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Mik - Legacy News

Mik 1.1.0 - 4 Year Anniversary

[p]Exactly 4 years ago, on November 1 2021 the first version of Mik(legacy?) released here on steam, beginning my long game dev journey. A game that started out as a bad side project of 14yo me is now finally nearing its completion (in the form of the new mik).[/p][p]Over these 4 years there have been 5 different iterations (read history here) of Mik, 2 different Steampages and thousands of players. Now with the ReRelease of Mik Legacy im finally able to properly update and support the game, so theres a new (small) update available now.[/p][p][/p][h2]Actual Changelog[/h2]
  • [p]Added PLIMBO in multiple places + some new lore[/p]
  • [p]Changed SFX processing[/p]
  • [p]Performance Improvements & Bugfixes[/p]
[p]Anyways THANK YOU for playing ! [/p][p]-Stefaaan!![/p]

Patch 1.0.1

Quick fix for some minor bugs and a major security flaw in unity itself.

Bugfixes:
  • Updated Unity Version, fixing a major security flaw in the engine revealed today
  • Fixed falling through world when loading level
  • Fixed falling through final elevator


- Stefaaan!!

Mik-Legacy 1.0

[p]Hi hello everyone. [/p][p]Over two years ago, I promised a rework to this game, and its finally time. Mik 1.0 is playable now for FREE. You can basically take this as an prototype / older version of the new Mik. (you should totally wishlist)[/p][p]Theres new levels, achievements and an entire OST.[/p][p]Watch the trailer here:[/p][previewyoutube][/previewyoutube]
Wha...
[p]t...actually is this version?[/p][p]This Mik version is the update I was developing and documenting through a few devlogs (on this steam page), originally meant to be... well an update. Eventually it morphed into its completely own game (the new Mik, on a different steam page) which I have been developing the past years.[/p][p]This version dates to late 2023 (a bit after the announcement of switching pages). Its basically an version of the game that I almost released but kinda killed off. You can basically take this as an prototype / older version of the new Mik.[/p][p][/p][p]Most of the content is the actual content meant to release as an update to this game, with the only exception being me polishing up the game, fixing bugs and creating and OST so I can properly release it and be done with it.[/p][p][/p]
Why...
[p]did you develop this? (and why was the game delisted?)[/p][p]Well like I mentioned I said that I would deliver an Update to this game so I kinda had to go through with it. I also want to just be finally "done" with this and not have an unfinished game with its own entire steam page nagging the back of my mind.[/p][p]The game was delisted after I moved the update to a new steam page to be its own game. Due to me not using Version Control back then (lmao), I essentially lost all access to project version which was released on steam, so I delisted it since I thought it was a bad game and I had no way off bringing bugfixes.[/p][p][/p][p]More info on the WHATS and WHYS and some behind the scenes stuff on this FREE patreon post [/p][p][/p]
Changelog
  • [p]Entirely new Game (3 Levels)[/p]
  • [p]New Achievements[/p]
  • [p]OST [/p]
  • [p]Uhhmmmm[/p]
[p]Since this IS the "1.0" release of the game, this will be the final content update of the game. Since I have the project files again I can actually update and maintain the game so there will be bugfixes and potential QOL changes, but I wouldnt get my hopes up.[/p][p][/p][p]Anyways thank you for reading and thank you for reading and supporting the game till now, even if it was (and maybe still is) MID[/p][p]-Stefaaan[/p][p][/p][p][/p]

State of the game + Sequel to this game

Heya gamers,
heres some more info about this game and the update that ive been developing:


[h2]State of the game[/h2]
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.


[h2]Mik (Sequel)[/h2]
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

Mik 0.5, Devlog 3

Heya!

[h3]Third Devlog![/h3]

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 Unity´s 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.

[h2] Seamless level transitions [/h2]

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)

[h2] Changes to Lighting and Occlusion [/h2]

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.

[h2] Main Menu changes [/h2]

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.

[h2] Even More Sounds & Music [/h2]

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.

[h3] Other notable changes [/h3]

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.
Some Indev Screenshots:

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