PRESS START -- LOADING WORKSHOP

MiRiS

Game Works

A scrappy circle of game-makers building tiny worlds in the small hours.

~ pull up a stool, the desk is ours tonight ~
Open the Workbench

~ Page 01 :: who we are ~

MiRiS is not a studio, not a brand, not a startup. It's a circle. Six (sometimes nine) friends who started swapping ROM hacks in a college dorm and never stopped. We make games as a love letter to the medium -- pixel-art adventures, weird little visual novels, jam prototypes that grow wings, tools we wish existed.

Every project starts with the same question: "would 14-year-old us think this is cool?" If the answer is yes, we ship it. If the answer is no, we tear it up and start over. There's no roadmap, no quarterly OKRs, no growth funnel. There's only the desk, the deadline we made up, and the joy of a thing finally working.

"the games make themselves -- we just clean up after them" -- Mira, on the studio motto

We share everything: source files, devlogs, the bad first drafts. The website you're on is itself a workshop -- pick things up, drag them around, see what happens. Nothing breaks. Even the bugs are art.

~ The Card Fan :: current projects ~

hover the stack to fan it out -- click a card to flip it

Lantern & Loam

cozy farm-mystery / 2026 / 4 of us

in playtest

A turnip farmer inherits a haunted greenhouse. Grow strange crops, befriend the ghost of the previous owner, and slowly figure out what really happened in the rainy summer of '83.

> play the demo

Neon Howl

action-platformer / vaporwave wolves / WIP

prototype

A pixel wolf races through neon-soaked rooftops collecting lost cassette tapes. Hand-animated by Yuna over six months of jam sessions and reheated coffee.

> watch the devlog

Hour of the Compass

tabletop-RPG zine / printed in basement

on shelves

A 32-page solo journaling RPG about a cartographer charting an island that won't sit still. Hand-stamped, hand-stapled, only 80 copies in the world.

> read a sample

DialogScribe

open-source twine-like / build your own VN

v0.4 out

A teeny dialogue-tree authoring tool we built for our own jams and then accidentally maintained for three years. MIT-licensed, surprisingly stable, totally free.

> grab the source

Glass Atlas

walking sim / diaristic / spring '26

cooking

A first-person walk through ten rooms made of memory. No fail state, no win state, just a tape recorder, a window, and the long way home.

> wishlist on store

~ The Corkboard :: scribbles, polaroids, fun facts ~

grab the sticky notes and toss them around -- they remember where you put them

jam #41 starts
fri at 11pm,
theme: "empty pockets"

idea: a fishing
game where the
fish ask you
questions

!! remember to
buy more india
ink for the zine

discord meet:
sundays 8pm KST
everyone bring
one weird thing

"the bug IS
the feature"
-- ren, 3am

Lantern & Loam, dawn build

first sprite of the wolf, 2024

zine layout, page 4

~ Page 02 :: latest devlog ~

log #114 -- the haunted greenhouse, mostly working

Got the ghost's pathfinding to stop walking into the rake again. Turns out the issue wasn't the navmesh -- it was that we'd named the rake "rake_FINAL_v3_ACTUAL" and the parser kept picking the wrong one. Renamed everything. Took an hour. Fixed forty bugs.

Also: the new dialogue system can finally branch on whether the turnip is sentient yet. We did not plan to need that branch. We needed it. The game wanted it.

TODO: figure out why the chickens stare at the player. it's unsettling. it's also a feature now.

~ Slip a note under the door ~

discord

where most of the actual making happens. ask for an invite.

@miris-circle

itch.io

jam builds, demos, the occasional finished thing.

miris.itch.io

letters

a real email, watched by a real human, replied to slowly.

hello@miris.dev