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Mik News

End of the Mik Playtest - Demo Announcement

[p]Hi hello everyone - the Mik Beta Playtest is now officially over, there are no new signups and it the playtest is not playable anymore. In total 5,377 people signed up for the playtest, 2,993 launched the game with about 60 daily active users peaking at 238 - THANK YOU to everyone who decided to play the game and an even bigger thank you to all the people who gave feedback, reported bugs... etc - I cannot understand how much the game improved with your feedback. [/p][p][/p][p]Now it is time to prepare for the upcoming Mik demo, launching in October 2025 (exact release date following soon). There will be new content (side areas - no level 3) and lots of bugfixes and quality of life changes. Even if you already played the Playtest, I hope that you will be able to give it a try[/p][p][/p][p]Also: here is currently a Mik community translation happening, if you are interested in helping out (any language really), take a look at this form: https://forms.gle/YkeYGxJatGV9XQBv7.[/p][p]The game will be FREE so mandatory patreon plug (theres some behind the scenes posts): https://patreon.com/stefaaan[/p][p][/p][p][/p][p]Anyways here are some images of new areas so you can get a taste of whats coming...[/p][p][/p][p][/p][p][/p][p]-Stefaaan!! [/p]

Mik Devlog 14 - Patreon & Community Translation

[p]Hi hello, its the first of the month 7th of the Month and its time for another bi-monthly devlog. I apologize for delay, I wasnt home so I wasnt able to write a proper devlog (although this one is pretty short as well lol) [/p][p]Mik has hit 6100 wishlists, from under 4000 before 0.2 released. This is crazy to wrap my mind around and I cannot understate how blessed I am. Thank you to all the new (and old) players and my discord members who provided valuable feedback and bug reports! (We also hit 200 members on the discord!!) [/p][p]If you want more updates and stuff join my discord. If you want to give feedback you can use the new feedback form. [/p][p][/p][p]Before the actual devlog there are 2 points id like to touch on: [/p][h2]Patreon[/h2][p]advertisement time!! [/p][p]A few people asked for a place to donate so I finally made a patreon. The game will be free so if you want to support me you can do so here. Dont expect a lot of posts or benefits tho, treat it like a donation. [/p][p]Membership includes Mik OST (+scrapped tracks) download, discord role & channel, inclusion in the supporters section of the game (from tier 2 on). [/p][p]Im planning on making a few posts on lore / development or whatever you want but dont expect them to come regularly (or a lot).[/p][p]Patreon LINK: [/p][p]https://patreon.com/stefaaan[/p][p][/p][h2]Community Translation[/h2][p]The game has gotten lots of traffic from non english speaking countries and especially Russian speakers have requested / offered a translation. I will be slowly starting to build a community translation project (because AI is definitely not going to work), starting with this google form. It is just an application form, and I will contact people when the project can / will actually start.[/p][p]Due to legal procedures, any translator will have to sign a contract giving me full rights to their work so I cant get sued later on. [/p][p][/p]
0.2 Release - Level 2 Finished
[p]Last devlog i said that i hoped both 0.2 and the Demo will launch before this devlog...[/p][p][/p][p]The game content for the Demo is now fully implemented, only polish and the ingame settings menu are missing now. Due to this, the next update (0.2.2) will move the game out of open alpha and into open beta. The Demo will hopefully launch at some point during the coming month(s).[/p][p]The actual devlog part of this... devlog will be a bit shorter than usual because almost the entirety of the past 2 months have been spent on finishing and optimising Level 2 and I dont have time to in depth on the development right now. (If anybody is interested let me know on my patreon and ill make a post). [/p][p]The second level features 7 distinct areas and doubles the current playtime. It has much more variety (especially in colors) as the first level and also just looks better.[/p][p]Ill let the pictures speak for themselves but id suggest you just play the game or check out the new steam screenshots.[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Theres also some cool new secrets and 3 new achievements.[/p][p][/p][p][/p][p][/p][h2]Creatures[/h2][p]The game features 2 creatures now. The plimbo (stolen from shatterfarms) and the quibble. They can be found in 2 secrets in the game and have some pretty important lore relevance.[/p][p][/p][p][/p][p][/p][h2]Lore rework[/h2][p]All the lore & logs & notes (and i mean ALL lore) from the previous versions has been completely rewritten and is now (hopefully) less confusing and tells an actual story.[/p][p][/p][h2]Other Stuff[/h2]
  • [p]Music Rework & New Radio Tracks[/p]
  • [p]Big game optimisation[/p]
  • [p]More movement fixes[/p]
  • [p]Steam page & advertisement material rework[/p]
[p]If youre interested in all the new stuff check out this changelog: [dynamiclink][/dynamiclink][/p][p][/p][p][/p][p]Thank you for reading another (shorter) devlog and thank you for all your support[/p][p]-Stefaaan!! [/p]

Mik Trailer 2 & Playtest 0.2

[p]Hi hello again. To anyone who has been waiting to join the playtest: Thank you for your patience! After a long wait, its finally time to open the Playtest again! Everyone who already signed up has been accepteded into the Playtest and can now download the game, and anybody else can sign up and get access immidately!
Remeber: this is just a playtest, so please join the discord and fill out the feedback form to help improve the game!

Also: Trailer 2 is out NOW[/p][previewyoutube][/previewyoutube]

Mik Devlog 13

Hi hello, its the FIRST of the month again so welcome to another bi-monthly devlog! Last devlog I said: ".. these were probably the most successful months of the game... ever" , but let me take that back - the past 2 months were EVEN BETTER. Mik hit 3300 wishlists which is amazing and progress on the game has been strong as well.

Before starting with the actual devlog I want to talk about the....
[h2]Roadmap![/h2]
The next obvious milestone is Playtest 2, which will launch alongside version 0.2. This update brings a TON of changes, including level 2 of the game.

Content-wise, the demo will be feature complete. The only major things left are a full settings menu and getting more user feedback. Because of that, Playtest 2 will likely be much shorter than the first - and it’ll also be the last one.

If all goes to plan, both the Playtest and Demo will launch before the next devlog Both will have new trailer drops so stay tuned.

After that, it’s all about finishing the remaining levels and preparing for Steam Next Fest in October/November.

If you want more updates and stuff join my discord.


Playtest 1 Recap
Thanks to everyone who played the playtest, reborted bugs and gave feedback!!

More than 3 months ago the first Playtest opened and during that time I have gathered a lot of feedback and improved the game. Id like to talk about some of the most important changes here:

[h3]Movement[/h3]
At the start of the playtest, movement was fast-paced and oriented toward open spaces. I quickly realized that this didn’t fit the game - Mik is a precision platformer, and speed made playing the game frustrating as you would often overshoot your target or slide off edges. So I reworked the movement to feel slower and more deliberate. There’s also a slow walk option now for even more control. The new level features wallrunning which should make things feel more interesting.
There is also vaulting now. Its primariraly meant to help the player be saved from falling to death but is also integrated into the gameplay. On top of that, coyote time and edge detection have been improved to make movement feel more forgiving.

[h3]Checkpoints & Codes[/h3]
Another problem was that there were some parts of the game where the player would just die a lot of times and the last checkpoint was too far away. Now there are new "save points". For the player these are the same as checkpoints but they cannot be loaded in directly from the main menu and dont hold any data except their own index (meaning that there are some development side limitations).

Also, when you respawn now, the codes you find to progress no longer reset. Each playthrough is tied to a unique seed, generated at the start of a new game - so codes remain consistent in a playhtrough.

[h3]Difficulty[/h3]
This ties in with the last point, some parts of the game were just too frustrating to play. Especially the first 2 parkour sections have been greatly improved and along with vaulting and save points its much less frustrating.

[h3]revelOS[/h3]
This was probably the least expected complaint for me, but at the same time it was the one I got the most. Lots of people complained about the readability of the ingame computers. Previously they had way stronger post processing effects but I tried to clean it up as best as possible along with improving the font a bit.
Another complaint was that you couldnt navigate them with WASD which I implemented as well.

This is how it looks now:


[h3]Bugfixes[/h3]
Goes without saying but there were tons of bugfixes as well!


Polish


Along with the things mentioned above, there has been a LOT more polish work. The existing first level is much "smoother", both visually gameplay wise. There have been lots of tweaks to all kinds of systems and areas and It´s pretty hard to write a text or show a screenshot summing this up so im just gonna mention the coolest things.

[h3]Titlecards[/h3]
If you played Lorn´s Lure you might recognise this: I added a bit Titlecard right when exiting the starting area. I actually found the exact same font that Lorns Lure uses on google fonts lol.
I thought that it would look cool and make the game feel more cinematic, although im unsure where and how I should use it in the future since only using it once would feel weird. It appearing too frequently wouldnt fit either so im trying to find a good compromise.
Here is a small showcase on youtube:
[previewyoutube][/previewyoutube]

[h3]Player UI overhaul[/h3]
I changed both the falling and loading UI. Theres also a new "checkpoint" UI indicating that you entered a checkpoint or savepoint. I dont want to upload a full video to youtube about this so im just gonna put a screenshot here:

You can see the falling UI changes and the loading UI in the bottom right. (ignore the test world)
Here is a link to a showcase in my discord: https://discord.com/channels/1189265056563732570/1191082278500180139/1363586549182235046

[h3]Stronger wind effects with moving plants[/h3]
Just like the title says. The start of level 1 has stronger wind effects now, along with some new sound effects. The foliage there now also moves with the wind (if on high enough quality setting)
Here is a link to a showcase in my discord: https://discord.com/channels/1189265056563732570/1191082278500180139/1363940241819435408

[h3]CCTV cameras[/h3]
This is something that I wanted to add for a while, ripped straight out of Portal - cameras that follow you! I think its a nice touch to the realism and believability of the world. The cameras can only be found on old testing tracks and designated areas since their function was to gather testing data from people completing the tracks.

Here is a small showcase ( along with footage of Level 2 and wallrunning!)
[previewyoutube][/previewyoutube]

[h3]Material changes[/h3]
I changed lots of existing textures & materials, mainly by adding secondary textures, to make the entire world of Mik look older, more rusty and more abandoned. The previous textures felt too new for the setting of the game.

[h3]Usable Radios![/h3]
You can listen to music on them. You can break them.
What more could you want?
Here is a link to a showcase in my discord: https://discord.com/channels/1189265056563732570/1191082278500180139/1363586549182235046

[h3]New Music[/h3]
Of course there will be also new Music when the second level releases. There will be a couple of new tracks and many of the old ones will be changed / reworked. I also moved the location of some of the music and im thinking about changing the main menu music.

[h2]Optimisation[/h2]
Even more optimisation?? Yes, even more optimisation!
The start of the first level runs MUCH better now due to a couple of important changes, first of all I made a small script that helps me clean up & optimise foliage quickly, so face count and overdraw has been greatly reduced. Along with that I finally fixed the background: those big distant buildings used to be made up of thousands of tiny boxes, which absolutely tanked performance.

On top of that, I optimized some high-poly meshes, added more LODs in certain areas, and generally cleaned up object placement. Honestly, the easiest way to optimize is still just... delete stuff.


Level 2

I spent the most time working on this - and ironically it is the shortest part of the devlog. The second level features wallrunning and more complex parkour / puzzles in general.
The enviornments are also more varied with new colors and widely different areas. I dont want to spoil too much but here are some images.
The tons of pipes you see in these images are created with an amazing tool by Eugene Radaev on github: https://github.com/leth4/InstantPipes

Basically finished:

These are still indev:




PLAYTEST 2 SOON
Music I listened to while writing this: https://www.youtube.com/playlist?list=PLGfuzA9DIZHESr5KpZ5brncUGPbug2zA2
- Stefaaan !!

Mik Playtest temporarily concluded

Hi hello,

It's been almost two months since the Mik playtest was released, and things have been going really well—both in terms of player numbers and wishlists, as well as improvements to the game and bug fixes.

I have decided to close new playtest applications for now, as I want to focus on developing new content (the next level) and because I've gathered plenty of valuable feedback and bug reports.

The playtest will reopen once the new content update is ready, featuring the next level along with numerous gameplay improvements and polish. Meanwhile, you can still sign up for the playtest on the Steam page and will be notified once it opens up again.

If you've already been accepted into the playtest, you'll still be able to play the game.

Thanks again for all your support & feedback
- Stefaaan !!