Mik-Legacy is a short atmospheric parkour game - a prototype that laid the groundwork for Mik. This is the original version that was meant to release but morphed into the "new" Mik.
Set in an abandoned facility, you’ll chain together movement as you explore empty halls and forgotten spaces. There is no one left around, only the silence of a world that has already passed.
Features
Short but complete standalone experience
Linear, atmospheric levels to explore
Parkour across the remains of an abandoned world
This is an unpolished & short prototype.
Heya gamers,
heres some more info about this game and the update that ive been developing:
State of the game
This steampage will be temporarily be hidden for discovery, but you will still be able to play, download and share the game.Why is that?
Ive lost the old source files for this game, so i cant really update/support it anymore, and im not really satisfied with the current state of the game.
While i do plan to rebuild the game from ground up and then update it, for now it will stay hidden until im finished.
Mik (Sequel)
Now, the Update which i have been developing for the past year, turned out to be a completely different game so i will release it as such. It will be a sequel to this game and have a much different artstyle.You can wishlist it here: https://store.steampowered.com/app/2547010/Mik And watch the trailer here: https://www.youtube.com/watch?v=HTV51gST5m0
Anyways, thats it from me.
For more updates on the development process follow me on Twitter: https://twitter.com/Stefaaan06
Heya!
Third Devlog!
The Past few Months have been full of progress again, and there is not much left to completing the Update! All the mechanics and systems are finished and only the levels are left to make!
Anyways, here is a summary of my progress:
Dynamic Level Loading
The game is now using Unitys addressable System. It allows for loading parts of the level dynamically, meaning that not the whole level is loaded at once. While progressing the level future parts are loaded and past parts are unloaded which uses way less Computing Power and RAM.
Seamless level transitions
The transitions between 2 levels are now seamless, meaning that you will not be sent to a loading screen but continue playing normally without noticing the loading in the backround.

(you go in one side, the previous level unloads and the new level loads and you go out the other side without noticing anything)
Changes to Lighting and Occlusion
I have fine-tuned the Occlusion system so it works better and more efficiently. The Game now also uses Realtime Lightmaps meaning that it is now a mix between Realtime Lighting and baked Lighting, which still allows for shadows but also better performance.
Speaking about performance...
More Performance Updates
I have finished reworking all of the code to make it more efficient and readable (documentation). I also reworked all of the colliders. Previously, for example a wall, was made out of multiple small colliders which put more strain on the PC because it had to calculate collision for each collider. Now Walls, Floors, and other things that connect to each other use 1 Big collider which is more efficient.
Main Menu changes
I have finally added a options menu (with cool animations) which currently supports volume changing as well as graphic levels, but i plan on expanding it in the Future.

To the right you can also see a Radio which displays the currently being played song as well as the progress to it.
And finally when when starting a level from the main menu the music now fades out smoothly.
Even More Sounds & Music
The player now has 50 Different sounds for footsteps for 5 different surfaces as well as collision sounds for the Player and Objects with Rigid Bodies .
There are also some new Music and ambiance tracks added to the game.
Other notable changes
Many Objects have more accurate hitboxes now and use LODs (level of Detail, detail of the object changes at further distance).
A big part of my work was fixing a lot of new (and old) bugs, the only notable one for you would be:
after crouching under an object you now automatically uncrouch when its possible.
I have added some new Models to the game and detailed the first level more which is now almost done.
[strike]Some Indev Screenshots:[/strike]


Now, the only things that are left to do is adding steam cloud support (which will be easy) as well as creating the levels (which will be hard). Ill plan the levels out more this time, meaning that I actually think about what to place where to get some actual good level design done.
-Stefaaan, planning to release the Update soon
Heya!
Second Devlog!
After some time, I have decided to post another devlog about all the progress I have made in the past months (which is actually a lot). You can see all of the new Stuff in a short preview Video linked below. Ill probably forget a lot but here are the most important ones:
New Main Menu
I made a completely new Main Menu, which now fits the theme of the game more, and also integrates Steamworks. Meaning that you can now for example see your achievements, stats and username in the ingame menu, I plan to add more Steamworks integration with for example global leaderboards and things like that.
On top of that I have also reworked the animations, which are now typing animations & highlighting which should work without any issues. I also reworked the general structure of the menu, making it more simple. You can see for yourself in the Preview Video i linked at the bottom!
Loading Screen
I have now added a loading Screen which comes up... well when loading a new Scene. It is also quite simple, just showing the loading progress and a text saing "loading".

(A lot of) New Models!
I have added a lot of new Models to decorate the scenes more. There isnt much else to say so see for yourself:[




Object Pickup
You are now able to pick up basically any Object object you see. This also means that now most Objects have [u]rigidbodys[/u] (aka they use Physics), meaning that you, and other Objects can Interact with them.
Lighting, Effects & Post Processing
I made some more tweaks to the Post Processing to fit the Atmosphere more. I have also added shadows like you have seen in some pictures. (you will be able to turn them off for Better Performance). And last but not least there are some more Particle effects like leaking gas and dust which you can see in the preview Video.Game optimisation
Like previously mentioned you will be able to change some stuff in the Settings so the game doesnt run so performance heavy.I have made a lot of changes to the hitboxes of Objects, to make them just basic shapes and not complex ones which lower the performance significantly. I have also reworked (and documented) all my Code, to work more efficiently.
Sounds & Music
A large part of what ive been working on is Sound Effects and Music! There are now 10+ tracks that switch during Playtime.There are also new, dynamic, Footsteps for different Surfaces. Meaning there are different Sound being Played for different Surfaces you walk on.
I also added an ambience sound system, randomly playing Sound (like the Minecraft Cave Sounds) and different rooms also have different ambiences.
And lastly there are generally more sound effects for leaking gas, water etc.
What Im currently working on is Sound effects for Object collisions, which you can partially see (hear) in the Preview video.
new Player menu
There is also a new Player menu following the style and animations of the Main menu.
Bugs Bugs Bugs...
Since the entire old code and scenes are basically gone now, you could say that all the old Bugs are gone, but obviously there were... a lot... of new ones.The biggest change that will affect you is that I fixed the incredibly buggy crouching (for example you could "teleport" yourself trough objects if you Uncrouch right below them).
This is it for today! Obviously this is just the tip of the Iceberg and the actually finished/showable stuff, meaning that next time (I dont know when yet), youll probably see some more new Stuff!.
For the release date of the new Update, I can say that it will most definitely come this year, and I aim for releasing it before or during the summer vacations but Ill make no promises.
Anyways, here is the Preview Video:
-Stefaaan, hoping to continue working on the game
Heya!
First 0.5 Devlog!
This is the first of a few Devlogs I plan to make until the actual Update releases to keep track of my work, keep you guys engaged and I just feel like doing it.
I made a lot of progress during the last few weeks, as well as before that so Ill try to list most of the important things.
Sounds,Music&Ambiance!
Something that the game has been lacking for a long time is actual sounds in the game! In the last Update I did introduce music and various other sound effects for the main menu but that was it. No walking sounds, no ambiance... just a blank computer generated voice (which will be changed as well)
Now we do have that kind of stuff (well most of it). I added:
-walking sounds (normal, In water and while crouch-walking)
-jumping sound
-a looot of ambiance sounds
-multiple ambiance sounds that play randomly throughout the game
Tho obviously we still need sounds while sliding, at high speeds and various other sounds which I will probably implement at some point.
I sadly cant embed sound files into steam, but at some point there will be a video about the new features.
Lighting,Rendering&Performance
I have once again tweaked the lighting a bit, which makes the game a bit more spooky but also gives it the "destroyed facility" vibe for which Im now going, instead of a more portal like game. The scenes are darker now and the lighting comes from actual game objects like light bulbs instead of some invisible source.
I also tweaked the post processing values a bit so it once again gives more of a "destroyed facility" vibe.
Picture of new lighting&Post processing:

I also added something called "Occlusion Culling" to the game which increases the performance drastically. It basically makes that the game only renders what you can actually see. Meaning that for example a room locked behind a door, is not rendered anymore.
If you dont understand it just look at these pictures:
Before Occlusion Culling:

After Occlusion Culling:

(please note that the scene in the pictures is not an actual finished level, just a testing scene.)
For better performance, I also removed most mesh colliders from the game and replaced them with box colliders because they were dragging the performance down a lot. You may ask yourself what a mesh collider is, and it basically is that the entire actual surface of an object is a collider. This uses a lot of processing power and is not really useful for the game either because you dont interact with the objects a lot. I replaced them with the box colliders which are just a large box around the object, which does not change the gameplay at all. (objects like vents keep their mesh colliders so you can crawl trough them).
And finally, for better performance as well, I limited the Fps of the game so the game does not try to use as many as possible.
Movement&Camera Shake
I once again rewrote some of the movement code so you can now walk while being crouched. I also made the player a bit heavier because the jumping felt off.
Another thing that the game lacked, was camera shake, which I also added.
Currently there are 3 different versions for when you:
jump
walk
and walk while crouching.
but the potential is endless and I will surely use it for other situations as well.
MainMenu animations and other stuff
I have added animations to the Main Menu as well as the scene which comes up when you start the game (which I reworked completely as well). In the Main Menu, there is a level selector now.
There are also a lot of new props and models for the game and I plan to make the game generally way more detailed(like in level 4).
I also rewrote some old buggy scripts and generally re-organised my unity workspace, but this does not really affect you.
I probably forgot some stuff I did a long time ago but I did not publish back then.
I hope to be finished with the new game mechanics in 1-2 weeks so I can start redoing the whole of chapter one.
Ill post another Devlog next week, if you have any questions about the new content ,about any of the code or want to make a suggestion, feel free to write a comment!
-Stefaaan, actually active again.
Surprisingly, this game is actually popular. wow. We still get new Players, Reviews and even Videos so i decided to come back from the dead....
Many of you are asking: "Stefaaan, when will you finally release a new update for Mik". I cant lie that I havent done too much programming for it but i do have some unreleased stuff like general polishing and a LOT of optimisation since the game is running quite badly. I planned to release the stuff with a compelte overhaul of the first chapter (cus i dont like it, and i made it a loong time ago [my skills have increased]).
So here is a question for YOU:
Should i release the stuff i currently have? It would take some time because i am on vacation and i would still like to add some stuff like actual sounds and some other polishment.
Or should I wait and release everything in a big update which includes an overhaul of the complete first chapter.
Let me know your opinion by writing a comment.
Thanks for reading trough this,
-Stefaaan, Sole Developer of Mik, back from the dead.
All achievemnts work now!
Achievementes fixed. You can now actually get them.
Another Day another..... UPDATE?
Yep im actually doing stuff, heres a little update which should have come later but there were 2 major bugs i had to fix.
Features:
SOUND.
Yes you heard right, i started adding sounds.
For now there are sounds in the main menu (+ music =0)
I actually have a lot of unused sounds in the game files but i had to make the update now because of the following bugs....
Bugfixes:
There is light in the start szene.
You can now respawn if you die.
After sliding you will no autmatically uncrouch.
Thanks for all the support we have [u]9.500[/u] downloads now!
Stay tuned for the next update! (which will be sound and polishing)
yall thought that i was gone didnt ya?
But i actually did a [u]bit of work[/u](but i also didnt do anything for a few months)
The only reason the update didnt come sooner is because of ONE BUG on which i literally have been working FOR MONTHS.
Anyways heres the change log (a lot of stuff is missing since i did it a loooong time ago and forgot it)
Content:
New Start Szene with cool jokes n stuff.
New Main menu (it took VERY long to make and is a part of the new levels which are sadly not yet in the game)
Crouching and Movment completly reworked( you should only feel a change while crouching)
Crouching is now with [ C ]
Some small aditions to all levels
Bugs:
Crouching detection reworked (you cant glitch out of the world anymore)
Better jump pad detection(they sometimes didnt work)
Various other bugs fixed which i dont remember.
Have fun with the new update. There wont be a new one for a long time (:
NEWS
Yes, i am still alive and I was not eaten by some brain eating slug.
The past weeks i didnt develop the game much apart from a few bugfixes and changes but i recently got motivation again to do something. I am currently working on 0.4.1 with Polishing,Bugfixing and a new Chapter. Dont expect the update to come soon because I still have [u]school[/u] and a single level takes at least a day to make.
I am also thinking about making a mobile game just because,,,, i can.
Also the discord server has been deleted and theres not going to be one in the near future so feel free to make one if you want.
We also hit 8.500 downloads, which is a reallllly big number so thx for that.
Mik 0.4.0.3
Features
A Secret changed and moved a bit.
End of level 4 reworked.
Bugfixes
Jumppad detection now works better.
You cant be launched into the stratosphere anymore.
Starting in the wrong menu bug fixed.
Mik 0.4.0.2
Features
You can now change the mouse sensitivity in the options menu.
1 new secret.
Bugfixes
Cant glitch out of world in level 4 anymore.
Mik 0.4.0.1
a smaller updateFeatures
Timer!
End of level 4 changed.
Bugfixes
Cant glitch out of the world in level 2 anymore.
Collision detection for jumppads now works better.
MIK 0.4.0 is here
with tons of features bugfixes levels and more!Changelogs:
[b]Features:[/b]
Chapter 1 intruduced:
6 levels(without introduction and toturial)
Some new secrets
ALL LEVELS HAVE BEEN COMPLETELY REWORKED AND 2 MORE ADDED.
2 New Achievments! with achievment art by toewl
all old achievment have new achievment art by toewl
UI design reworked.
Main Menu scene changed a bit.
Main Menu changed a bit.
Retry button added in pause menu.
smoooooooth animations added for main menu/pause menu
New game launcher icon(thx to toewl)
Bugfixes:
Cant use Pause Menu in the first seconds of the game: fixed
MOVMENT REWORKED(again lmao):
You cant get out of bounds.
When walking against walls gravity will not be ignored anymore lol.
some hiboxes changed so you dont get stuck that often
Better detection for what is gorund and not.
Better collision detection at high speeds
Store Page:
New description.
New screenshots.
New logo, backround and stuff like that(thx to toewl)
Plans for future updates
next update is going to be bugfixes for all the new bugs and maybe some quality of life features
like a much requested timer!
I hope yall have fun with the new update!
LET THE SPEEDRUNNING BEGINN
(oh and thx toewl for all the game art)
Mik 0.4.0 news
Mik 0.4.0 will release on 5.12.2021
The features will be a finished chapter one with 6 levels(without the toturial).
All movmement related bugs fixed(which are really a lot)
Audio bug fixed.
New storyline implemented in chapter 1.
Various other bugs will be fixed.
[u]The actuall things that will release will be in the Mik 0.4.0 changelogs.[/u]
If you want to help finding bugs/add ideas to the game or just chill join my discord:
https://discord.gg/UNUSWHC6M8
Mik 0.3.9.1 Hottfix
Features:
Minor Main-Menu changes
You can now skip the toturial.
Bugfixes
Loading/Saving bug fixed.
Grappling hook not working fixed.
Mik 0.3.9
[u]Featues:[/u]
Level 0 comepletly reworked
New level 1( its a toturial)
Wall-textures reworked
Main menu camera-movment added
[u]Bugfixes:[/u]
Level saving now works corretly.
Cant get out of bound in Level 5
[u]News:[/u]
We now have a story with 11 Chapters with each 6 levels.
Oh and we hit6000 downloads so thx to everyone who downladed.
Join our discord to give suggestion,report bugs or just have fun: https://discord.gg/HmtuaSRSgF
Mik 0.3.8
Features
Level 4 completly reworked
Bugfixes
Cant look trough walls anymore.
Cant glitch trough bottom.
If you find any bugs come on my discord and tell me: https://discord.gg/bvmuqdaS
Mik 0.3.7
Features:
You can now actually mut/turn the volume of the robot down.
Bugfixes:
[u]Jumping[/u]: You can jump more
This is a really small update but new content is comming soon!
Mik 0.3.6
Features
-Grappling guns
-Level 4 reworked a bit
Bugfixes
Crouching bug fixed.
You cant glitch out of the map anymore.
smoother sliding/walking
Minimum Setup
- OS: Ubuntu 20.04
- Processor: Intel i5-6600kMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GTX 1050
- Storage: 8 GB available space
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