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Devlog 16 - New Stuff?

[p]Its time for another bi-monthly devlog!![/p][p]Reception on the new shorter devlog style for the last one was good so ill try to keep the yap as little as possible, especially since lots of stuff happened in the time since the last devlog. [/p][p]Mik became FOUR years old, it hit 10,000 wishlists (18,000 now THANK YOU), but the most important one is the:[/p][p][/p]
Demo release!
[p]In total there were 5,887 unique players which averages out to ~110 per day! I think sentiment on the demo was pretty good but theres still a lot of work to be done to properly finish & improve it for the final release. Im really grateful for all the support and attention the game got[/p][p][/p][p]While Update 0.3.5 should come soon I am focusing on working on new Content for the game for a final release, but the road there is still long. Im thinking about a 2026 release (JUST SPECULATION)[/p][p][/p]
New Environments
[p]I talked a bit more extensively about it on this patreon post if youre interested[/p][h2]"The Flip"[/h2][p]The FIRST new area im showing (the name is just a placeholder). [/p][p]Ive also figured out how to properly add clouds that dont suck (for the most part) which really drive home how far up this place is - and how large the "room" is.[/p][p][/p][p]This area runs surprisingly well (for now) as I did the oldest gamedev trick ever to reduce poly count: LODs. Or rather the distant buildings are simply a super simplified version which i procedurally placed with Geometry Nodes in Blender.[/p][p][/p][h2]"The Bottom"[/h2][p]The names are getting more creative...[/p][p][/p][p]This place has the new clouds as well, and is very inspired by the game "Metal Garden". I really liked the concept of seeing the roof of the giant room youre in but it was a challenge to convey the scale and size correctly.[/p][h2][/h2][p][/p][h2]New Areas For Demo:[/h2][p]The last devlog was before the actual demo release, so ill just put the new areas i didnt cover last time here:[/p][p][/p][p]Containers rework (more RED) [/p][p]Im aware that it has some issues with not knowing in what direction to go so im working on fixing that somehow..[/p][h2][/h2][p]BIG secret (very hard to find): [/p][p][/p][p]Reworked an older secret (decently hard to find but i made it a bit easier):[/p][p][/p][p][/p]
Polish, Performance and Everything Else
[h2]New Interactions (?) [/h2][p]You will be able to drink out of NASTY (and get drunk) as well as smoke[/p][previewyoutube][/previewyoutube][p][/p][h2](not) an Aerial Faith Plate[/h2][p]modelling pistons is surprisingly hard (or im just bad)[/p][p][/p][p]Its a launchpad which can launch you and other objects in the air. Idk why i didnt think of adding this sooner since its a no brainer for a platformer but i do hope to differentiate it from portal 2 with gameplay a bit.[/p][p]I cant upload videos here so join the discord to watch a showcase (it has cool dynamic music)[/p][p][/p][h2]Polish[/h2][p][/p][h3]Better Leaves[/h3][p]Barely noticeable but they are not as GREEN anymore and seem to be infected/decaying/alien or whatever you want to interpret into it[/p][p][/p][h3]Better Controller Behaviour[/h3][p]Especially for menus.[/p][p][/p][p][/p][p]..and tons of other improvements and changes driven through all the kind people who gave feedback and reported bugs![/p][p][/p][h2]Performance[/h2][p]In every update the demo has received there was some kind of performance improvement, and with all the previous stuff id say its in a pretty good place. Im still planning on improving the "outside" areas so it can hit more than just 60fps on steamdeck (with decent settings). Here is a rundown on some of the performance improvements:[/p]
  • [p]Shaders now preload[/p]
  • [p]Major stutter reductions during gameplay[/p]
  • [p]Build size reduced from 7GB -> 5GB (also lowering memory usage)[/p]
  • [p]Lighting optimisation across multiple scenes[/p]
  • [p]And obviously the fixing of the major performance bugs in some of the scenes[/p]
[p][/p][h2]Bugs[/h2][p]I wont even bother compiling them cus nobody cares but there were a LOT[/p][p][/p][h2]Localisation[/h2][p]With the help of all the translators (thank you!!) im nearly ready to get some test builds out in new Languages, mainly meant for "Playtesting" and getting some general feedback. For the full game release im hoping there to be a few languages finished and properly implemented.[/p][p]Theres also new systems in place like a central Language Manager (instead of my previous sloppy code), new Fonts for different writing systems (only Cyrillic for now) and Text automatically rescaling itself if the text would overflow (due to translations sometimes being longer).[/p][p][/p][p]If youre interested in helping with translations (or organising would be a big help as well) you can apply here: https://forms.gle/YkeYGxJatGV9XQBv7[/p][p][/p]
Other Stuff
[p]Something i forgot to mention in the last devlog is the re-release of the precursor to Mik: Mik Legacy[/p][p]Its basically one of the older versions of Mik that got scrapped, but for the full story read this post [dynamiclink][/dynamiclink][/p][p][/p][p]Anyways thank you for reading, playing and all the support[/p][p]-Stefaaan!![/p]

0.3.4 Patch 1

[p]You might have noticed that the game was still on 0.3.3, even after the 0.3.4 update. This was because of a major game breaking bug that led to me backtracking the game to an older version. This small Patch should fix it, along with some other minor changes and optimisations.[/p][p][/p][h3]Changes[/h3]
  • [p]Slightly increased quick restart time[/p]
  • [p]fix accidental quit to menu when dying[/p]
  • [p]Update volumetric lights backend [/p]
  • [p]Timer stops at end of level 2 instead of continuing until death[/p]
[h3]Optimisations[/h3]
  • [p]Shaders preload now (the first seconds of the game might be more laggy)[/p]
  • [p]main menu optimisations (the image pixelation effects were expensive)[/p]
[h3]Bugfixes[/h3]
  • [p]Minor timer related fixes[/p]
  • [p]Fix game breaking bug relating to volumetric lights not working and appearing as purple.[/p]

0.3.4 - Polish & Bugfixes

[p]Another small-ish update to the game. All major problems should hopefully be fixed now, along with some QOL and Polish changes. [/p][h2]Changes:[/h2]
  • [p]Improved Liquid shader[/p]
  • [p]Reverb now transitions smoothly [/p]
  • [p]Slightly delayed starting Voiceline for a THREE seconds[/p]
  • [p]New audio processing for dialogue (sounds more like its coming from a speaker, also quieter in general)[/p]
  • [p]Moving Platforms have better SFX now[/p]
  • [p]Subtitle toggle is "live" now (you can toggle it on and off while a subtitle is being displayed)[/p]
  • [p]Visual fixes / Polish across all scenes[/p]
[h3]Optimisation[/h3]
  • [p]Less stutters during gameplay[/p]
[h2]Bugfixes[/h2]
  • [p]Fixed bugged / corrupted lightmaps in a few areas[/p]
  • [p]Fixed multiple occlusion problems.[/p]
  • [p]Fixed some LOD issues[/p]
  • [p]Fixed bugged secret[/p]
  • [p]Fixed bug with area overlap in Final areas of the game[/p]
  • [p]Fixed visual glitch with bottles[/p]
  • [p]Fixed not selectable pause menu items[/p]
  • [p]Fixed stuck with saving icon[/p]
  • [p]Fixed camera FX not playing when activating statue[/p]
  • [p]Fixed Volumetric Lights not updating properly when switching to and from High / Medium setting.[/p]
  • [p]Fixed sliders in pause menu not visible when dying[/p]
  • [p]Fixed weird controller navigation[/p]
[p]-Stefaaan[/p]

4 Years of Mik

[p][/p][p]Special announcement time...[/p]
4 YEARS OF MIK
[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 (somewhat). [/p][p]Over the course of 16 Devlogs on this steam page, 3 Devlogs on the Mik legacy steam page and various other posts I (badly) documented the long development for this game. The current version of Mik has been in development for about 1.5 years, the previous years being used on the multitude of other iterations Mik had(read the mik history here).[/p][p]In total there were 5 different version of Mik, one of which is still available here on steam. The release date doesnt match the actual date which this was developed (2023). Its all uselessly complicated so either read the full mik history or this shorter post: [dynamiclink][/dynamiclink][/p][p][/p][p][/p][p]-Stefaaan!![/p]

0.3.3 - Polish, Bugfixes, Performance

[p]Hi hello again - thank you everyone who played the Demo and left feedback and reported bugs, Ive been working on fixing the majority of issues in this patch. [/p][p]I will continue updating the demo to fix major bugs, but I will start focusing the majority of my dev time towards finishing the game and adding actual new content (probably no content updates for the demo!!) [/p][p]The only new major thing to speak of is this reworked secret: [/p][p][/p][h2]Features:[/h2]
  • [p]Added invert X button to settings[/p]
[h2]Changes:[/h2][p]Added new Patreon supporters (THANK YOU!!)[/p]
  • [p]Added more lore to secret in first Ventilation Shafts Area and reworked one of them[/p]
  • [p]Polish across the entirety of the first Venitlation Shafts Area (prettier)[/p]
  • [p]Polish across the entirety of "Containers" (more obvious to navigate)[/p]
  • [p]More Polish and improvements across all scenes [/p]
  • [p]Added a way to get up into "The Canyon" again after dropping down.[/p]
[p][/p]
  • [p]Platforms in area "Platforms?" move slightly faster[/p]
  • [p]Better movement in Vents (harder to get stuck)[/p][p][/p]
  • [p]even less volumetric lights blurr[/p]
  • [p]Changed leaves texture to be more lore accurate[/p]
  • [p]Changed textures for barrels and boxes[/p]
[p][/p]
  • [p]Made the "fail generator" sfx more clear so its not confusing[/p]
  • [p]New Camera break sfx[/p]
  • [p]more reverb in sewers[/p]
[p][/p]
  • [p]Seed resets when loading checkpoint 1.[/p]
  • [p]Plimbos and Quibbles are no longer "bound" to an area and can be carried beyond[/p]
  • [p]Secret pictures are actually materials now (they interact with lighting)[/p]
  • [p]\[Experemintal] Starting brightness slider adds slight boost to brightness value (so the game feels brighter as a whole)[/p]
[h2]Optimisation:[/h2]
  • [p]Build size optimisation (also makes runtime memory usage smaller) [/p]
    • [p]Build size from 7gb -> 5gb[/p]
  • [p]Optimisations for sounds, how and if they are streamed, and how much they stall the loading thread[/p]
  • [p]Reduced loading stutters in some places.[/p]
  • [p]Optimisation improvements in "Testing Track 17"[/p]
  • [p]Optimisations improvements in last areas of Level 2[/p]
  • [p]Anti Aliasing optimisations for lower settings[/p]
  • [p]Minor optimisation for volumetric lights[/p]
  • [p]Occlusion Optimisations[/p]
[h2]Bugfixes:[/h2]
  • [p]Fixed Timer / Leaderboard Issues[/p]
  • [p]Fixed bug where weird sounds would play when restarting game[/p]
  • [p]Fixed bug with crouch-clipping through the floor[/p][p][/p]
  • [p]Fixed Plantlife not appearing in "Testing Track 17"[/p]
  • [p]Fixed lighting bugs in "Testing Track 17"[/p]
  • [p]Fixed lighting bugs in final Area(s) of the game[/p]
  • [p]Fixed lighting bug with bottles[/p]
  • [p]Fixed bug where settings for disabled volumetric lights would not update[/p][p][/p]
  • [p]Fixed vaulting issues in some locations[/p]
  • [p]Fixed tutorial displaying wrong key bug[/p]
  • [p]Fixed lighting issues in last area of Level 2[/p]
  • [p]Fixed non visible secret in Level 2[/p]
  • [p]Fixed bug where you couldnt rebind keys in main menu[/p]
  • [p](Hopefully) fixed steam not starting up fast enough and therefore breaking saves / some other stuff[/p]
  • [p]Fixed bug where screen would start fade in effect again when entering level 2[/p]
  • [p]Fixed respawn bug in "Sewers?"[/p]
  • [p]Fixed settings main menu "return" button not being selectable when on input page[/p]
  • [p]Sensitivity actually works now[/p]
  • [p]Fixed selection issues in pause menu[/p]
  • [p]Fixed volumetric lights not updating properly when changing settings level[/p]
  • [p]Fixed objects popping in/out in multiple places[/p]
  • [p]Fixed collision errors in multiple places[/p]
  • [p]Fixed multiple bugs in the secret in the first Ventilation Shafts area. [/p]
  • [p]Fixed multiple issues with Notes clipping, Spelling mistakes etc[/p]
  • [p]Fixed lots of other minor bugs in other areas[/p]
[p][/p][p]-Stefaaan [/p]