miris.dev

game making circle — technical portfolio

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project archive

PRJ-001 active

Abyssal Engine

Custom 2D game engine built with Rust and WebGPU. Real-time fluid dynamics simulation for underwater environments.

lang: rust / wgsl build: v0.4.2-alpha fps: 120 target
engine rust webgpu
PRJ-002 active

Drift Protocol

Multiplayer exploration game set in procedurally generated ocean trenches. Atmospheric survival with bioluminescent flora.

engine: abyssal v0.3 net: webrtc p2p players: 2-8 coop
game multiplayer procgen
PRJ-003 complete

Sonar.js

Audio visualization library that renders sound as sonar-style wave propagation. Used in three shipped game projects.

lang: typescript size: 4.2kb gzip deps: 0
library audio typescript
PRJ-004 active

Pressure Maps

Tile-based level editor with pressure simulation. Design underwater caves with realistic water flow and current systems.

lang: c++ / lua tiles: 128x128 max sim: realtime
tool editor simulation
PRJ-005 in dev

Hadal Zone

Single-player horror descent into the deepest ocean trenches. Psychological pressure mechanics and adaptive AI creatures.

engine: godot 4.3 target: pc / steam eta: 2026 q4
game horror godot
PRJ-006 complete

Benthic Shader Pack

Collection of 24 underwater shaders for Unity and Godot. Caustics, volumetric fog, bioluminescence, and depth-of-field.

format: glsl / hlsl shaders: 24 license: MIT
shaders unity godot

tech stack

languages

  • Rust
  • C++
  • TypeScript
  • GDScript
  • GLSL/WGSL

engines & tools

  • Godot 4
  • Custom (Abyssal)
  • Blender
  • Aseprite

specializations

  • Fluid Simulation
  • Shader Programming
  • Procedural Generation
  • Netcode / P2P

about miris

MiRiS is a small game making circle focused on underwater and oceanic experiences. We build engines, tools, and games that explore the deep -- both technically and thematically.

Founded in 2023, the circle operates as a distributed collective of developers, artists, and sound designers united by a fascination with abyssal environments and the technical challenges of simulating them.

Every project begins at depth. We believe the ocean is the last great frontier for interactive media -- and we're building the technology to explore it.

6 active projects
24 shaders published
3 years deep
2048m max depth reached

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