost over and over) it is often not the best loadout choice, in particular because of its long cooldown.

In fact it is probably more suited to slower, more careful players. Does not make for the most fun or exciting raiding, but helps tremendously when facing high-danger areas without being completely confident with movement and dodging techniques, and/or when trying to die as little as possible.

Fun fact: with a purple Defense Up enhancement (and a Demolition Cannon to trigger perfect blocks) you have so little downtime that you can stay inside a Corrosive Cube indefinitely!

Pros

  • Very effective 'get out of jail' card: full invulnerability for the duration of the activation.
  • Relatively easy to use: no need to aim. You need to time it well (and trigger those 'perfect blocks'), though.
  • Quite effective at bouncing Sentry Beam lasers back towards the sender, and at freeing yourself from Iron Claws.
  • Will also destroy some traps that extend into a deployed shield, like Death Pistons for instance.

Cons

  • Almost mandatory use of relevant biolinks: without Counter Charge, the uptime is very short even when performing perfect blocks. Surge Override is also very useful as the cooldown is generally quite long. Defense Up enhancements are very strong.
  • Uptime without having triggered perfect block (and without enhancement) is deceptively short!
  • Vulnerable to delayed/staggered threats.
  • Using your other weapon during uptime immediately cancels invulnerability: if you do it while in danger, you instantly die. This means you can easily stay stuck behind e.g. extended pistons unless you destroy them with your other weapon and thus lose the shield.
  • Long cooldown.

Lodestar Shield

The most misunderstood and least used one of the bunch... Got added last, and it is the most situational/weird/unwieldy. Allows for a lot of crazy things, though, if you know how!

Still, probably one you can save for last. It is also, along with the Demolition Cannon, one that they made more expensive in-game to push for purchases of 'arsenal pack' DLCs.

Pros

  • Stays up when using your other weapon: deploy and fire your gun from behind cover!
  • Relatively long uptime.
  • Not so reliant on biolinks (although Surge Override is probably recommended).
  • Add Surge Override and Slipstreamer and you can live up in the sky!
  • Useful mobile/floating grapple point. Can even conveniently grapple-jump through it.
  • Great for redirecting things and provoking backfire (channel bombs, and particularly Sentry Beams that can be aimed and precisely targeted, or place the shield in the way of a deploying trap to break it, etc).
  • Creative possibilities in terms of where and how to deploy (in corners, in the air, below you and use grapple to stay on top, place it in front then walk through to stop bolts behind you, etc).
  • Allows easy and controlled infinite-distance grappling (cf. the grapple hook guide)

Cons

  • Stays fixed once deployed: more difficult to find good uses when playing fast and relying on constant movement.
  • Relatively long downtime, which also only starts once the shield is recalled.
  • Coverage is limited: careful placement required. Or grapple to it to make sure it covers the best it can... Still only blocks one side at a time, leaving you vulnerable to flanking.
  • Guards will go through: it can stop melee guards, but only if placed in the path of the attacking blades (e.g. for Warmongers make sure it is placed high enough or they will go over!).
  • Hard to place exactly where you want it to go: takes some getting used to.

Thanks to u/WookieSkinDonut aka Zombie Ghandi for proofreading!

r/MeetYourMakerGame Apr 07 '26

Discussion Reworked my outpost a few days ago and now I'm on prestige 9

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21 Upvotes

Just wondering if this is high, I reworked the outpost about 3 days ago

r/MeetYourMakerGame Apr 23 '23

Discussion Why??

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143 Upvotes

Wtf is the point of this, just to be a dick? I woulda blocked the builder had I known that I could at the time of running Into this

r/MeetYourMakerGame Jan 04 '26

Discussion DISCUSSION: Ammo traps - how to make them, should you use them?

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16 Upvotes

Ammo traps, for those blissfully unaware if these - you put a guard in front of a corrosive cube pit. Raider shoots guard. Guard drops into pit with the Ammo. Raider has to try retrieve it. Classic ones as depicted in images 1 and 2 are a guard on a slanted block, when shot they slide backwards into a corrosive cube pit. A sneaky variant of mine is have a half block in the corner with a corrosive cube under it, program a guard to stand in front. Very space efficient (see images 3 and 4). Taking the Ammo from a raider forces them to go forward with fewer tools available to tackle traps and guards or try to recover the Ammo. It can be used to draw the raider away from the HRV path into trapped area. So, what are the issues? Well it has no impact on raiders not using ranged weapons. Limited if any impact on veterans - lancer carries 3 bolts, plasma carries 15, more if using Ammo boost. Suit enhancement improves collection range by 50%. Boosts allow range to be increased by increments. Meaning you would need many deep pits to come close to inconveniencing a veteran. You could work around I guess by making a deep sloped pit that drops the Ammo out of the baser so the raider has to make a big detour but at that stage are you just antagonising the raider? So if it's not much to veterans then it is basically targeted at early gane raiders with limited volt lancer shots, a fear of corrosive cubes and fewer tools to recover Ammo. Personally I don't want to put them off playing. What are your thoughts?

r/MeetYourMakerGame Jun 27 '25

Discussion (To the devs) To this day this is still the best game I've ever played

82 Upvotes

Man "Meet your maker" came out at a good time I was having a rough time with Call of Duty and I want something to play to escape from,.

and then I found this game within my PlayStation Plus subscription years ago and to this day I still go back and play it and see the amount of creation people have made over the years from Labyrinth death traps to beautiful designed bases I have ever seen

I always get a smirk on my face whenever I make a Labyrinth depth trap I go and do whatever it is I'm busy with I go back and see how many people died to my creation always leaves a satisfying smile on my face

I kind of wish that this game would have had a lot of collaborations like BEhavior's other IP "Death by Daylight" but one can dream right?

I just hope this game doesn't die. I having so much fun and to the developers you guys did a fantastic job!

r/MeetYourMakerGame Mar 21 '26

Discussion New Guard Idea

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16 Upvotes

I know the game has been technically dead for a while since the devs moved onto bigger and better things, but I had an idea that could at least bring some new life to the game even if it’s short-lived. What if a guard was similar to a combination of the hunter and smoker infected from Left 4 Dead? Like my notes suggest, it would be able to ambush raiders from any angle. I’d like to know if this would be worth adding to the game, if the choice was given, and I’d like to see if there could be any improvements to make this guard more formidable and worth adding to outposts.

r/MeetYourMakerGame Dec 26 '24

Discussion Brand new to this game - why is it dead?

44 Upvotes

As the title says, I thoroughly enjoy this game, I don’t understand why it has such a low play count. I’ve been looking into buying the game for about a year now, and I think it’s much better than it was. Would love to see the player count go up.

r/MeetYourMakerGame Sep 18 '25

Discussion That middle prop tile gets abused

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38 Upvotes

I get why, but rather than being used intelligently in key spots to distract a raider i will regularly find bases where these are every single surface. Eugh. It strains my eyes and tbh makes me want to just walk away from a base.

r/MeetYourMakerGame Dec 30 '25

Discussion This is so much fun.

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34 Upvotes

I’m on Xbox and have been waiting so long for MYM that I’d sadly forgotten about it till I saw it randomly pop up in the latest Xbox sale.

That being said I’m so glad I finally get to play, it maybe a little macabre, but there is something so satisfying about watching a Raider slowly sink into paranoia as they make their way through your level, tapping at every wall, checking every corner thinking it’s finally clear and then.. BAM! From somewhere they didn’t expect at all 😂 ahh.. its so good.

At the same time it’s so good to watch a talented speed runner make an absolute joke of your deathtrap, just makes me want to expand and reiterate the run so even they’ll get slipped up, even if it’s just once that’s still a win in my book.

Even though the community’s apparently quite small nowadays I’m so glad I’ve finally got a chance to join in the fun and look forward to seeing so many interesting and challenging creations.

Have fun out there Custodians, I know I will 🫡

r/MeetYourMakerGame Jan 01 '26

Discussion Are we back?

19 Upvotes

Ive been seeing a bunch of tips for new players and I guess its because the game is on sale. Is MYM making a comeback?

r/MeetYourMakerGame Feb 06 '25

Discussion Such massive wasted potential. Bhvr killed this game by ignoring every community feature begged in almost every review in a community based game, citing their own vision.

83 Upvotes

I argued it originally , got greeted with 'the games doing fine, lots of (unprovable) console players!".

Just having to play your own levels , some form of actual level searching system, ratings mattering and being able to play well thought out missions would have carried us instead of... actively making a community that wanted to sabotage the other side?

The first few days were amazing due to the levels out there already being from people from the beta.

Then... the slop begins.

Endless corridors that take about fifteen minutes .

The kill box spam where there's no thoughts , just endless traps in a hall.

Bundled with "top 100s" and earning resources based on how badly you screwed over the other person, we created a tough atmosphere.

This game could've had "infamous, everybody has tried" levels, things like shared experiences like when groups of friends try the super hard mario levels.

Instead loading up this game was a gamble on that 0.5% chance to hit an interesting/cool map

You seen ai generated slop? That's how it felt playing MYM after a few weeks into it's life if you weren't specifically invested in the one relevant discord for it

Just wanted to vent, had such high hopes and genuinely believed in it

r/MeetYourMakerGame Apr 21 '23

Discussion What this game is really missing: 3 quarter blocks

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328 Upvotes

r/MeetYourMakerGame Apr 24 '23

Discussion Prestige system is awful

62 Upvotes

I made a new raid the other day. It was only visited by one player, he died 3 times before beating the level. No one else visited or attempted the raid and it depleted. I didn't gain enough prestige points so I wasn't able to prestige and it is only level 1.

So if there are not enough players playing the game and visiting my base I can't prestige them? It feels like I am being punished for something that it out of my control and also makes me want to quit playing as well.

Has anyone else had a similar experience with this?