
Screenshots

Watch trailer on Steam ↗Mik
Stefaaan06 · Published by Stefaaan06 · Official site ↗
Last updated 27 Sept 2026
Mik is an atmospheric, narrative-driven platformer, set in a post-apocalyptic world. What was once a thriving megastructure is now a rotting corpse of a facility, where you find yourself exploring fragments of the past.
Action, Adventure, Indie · 2026 · More free games
Discover hidden truths within a decaying facility in Mik, an atmospheric platformer that blends narrative depth with thrilling gameplay. Venture through Mik’s post-apocalyptic world and uncover its mysteries.
About this game
Waking up after an untold amount of time, you find yourself in the decaying remains of a vast, lifeless facility. Set in a Blame!-esque world, you must navigate the depths of an abandoned megastructure—a seemingly endless structure of ruins and corridors.
Through chained parkour movement, you traverse the crumbling infrastructure, exploring a desolate world long forgotten. But there is no one left to witness it but the massive iron structure.

Explore & traverse the vastness of the Megastructure
Find your way through spaces as small as ventilation shafts to giant rooms of which you cant even see the end
Uncover the past and piece together the mysterious lore
Combine classic parkour with environmental puzzles
Jump, Wallrun and Dash through the game...
... or take it slow and enjoy the view
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: Intel i7-6600k
- Memory: 8 GB RAM
- Graphics: Nvidia GeForce GTX 1060
- Storage: 15 GB available space
- Additional Notes: Requirements may be subject to change as development continues.
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Devlog 20
The final stretch is upon us! All the pieces are basically in place now. The plan being to start internal playtesting by the end of this month. You might have also seen that there is a public release window now, Q4 2026! Heres some of the stuff ive been up to, tho i had to cut a lot so as not to spoil the full game.Level 4(i STILL dont have names for any of the areas)The BottomAt first I finished up all of the gameplay for this area, then continuing with decorating and texturing everything.The start of the level is now set up and partly decorated - it used to be a staging ground for smaller ships to be deployed into the "sea". Trash (including you) washes up here.Going outside you see the expanse of the area. I did some changes to its looks, the strong volumetrics which made everything a bit blurry and glowy are gone, in favour of clearer colors (the pillars blueish now, the clouds are white).I still dont fully like how this looks, mainly the visual clarity of it.I did settle on a "design style" for this area tho. A big chunk of this month was spent starting out the decoration process on some of these areas, so that now i can easily finish everything up, as i often just have to copy things around.InterludeExiting the expanse of the previous area, we enter some sort of industrial underbelly.originally i wanted it to be with actual gameplay (and looking completely different) - but i had to scale it down.At first it was way more.. yellow, but I didnt like it all so i iterated some more.Through this area i realised a really cool trick you could do with post processing - by controlling luminosity vs saturation you can create beautiful gradients (here: low luminosity being saturated going to the less saturated high luminosity)Flip CityThe biggest addition here is finishing the gameplay, which includes this big final "port", where you need to fly through.The idea here is the floor being very cold, and the roof very hot... and you having flying wings... cannot end wellPrevi...Read full article on Community Announcements (Stefaaan06)AnnouncementsOfficial
Devlog 19
Hi hello its time for the 19th Bi-Monthly Devlog - with a moderate amount of new stuff (getting closer to being finished!) I tried to condense this devlog even more than the previous ones because they have gotten way too long by now, if you want some more details checkout my monthly patreon updates which are partly free: https://www.patreon.com/posts/mik-progress-may-159552471New CreaturesTWO new creatures have joined the megastructure ecosystem... (although they both dont have names yet)Flying CritterI talked about this one in the previous devlog already - i finally got around to giving him sounds and alive/dead states so now he has a system where he will continue flying with 3 or even 2 wings (if theyre on opposite sides), and die with no wings. His wings fall off if you throw him against things too harshly so treat him well!! ^not sure where he will actually appear yet Big Walking ThingThis big robot, which was almost scrapped from the game, can be found in multiple places throughout your journey and used to serve some sort of transportation purpose - although by now their work is most likely meaningless.Credits to SULEFUR for modelling it !! ^very old original concept for these things (yes it was inspired by GLT) I cant add videos here but check this one out on twitter: https://x.com/Stefaaan06/status/2059002932058566966Level 4(i still dont have names for any of the areas)The BottomYou might remember this area from the last devlog.^in this picture you can also see the new water system (which i will explain later)I continued working on the gameplay idea which i mentioned in the last devlog, namely these 2 transport lines going in opposite directions.On the one hand there is this deactivated thing which you will need to turn on the power for, so you can hop in one of the containers and get carried over to another part of the area.On the other side there is this wall running section where you have to dodge the moving containers, so you can turn on the other transpo...Read full article on Community Announcements (Stefaaan06)AnnouncementsOfficial
Devlog 18
Hi hello its the FIRST of the month and its time for another Devlog. Theres quite a lot of new stuff, parts of which i cant show yet because i dont wanna spoil the entire game.In the previous Devlog ive been working on a lot of different Areas and Features but for this one, almost all of the progress lies in Level 3, as part of my new:GameplanI now actually have a broad plan on the timeline to finish the game, as well some stuff written down on the scope and ending of the game.For example this month ive been working on Level 3 exclusively, for April i will create the Final Level / Ending to the gameLevel 3 (previously i called it level 2.5)This is where most of my efforts went to. It is now pretty far along in completion. The main things missing are polish, some decoration, SFX and of course all the lore.I originally wanted this to be wayy smaller (hence why i called it level 2.5) but i kinda overscoped..Testing TrackIn the last devlog i said that i want this area to switch around between inside and outside the testing track, but most of the gameplay ended up being in here.Theres still some sections outside but its mostly "transitionary" areas but more about them later.The gameplay is finished now, after reworking some stuff that i didnt like that much. I hope its properly paced now with the new elements being introduced.Visuals for the actual testing tracks are still lacking post processing, plants and all the polish.New Gameplay AdditionsQuick intermission about the new stuff in these testing chambersThe Cubeits a cubeOf course this cube can be placed on buttons which open specific doors.DONT call it a portal clone yetNotably theres also a new design language with how the testing tracks use Signs, Colors and other warnings (theres way more random "guiding lines") which ill probably translate to the testing chamber in Level 2.The cables should (hopefully) give the player information on what the buttons actually activate.TimerIt counts downAnd of course theres also ...Read full article on Community Announcements (Stefaaan06)AnnouncementsOfficial
Devlog 17
Time for another devlog - the first one of 2026. Still no release date or window but HOPEFULLY itll be this year.Ive fully switched to making new stuff instead of updating the Demo, although ill probably do some bugfix for that soon as well.Spoiler warning in general - some of the names are intentionally obscured to not say too muchNew Areasin no particular order The WallWill be somewhere towards the end of the game, Its supposed to be more "pristine" / "etheral" - the whole thing isnt textued yetThe whole thing is made in Blender which was fun to do (usually i assemble things in engine)Big ShaftThis is the Area right after the Demo ends. The most obvious addition is the suspicious big tower in the middle but i wont spoil exactly what it is.Before that there are some new Testing Tracks, introducing the new Launchpad.My Plan for this Area is for it to switch between inside and outside the Testing Track, making it a bit more interesting (both gameplay and thematically) than just constantly being stuck inside the track.Dropper SectionGoing down that shaft, there will be some quite different gameplay. I was inspired by the Minecraft Dropper maps where you have to evade obstacles while fallingTo make this feel as good as possible i also stole a system from Manifold Garden where a loud "woosh" plays when passing a large object. Some new gameplay elements in this section are the strong smoke/gas/air (idk yet) vents which gives you a lot of horizontal momentum.At first i struggled with getting the colors right as everything was drenched in a brown tone.Before vs after:With some post processing and adjustments of the materials i added some complementary blue into the mix (walls, pipes, the smoke) and made the whole thing more contrasty which makes it look pretty decent now.(that small little tower in the middle is where the dropper gameplay is happening)At the very bottom, where you end up, is this area that ive shown in the previous devlog, but now with a huge hole in the s...Read full article on Community Announcements (Stefaaan06)Patch NotesOfficial
0.3.5 - Patch 3
ChangesAdded new Patreon supporters (THANK YOU)Improved ReverbReplaced wallrunning arrow textureSlight optimisations (especially in file sizes)BugfixesFixed interact orientation for multiple signsFixed multiple non interactable signsFixed multiple texts clippingFixed some objects dissapearingFixed some non walkable surfacesFixed some missing collisions Fixed multiple other lighting and rendering issues/glitchesFixed sounds shortly playing while retrying or quitting to menuFixed some missplaced soundsVarious other minor changes- Stefaaan!!Read full article on Community Announcements (Stefaaan06)






