MIGA is home to renegade software and system engineers, artists, designers, and musicians with a love for technology, endless curiosity, fun, and honest collaboration. We build apps and services for both the creative professional and aficionado. We love to design and create games to challenge the experienced and engage the curious, from our youngest player to our wisest fellow enthusiasts.
A brief look at the role of the Hovercam™ in the lore of Forest Grove.
the role of the hovercam™
A demonstration of the Evidence Board in our futuristic sci-fi detective game.
evidence board demonstration
We're excited to share our latest update for the game and to celebrate we've reduced the price on Steam and it's also available for free/donation on Itch.IO...
hevn 2.5.0 update and free/donation on itch.io
Pushed our first big update today to improve player control, survival gameplay, LUCIE, and so much more!
hevn released and first big update
We're very excited to announce the HEVN PC demo is available to play!
hevn pc demo available
Check out a base, malfunctioning tech, and foreboding caves in the latest Hevn gameplay trailer!
hevn gameplay - trapped
Here we demonstrate a few of the gameplay and narrative mechanics in Hevn. This video represents a work in progress.
hevn gameplay - storm
Three years in the making. Two devs. One new teaser.
they're watching - new teaser
Here's a basic example of how to achieve a "power up" effect by simply adjusting a texture offset value over time.
texture offset - power up effect
Announcing our first teaser trailer and Steam Greenlight submission.
hevn on steam greenlight and teaser trailer
A brief update on the state of the game including introducing MQ, how music is handled, as well as story, performance and localization.
gameplay update
HEVN presents a complex narrative that is dripped and hinted to the player throughout their experience, building a detailed world with a history, corporate...
trying to get it... write
A brief post about creating a "scroll menu" that can handle all player interactions.
one button to rule them all (well, actually two)
A brief post about finding the game's minimum requirements and developing the game according to them.
finding the minimum requirements
Thought I'd share some thoughts about an underlying issue I've always had with the game, which was the lack of a cohesive story. It caused a decent amount...
finding a story and setting
A brief post about how finite resources in the game.
nothing lasts forever
A brief post on how objectives/quests are implemented in Hevn from a programming perspective.
what's your objective?
A brief and somewhat technical post on how dialogue is being implemented into Hevn.
adding dialogue
Hello there! Here's a brief update on how "low pass" audio filters are being used to help make Hevn sound more immersive.
can you hear me? an update on using audio filters to help with immersion.
A brief post about player health, how it works, and the health menus.
update on player health
Here's a brief post on how we're approaching the player inventory.
update on player inventory
This brief post covers how items or tools can be equipped in the game.
update on equipping items
Just a brief update on how in-game photographs work and how they can be used by the player.
update on in-game photographs
An update on the concept of "datagraphs" as well as an improvement to the overall performance.
update on "datagraph mode" and performance improvements
A brief update about how helmets work in the game and how the player can use them.
update on player helmets (hfc-1)
Here's an update for the past week mostly involving improvements to the physics, some plant textures, and general behavior of critters and bots.
update on physics, plant textures, and more behavior
Here's an update on the progress of the behavior for critters as well as security bots.
an update on critter and security bot behavior
Just thought I'd share an update on some of the recent progress, mostly with regard to interaction and atmosphere.
update on interaction and atmosphere
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