M I R I S  //  G A M E   D E V   C I R C L E

miris.monster

A maximalist vault of game development metrics, project bestiaries, and gold-framed data treasures.

Commits / month Releases Active devs
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The Bestiary // Project Vault

Click any card to flip and reveal its technical underbelly.

FEATURED // 2023

Goldspine Engine

C++  //  4Y  //  6 devs

An ECS-based 2D rendering engine optimized for procedurally generated bestiary scenes. 240k LOC, hot-reloadable, in-house tooling.

// TECH STACK

Internals

  • LangC++ 20
  • RenderVulkan + GL
  • ECSflecs
  • BuildCMake / Ninja
  • CIGitHub Actions
  • LOC240,418
  • Tests3,210
  • Coverage71.4%

click to flip back

// COMMITS / Q

Velocity

Q4-2023 high-water: 1,418

PROJECT

Hollow Forge

Roguelike // 2022

A pixel-precision roguelike with procedural biomes and a deterministic combat sim.

  • EngineGoldspine
  • Players12.4k
  • Floors
  • Buildv1.18.2
// DEVLOG #142

On Frame Pacing

Replacing wall-clock deltas with a fixed-step accumulator removed a class of physics rounding bugs and let us hard-pin sim at 120Hz while rendering free.

2026-02-04 // riku

// MAU

Player Curve

+18.2% MoM

// TOOL

vault-cli

$ vault build --release
[==>     ] linking goldspine.so
[====>   ] bundling assets (1.4 GB)
[======> ] signing manifests
[========] DONE 12.4s

internal // 2.7k installs

FEATURED // BESTIARY

Monsters of MiRiS

Catalogue // 412 entries

A living bestiary of every creature ever spawned in our games -- statlines, sprites, encounter rates, and the devlogs that birthed them.

  • Total412
  • Bosses28
  • Elites94
  • Common290
  • Tiers7
  • Biomes12
  • Sprites3,418
  • Variants11,902
// SKILL DIST

Team Radar

Avg. 4.2 / 5

PROJECT

Tessellator

Tool // 2021

A node-based shader graph editor that compiles to SPIR-V and HLSL.

  • TargetsSPIR-V / HLSL / WGSL
  • Nodes182
  • Users684
// FIELD NOTE
“A maximalist engine is just an honest one -- it refuses to hide the cost of beauty.”

--miris devlog #088

// LANGUAGE MIX

Codebase

  • C++46%
  • Rust22%
  • GLSL12%
  • Lua10%
  • Python6%
  • Other4%
PROJECT

Aurelian

RPG // 2024

A turn-based tactics RPG set across the gilded ruins of a fallen city-state.

  • Maps68
  • Units142
  • Hours~38
  • VO Lines12,840
// DEVLOG #146

Compile Times

Switched to unity builds + ccache; full-clean drops from 4m12s to 1m04s. The trade-off is a measurably worse incremental edit-compile-run loop, so we keep both modes.

2026-02-22 // anya

// PLATFORM

Targets

PC / Console / Mobile

// TOOL

forge.toml

[engine]
name    = "goldspine"
version = "4.2.1"
target  = ["pc", "switch", "ps5"]

[render]
backend = "vulkan"
hdr     = true
shadow  = "cascaded"

project manifest // 2026

PROJECT // 2025

Lampyr

Sandbox // co-op

A bioluminescent co-op survival sandbox. Procedural cavern systems, flashlight-as-currency mechanics, dynamic glyph language.

  • EngineGoldspine
  • LangC++ / Lua
  • Co-op2-6
  • Biomes22
  • BuildEA-0.7
  • Wishlist48,210
// DEVLOG #150

Notes from QA

The bestiary now properly enumerates summon variants. Boss arenas correctly preserve bestial state across saves. We are no longer haunted by ghost colliders.

2026-03-12 // qa-team

// COMMITS / DAY

Pulse

last 90 days

Gold-Framed Telemetry

Selected charts from the production dashboard. Hover for tooltips.

Build duration (ms)

Render budget (ms / frame)