// MiRiS game making circle

miris.dev

A submerged developer atelier. Game projects float in cyan-tinted depths, where caustic light spills across the workbench and every panel of frost glass holds another specimen of work-in-progress.

depth-148.32m pressure14.74 atm salinity3.51 % build2026.05.06

Specimens / Portfolio

Each cell a window into a project from the workshop. Drift the cursor across the grid — cards respond to the current.

01 SHIPPED

Abyssal Cartographer

Procedurally-generated underwater exploration roguelike. Volumetric fog, bioluminescent flora, caustic shaders.

engine
Godot 4.3
build
v1.07.2
commits
1842
02 ALPHA

Hydrostatic

A puzzle game built around fluid simulation. SPH particles, real-time refraction, magnetic interaction.

engine
Bevy 0.15
build
0.4.1-a
commits
703
03 LAB

Caustic Renderer

Open-source caustic light pattern generator for game engines. SVG feTurbulence + WebGL pipelines.

license
MIT
build
0.9.18
commits
421
04 SHIPPED

Pelagic Notes

Audio-reactive ambient generator. Drift-based melody composition for indie game soundtracks.

engine
Web Audio
build
v2.10.0
commits
1209
05 ALPHA

Trench Protocol

Asynchronous multiplayer messaging system for slow-paced strategy games. WebRTC mesh, low-bandwidth.

stack
Rust + WS
build
0.6.0-a
commits
588
06 LAB

Frost Atlas

Tooling for translucent UI atlases. Auto-generates frost-glass panel sets at design-time, exports to engines.

license
MIT
build
0.4.7
commits
312

Research Log

  • 2026.05.04 Caustic Renderer 0.9.18 — refraction stability fix for shallow tiles.
  • 2026.04.21 Hydrostatic alpha gate cleared; SPH solver now under 4ms per frame on M-class.
  • 2026.03.30 Abyssal Cartographer dispatched build v1.07.2 with bioluminescent flora pass.
  • 2026.03.12 Pelagic Notes integrated into two external indie soundtrack pipelines.

Workshop Coordinates

Find MiRiS in the open. Pull requests, demo reels, and project briefs surface here first.