CHAPTER 0 — THE SUMMONS

Cross the threshold into the MiRiS quest.

A wandering anthology of game demos, half-remembered narratives, and interactive chambers from the MiRiS circle. Each panel ahead is a waypoint. Every scroll, a step deeper.

Consult the Archive
0 Chambers
0 Chronicles
0 Wanderers
I

The Chronicles

Demos and narrative previews from the wandering circle.

I CHAPTER · ONE

Pale Cathedral

A side-scrolling memory played in moonlight. Walk the colonnade where every footfall summons a different verse. The cathedral answers in chimes, in echoes, in unfinished prayer.

2D · Atmospheric Demo · 12 min
N 51° 30' · MIRIS-001 Enter chamber →
II CHAPTER · TWO

The Glassblower's Hour

A puzzle of breath and refraction. You are given a furnace, a pipe, and one question: what shape does the morning take? Solve with light, then live inside what you made.

Puzzle · Vignette Demo · 22 min
N 47° 22' · MIRIS-014 Enter chamber →
III CHAPTER · THREE

Ferrymen of the Long Lake

A dialogue-only RPG aboard a barge that never reaches the far shore. Listen well — a passenger who tells the truth changes the current. By dawn, you will know which of you is dreaming.

RPG · Dialogue Preview · 35 min
N 60° 11' · MIRIS-027 Enter chamber →
IV CHAPTER · FOUR

Vespers Among the Antennae

A radio simulator set on a hill of derelict towers. Tune by feel. Some signals are voices, some are weather, some are answers to questions you have not yet asked.

Sim · Audio Demo · 18 min
N 39° 48' · MIRIS-031 Enter chamber →
II

The Bestiary of Modes

Encounters that recur in MiRiS works — figures, weathers, instruments.

The Climbing Mode

Vertical traversal, indifferent to story. Rungs hum when used.

The Lantern Moth

Appears at thresholds. Its dust marks save points.

The Vesper Bell

Rings between scenes. Its echo is a passable wall.

The Drifting Atlas

A map that updates only after you have already arrived.

The Pipework

A chord of unequal pipes. Pressing one alters the weather.

The Watchful Hour

A timekeeper with no hands. It sees you finish, never start.

III

The Archive

A reading-room for old builds, soundtracks, and field notes.

  • B·001 Pale Cathedral — Vespers Build 2024 · IX · 14 PRESERVED
  • B·014 Glassblower's Hour — Furnace Patch 2024 · XI · 02 PRESERVED
  • B·022 Long Lake — Ferry Cut 2025 · I · 19 DRIFTING
  • B·031 Vespers Among Antennae 2025 · III · 03 PRESERVED
  • S·004 Cathedral Suite — for organ & tape A · 4'21" FOUR MOVEMENTS
  • S·011 Furnace Hymns — first & second breath A · 7'08" TWO MOVEMENTS
  • S·019 Lakewater Counterpoint A · 12'47" FIVE MOVEMENTS
  • N·002 On the use of moths as save tokens essay · 6 pp OPEN
  • N·007 Why the lake never narrows essay · 11 pp OPEN
  • N·012 A ladder is a small religion essay · 4 pp SEALED
  • E·001 Cathedral Suite — third movement reversed in error 2025 · II · 12 CORRECTED
  • E·004 Atlas marker MIRIS-027 misnumbered as MIRIS-072 2025 · IV · 02 CORRECTED
  • E·009 Lantern Moth incorrectly listed as nocturnal 2025 · IV · 18 PENDING
FINAL · WAYPOINT

Take the Wanderer's Oath

Leave a name at the threshold and the next chamber will know you were here. We send no mailings. We keep no maps of you. We only remember.