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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






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.