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Mik Devlog 3
The last part of the Level 3 is finally finished and now the only thing left to do is to polish up the gameplay and add lore / sfx-![](https://clan.cloudflare.steamstatic.com/images/44485089/6084f197675da5a68c0f8c9b91929923f9c04511.png)
The last area is a large, open and almost completely empty room giving some scary vibes and should leave the player asking "what the fuck is this". Not sure yet what gameplay elements I should put there. Also the elevator to said elevator is now fully working and you can enjoy a nice longe ride (evangelion reference)![](https://clan.cloudflare.steamstatic.com/images/44485089/8f1b4ba4a063a8816b06ffc8e9845a280802a82d.png)
With the completion of Level 3, my current goal is to add a layer of polish to the first 3 Levels to make them playable, and more importantly reviable (Youtubers, Newspages etc..)
I have started redoing and polishing gameplay and design elements of Level 0. There have been some changes to the gameplay & puzzles but the most noticable things are the visuals:![](https://clan.cloudflare.steamstatic.com/images/44485089/dca683710c7aa192411120ab463537dd9a6e168e.png)
![](https://clan.cloudflare.steamstatic.com/images/44485089/9d6f0d4226118aabb0a66f1adb0b997a10ff5406.png)
![](https://clan.cloudflare.steamstatic.com/images/44485089/07cfb7a6e7055ffccac89b0a026b46384c33ab94.png)
One of the most important things for a game is the sound design. There is now a wider variety of sounds which are placed around the world.
A cool little effect to make the game look better is Lens Flare & Lens Dirt. Every object in the game with any Luminescence will have this effect applied to the player camera:![](https://clan.cloudflare.steamstatic.com/images/44485089/b4f053ce208f288042df23464d5413c7e56b1e30.png)
Some lights which should be highlited for their brightness / importance will have this effect applied.![](https://clan.cloudflare.steamstatic.com/images/44485089/032ae95fb63a4f00b5579b05ffa6ad9b4ba752b7.png)
Continued working on writing and implementing the lore in the game trough PC screens, easter eggs and notes.
Along with polishing I started doing some general optimisation for the game. Im far from done since I have a lot of other stuff written down to do (like FSR & DLSS) but the most important ones are in the game now (wont bore you with the details tho) [previewyoutube=ZpxPQtn_6DU;rightthumb][/previewyoutube] [olist] GPU instancing
static batching
vfx occlusion
prebaked mesh collisions
[/olist]
Thats it with this Devlog.
Follow me on Twitter for more sneak peaks and information around the game.
https://www.twitter.com/@stefaaan06
[ 2023-11-01 14:43:44 CET ] [ Original post ]
Heya! Its the 1. of the Months so its time for another Mik Devlog! Theres been a lot of progress this Month so stay tuned
Level 3 finished
The last part of the Level 3 is finally finished and now the only thing left to do is to polish up the gameplay and add lore / sfx-
![](https://clan.cloudflare.steamstatic.com/images/44485089/6084f197675da5a68c0f8c9b91929923f9c04511.png)
The last area is a large, open and almost completely empty room giving some scary vibes and should leave the player asking "what the fuck is this". Not sure yet what gameplay elements I should put there. Also the elevator to said elevator is now fully working and you can enjoy a nice longe ride (evangelion reference)
![](https://clan.cloudflare.steamstatic.com/images/44485089/8f1b4ba4a063a8816b06ffc8e9845a280802a82d.png)
Level 1 polishing
With the completion of Level 3, my current goal is to add a layer of polish to the first 3 Levels to make them playable, and more importantly reviable (Youtubers, Newspages etc..)
- level design
I have started redoing and polishing gameplay and design elements of Level 0. There have been some changes to the gameplay & puzzles but the most noticable things are the visuals:
![](https://clan.cloudflare.steamstatic.com/images/44485089/dca683710c7aa192411120ab463537dd9a6e168e.png)
![](https://clan.cloudflare.steamstatic.com/images/44485089/9d6f0d4226118aabb0a66f1adb0b997a10ff5406.png)
![](https://clan.cloudflare.steamstatic.com/images/44485089/07cfb7a6e7055ffccac89b0a026b46384c33ab94.png)
- sound design
One of the most important things for a game is the sound design. There is now a wider variety of sounds which are placed around the world.
- lens flare & lens dirt
A cool little effect to make the game look better is Lens Flare & Lens Dirt. Every object in the game with any Luminescence will have this effect applied to the player camera:
![](https://clan.cloudflare.steamstatic.com/images/44485089/b4f053ce208f288042df23464d5413c7e56b1e30.png)
Some lights which should be highlited for their brightness / importance will have this effect applied.
![](https://clan.cloudflare.steamstatic.com/images/44485089/032ae95fb63a4f00b5579b05ffa6ad9b4ba752b7.png)
- lore
Continued working on writing and implementing the lore in the game trough PC screens, easter eggs and notes.
optimisation
Along with polishing I started doing some general optimisation for the game. Im far from done since I have a lot of other stuff written down to do (like FSR & DLSS) but the most important ones are in the game now (wont bore you with the details tho) [previewyoutube=ZpxPQtn_6DU;rightthumb][/previewyoutube] [olist]
[ 2023-11-01 14:43:44 CET ] [ Original post ]
Mik
Stefaaan
Developer
Stefaaan
Publisher
2024
Release
Game News Posts:
11
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
🕹️ Partial Controller Support
🎮 Full Controller Support
No user reviews
(0 reviews)
Mik is a story-driven and fast paced first-person platformer game in which you explore a detailed and interactive abandoned facility. Run along walls, jump over cliffs and learn more about Revelo Robotics' past.
The gameplay includes
- Wallrunning
- Jump & Run
- Puzzles
- Interactive objects & screens
Special features
- Single player story
- Detailed and immersive levels
- Fast gameplay
- Steam-Achievements
- Statistics & Leaderboards
- Interactive world
MINIMAL SETUP
- OS: Arch/Ubuntu 11
- Processor: i7-7600kMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: GeForce GTX 1660
- Storage: 5 GB available spaceAdditional Notes: May change as development continues
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