← All projects

MIRE

A co-op survival roguelike on a drowning island.

Status
In development
Platforms
Mac, Windows
Started
2026
Built with
Unreal Engine 5, C++, Steamworks, Blender

Why I made it

MIRE started as a small Godot prototype and became the main game when I moved it to Unreal. Early playtests said it offered plenty of actions but little reason to do them, so the design was rebuilt around one promise: build a foothold on an island being swallowed by the Mire, hold it through the night, and shut down the source.

What it does

  • Start with bare hands: branches and fibre first, then an axe, a pick, and fire.
  • Five wellsprings to cap, each holding back a corruption front that advances every cycle.
  • A day and night clock the Mire follows. Your base is whatever you've built when it arrives.
  • Drop-in co-op for up to six players over Steam.
  • Harvesting by tool tier: bare hands, stone, then iron.
  • Craft in your pack or at stations. Buildings have their own hit points.
  • The island's shape is fixed; what stands on it is generated for each run.

Screenshots

MIRE screenshot: river
MIRE screenshot: camp
MIRE screenshot: pond
MIRE screenshot: title
MIRE screenshot: workbench
MIRE screenshot: salvage bench

Under the hood

  • Host-authoritative multiplayer written in C++. Clients only own their input and movement prediction; inventory, crafting, AI, damage and loot are checked on the host.
  • Mac and Windows builds come from the same commit. Windows compiles in a VM and both upload to Steam from the Mac.
  • All the store art is cut from two Blender renders built by script from the game's own models.