A 2D game engine built for narrative-driven experiences. Custom rendering pipeline with shader support for atmospheric effects.
Cyberpunk puzzle game. Navigate a neon-drenched city through signal interception and packet routing.
Audio-driven horror experience. Entities manifest through radio static and spectral waveform analysis.
Real-time rain and reflection shader library. Wet asphalt, neon reflections, and volumetric fog effects for urban scenes.
Meditative exploration game. Grow digital flora in a procedurally generated zen garden of signal interference patterns.
Retro platformer with CRT shader emulation. Pixel-perfect movement across dream sequences rendered in warm cathode phosphor tones.
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.