$ $ $ $
>
$ ls -la ./projects
PERMISSIONS SIZE DATE FILENAME
drwxr-xr-x 4.2M 2025-11-14 nocturne_engine/

A 2D game engine built for narrative-driven experiences. Custom rendering pipeline with shader support for atmospheric effects.

-rw-r--r-- 1.8M 2025-09-03 rain_protocol.exe

Cyberpunk puzzle game. Navigate a neon-drenched city through signal interception and packet routing.

drwxr-xr-x 3.1M 2025-06-21 ghost_frequency/

Audio-driven horror experience. Entities manifest through radio static and spectral waveform analysis.

-rw-r--r-- 2.4M 2025-03-08 alley_shader.glsl

Real-time rain and reflection shader library. Wet asphalt, neon reflections, and volumetric fog effects for urban scenes.

drwxr-xr-x 5.7M 2024-12-19 static_garden/

Meditative exploration game. Grow digital flora in a procedurally generated zen garden of signal interference patterns.

-rw-r--r-- 890K 2024-08-05 cathode_dreams.rom

Retro platformer with CRT shader emulation. Pixel-perfect movement across dream sequences rendered in warm cathode phosphor tones.

drwxr-xr-x 2.9M 2024-04-17 midnight_compile/

Narrative adventure set in a 5th-floor apartment. Debug code, watch the city, piece together what happened last night.

MiRiS was born in the space between compile and run -- that liminal moment when the code exists as potential, not yet tested against reality. We make games the way you'd write a letter to someone you'll never meet: with precision, sincerity, and no expectation of reply.

Every project begins at 2 AM with a window open. The city provides the soundtrack. We believe games are architecture -- not buildings you enter, but spaces that enter you. Each line of code is a brick laid in the dark.

Our tools are simple: a terminal, a text editor, a window facing the street. We don't chase trends. We compile what the night gives us and ship it before dawn.

$ tune --frequency ./contact
FREQ 142.7 MHz
SIGNAL.ADDR m]i[r]i[s@proton.me
FREQ 88.3 MHz
SIGNAL.HUB github.com/miris-circle
FREQ 203.1 MHz
SIGNAL.FEED @miris_xyz
$ _