a bestiary of interactive wonders

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Serpentine Reverie

Genus: Ludus Oniricus · Class: Interactive Fiction · Year: MMXXIII

A winding narrative that coils through dream-logic corridors, where every choice splits the path like a forked tongue tasting the air. The player navigates a labyrinth of memories belonging to a creature that may or may not exist — each room a scale on its infinite body, each door a shed skin revealing something newer and stranger beneath.

First exhibited at the Digital Arcana showcase, where it was described as "a ouija board that answers only in poetry."

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Cathedral of Moth-Light

Genus: Atmosphaera Tenebris · Class: Exploration · Year: MMXXIV

An exploration game set inside a cathedral made entirely of living moths. The architecture breathes and shifts as the colony reorganizes, stained glass windows replaced by wing-patterns that filter bioluminescent light into kaleidoscopic projections on the nave floor. The player carries a single candle that both attracts and repels.

The moth-wing shader alone required 847 iterations. Each wing is procedurally unique.

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Wax Museum of Possible Futures

Genus: Simulacrum Temporis · Class: Puzzle · Year: MMXXV

A puzzle game where every figure in the museum is a wax sculpture of someone the player could become. Melting one reveals the future it contained — some beautiful, some terrifying, all irreversible. The museum curator speaks only in questions, and the heating system has a mind of its own.

Winner of the Imaginary Games Festival award for "Most Unsettling Use of a Thermostat."

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The Cartographer's Appetite

Genus: Terra Devoranda · Class: Strategy · Year: MMXXV

A strategy game about a mapmaker who eats the territories they chart. Each consumed region grants new abilities but distorts the map further — rivers run uphill, mountains flatten into seas, and the compass rose begins to spin. Victory means mapping the entire world before it becomes unrecognizable.

Playtested exclusively on paper before any code was written. The paper prototype weighed 3.2 kilograms.

The Workshop

MiRiS is a game-making circle devoted to the craft of interactive strangeness. We believe that games are the bestiary of the digital age — each one a creature with its own anatomy, behavior, and habitat. We build worlds that resist easy classification, experiences that lodge in the memory like half-remembered dreams.

Our workshop smells of solder and old paper. Our tools are compilers and colored pencils. Our monsters are friendly, mostly.

Here ends the catalog of known creatures.

New specimens are discovered with each passing season.

The bestiary is never complete,

for the world teems with undocumented wonders

and the margins of every map

whisper of territories unnamed.

Return when the ink has dried

and new monsters have been born.

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