MIRIS
.
BAR
> brutalist game dev tavern
where unfinished things find honest company
v
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[01]
WORK IN PROGRESS
ECHOES ENGINE
Procedural narrative system. Branching dialogues that remember context. Currently breaking in interesting ways.
DRIFT WORLD
Open-world exploration. No objectives, no score. Just drifting through procedural landscapes. Meditative destruction.
GLYPH PARSER
Symbol-based programming puzzle. Write spells by arranging glyphs. Compiler errors are plot points.
[02]
THE CIRCLE
MiRiS is a game-making circle. We build things that break, share what we learn, and drink while we debug. No hierarchy, no sprints, no roadmaps. Just people making things they care about.
> ARC
ENGINE WORK / SYSTEMS
ONLINE
> KITE
NARRATIVE / DIALOGUE
AWAY
> NULL
ART / SHADERS
ONLINE
> SOMA
AUDIO / SYNTHESIS
OFFLINE
> FLUX
TOOLS / PIPELINE
ONLINE
> RUNE
DESIGN / UX
AWAY
[03]
BOARD
03.18 // 23:41
Pushed new collision system. It mostly works except when things are moving fast. So, never in practice. Going to sleep on it.
03.18 // 21:07
Dialogue tree now supports 4 levels of nested conditions. NPCs can hold grudges across saves. This is either a feature or a bug.
03.18 // 19:33
New shader does the thing where water looks like mercury. Completely unintentional. Keeping it.
03.17 // 16:22
Build pipeline is green for the first time in two weeks. Celebrating by immediately adding a new target platform.
03.17 // 14:55
Generative ambient system now reacts to player health. Low HP sounds like a washing machine. High HP sounds like a cathedral. Both are correct.
03.17 // 11:08
Redesigned inventory screen for the fifth time. This one uses no icons, just raw text. Brutalist inventory. It works surprisingly well.
[ MIRIS.BAR // GAME DEV TAVERN // EST. 2026 ]
keep building. keep breaking. keep showing up.