По информации французской журналистки Хлои Войтье , местная игровая студия Douze Dixièmes прекратила свою деятельность. Команда известна по разработке MIO: Memories in Orbit , которая получила признание критиков, но не смогла добиться успеха в продажах.
По информации французской журналистки Хлои Войтье, местная игровая студия Douze Dixièmes прекратила свою деятельность. Команда известна по разработке MIO: Memories in Orbit, которая получила признание критиков, но не смогла добиться успеха в продажах.
PATCH NOTES Hard locks Death on Anra after opening the door, if the player quits the game after Halyn’s cutscene without taking the checkpoint. Accessing the Vault area without the Flowing Striders and then taking the checkpoint. Soft locks / can be resolved by returning to the m
PATCH NOTES
Hard locks
Death on Anra after opening the door, if the player quits the game after Halyn’s cutscene without taking the checkpoint.
Accessing the Vault area without the Flowing Striders and then taking the checkpoint.
Soft locks / can be resolved by returning to the menu
Reaching the big fly arena without the hook.
Reaching certain platforms in the flashbacks.
Complete disappearance of Ancile & Targa, leaving the player stuck in the room.
Other fixes included
Fixed Spanish localization.
SFX fixes.
Credits update.
Invisible killzone in Promenade.
Added the holographic planet in the true ending.
Various fixes: flowing steps, Plums disappearing during Saw Long chase, elevators, pearls in The Pit, incorrect name for Mel at the end, Flora’s corpse, Goliath disappearing, etc.
QoL improvements and balancing
Elevator automatically unlocked after the first encounter with Halyn.
Added “unsafe” zones to prevent death loops (avoid blocking respawns).
Balance changes: adjustment to the perfect Sharpened Hairpin, adjustements to negative modifiers.
This is our very first update since launch, and we want to start by saying a huge thank you for all the love, feedback, and support you’ve shown MIO: Memories in Orbit so far, it truly means the world to us. 🫶 Patch 1.2 focuses on quality-of-life improvements, gameplay and bala
This is our very first update since launch, and we want to start by saying a huge thank you for all the love, feedback, and support you’ve shown MIO: Memories in Orbit so far, it truly means the world to us. 🫶
Patch 1.2 focuses on quality-of-life improvements, gameplay and balance tweaks, and a wide range of bug fixes aimed at making your journey through the station smoother, clearer, and more enjoyable overall.
🐛 Bug Fixes
Fix a bug where the fourth tremor would trigger too early (sorry)
Fix a bug where the boss assist ("Eroded Bosses") would not work on some combination of boss fight and respawn checkpoint
Fix HUD logic for the "Hand's greed" modifier feedback
Fix the invisible trapdoor after the Dr Halyn fight
Fix invisible ceiling in
Fix lootable nacre through ceiling in Foundations
Fix missing corpse for Calderon after the fight
Fix collider/visual mismatch in the shuttle shafts (esp ice section)
Fix Capucine's statue dialogs
Small typo fixes in game texts
⚔️ Gameplay & Combat Tweaks
Tweak attack direction selection logic for d-pad & keyboard to help with pogo misses
Change the "Hand's greed" modifier to also use decayed health (tremor) as an additional damage boost source
Tweak hitbox behavior for the FRIENDS fight
Tune Shii armor during certain animations
Apply damage upgrades to scrap pile attacks
🎮 Balance & Difficulty
Tune the ending section of Sawlong to make it slightly less punishing
Remove low health feedback during the Khlia sequence
Remove some health bars in the Pit
🗺️ Level Design & Progression
Remove the alternate path in the striders tutorial section
Change the entrance shortcut of the Chapel to avoid misleading people into not doing the level
Change metropolis entrance to allow escaping even after sequence break
Tweak some respawn zone in Metropolis platforming gauntlets
🎥 Camera & Presentation
Improve camera handling during the Vlad fight
⏱️ Quality of Life
Speed up the Sol&Vin elevator after the first fight attempt
Speed up the Shuttles once Dr Halyn has been encountered the first time
Shorten input lock on checkpoint after death
🎨 Visual Clarity & Environment
Tweak a couple background elements that could be confused with walkable platforms in the Haven
Tweak the visuals for the drawer secret passageway in the Vaults
🧾 Credits & Meta
in the credits ❤️
Credits update (font list, production babies)
We can’t wait to hear what you think! Thank you for being part of the MIO journey. 🚀
Now, let's play!
MIO: Memories in Orbit isn’t just another sci-fi metroidvania: it’s a test of skill, patience, and curiosity. Set aboard the sprawling Vessel, this handcrafted adventure demands precision platforming, strategic combat, and a willingness to experiment with powers and modifiers. Ev
MIO: Memories in Orbit isn’t just another sci-fi metroidvania: it’s a test of skill, patience, and curiosity. Set aboard the sprawling Vessel, this handcrafted adventure demands precision platforming, strategic combat, and a willingness to experiment with powers and modifiers.
Every choice matters, every shortcut counts, and every boss fight feels like a choreographed dance. Before you dive in, here are 10 essential tips to help you survive, adapt, and uncover the secrets of this haunting world. 🌌
1. MEL is your best friend 🫂
Once you liberated Mel in the first area of the game, you’ll also unlock her shop at your Nexus (hub). That’s where you’ll spend your Nacre (lore name for basic currency) and your Old Cores (second currency, rarer) to buy new stuff, such as power-ups for your stats, or new modifiers for MIO’s exoskeleton.
Loot Nacre and Old Cores from enemies or secret zones. They’re sometimes well hidden, but also they are plenty in the Vessel !
2. Patience Wins Boss Fights 💥
Boss battles in MIO are all about rhythm and patience. Sometimes, one special ability or modifier can make the difference and hit a weak spot on your enemy.
If you are defeated, don’t panic, learn the patterns, wait for openings, and strike with precision. And then, you’ll dance with them in the most perfect and deadly choreography.
In the game, there are more than 40 Modifiers that you can use. But MIO’s body can only accept a limited amount of them. This means choices & sacrifices. For example : do you really need to know your enemy’s health (yes, thats a modifier) when you can double your damages? If you’re struggling, switch Modifiers and experiment with different synergies. Power comes from flexibility. And know that you can also find or buy power-ups that can extend your body’s modifier slots. And even modifiers that allow you more slots, but have negative effects.
4. Accessibility Options Are Your Ally 🤝
Don’t hesitate to tweak settings for a smoother experience, they’re there to help. You can find them under Settings > Accessibility.
👉 Eroded Bosses: Lowers a boss's maximum health slightly after each failed attempt, giving you a better chance with every try.
👉 Pacifist: Wraps MIO in a protective aura that pacifies all enemies—until you strike. (note: bosses are immune to this effect.)
👉 Ground Healing: Remain still on the ground for 5 seconds to gain a temporary, non-recoverable shield.
5. Read the Map 🗺️
At the beginning, MIO will have to unlock the map. But you’ll be rewarded with it by fulfilling Shii’s quest, the major Overseer in your Hub. Your map is your lantern in the Vessel’s dark world. Unexplored zones often hide shortcuts, secrets, and resources. Check your map regularly. You can manually put personal markers on it. Sometimes, a blocked door can be forgotten so don’t let it disappear from your radar!
6. Explore Before You Push Forward 🔍
Stuck? Don’t force it. Go back, explore new areas, upgrade abilities, and return stronger. And remember to attune at your Overseer checkpoints: not only you’ll save your progression, but you will also update your latest discoveries on your map.
7. Secure Your Resources ✨
Your Liquid Nacre is essential but volatile, and disappears when you die. Solidify it at stations scattered in the Vessel to keep it safe and plan your upgrades wisely.
8. Use your powers alternatively 💫
Power are not just for mobility, they can serve both as aggressive or defensive stance. For example the Hook grants invincibility frames, making it a lifesaver in tight fights. The Spider move can keep your lower to the ground, like a crouching ability to dodge attacks. The Glide can let you levitate a few seconds, to avoid deadly traps on the ground.
9. Shortcuts and Overseers Are Everywhere 👀
If the way back feels too long, you probably missed a shortcut. Keep an eye out for hidden paths. Also : constantly search the area near a checkpoint to find lost Overseers. They’ll go back to their stations, granting you the ability to use fast travels between checkpoints.
10. Talk to Shii at the Nexus 💬
Feeling lost? Shii might have hints to guide your next move.
The adorable (and unstoppable) MIO and Constance are joining forces in a Steam bundle! 💫🖌️ Get both games together with a 10% discount : View game page
The adorable (and unstoppable) MIO and Constance are joining forces in a Steam bundle!
I didn't really go into MIO: Memories in Orbit expecting much. I didn't play the demo, nor did I even know it existed until it was released this week. However, I was instantly captivated by the art style, and even though there are a couple of issues that keep it from reaching Hol
I didn't really go into MIO: Memories in Orbit expecting much. I didn't play the demo, nor did I even know it existed until it was released this week. However, I was instantly captivated by the art style, and even though there are a couple of issues that keep it from reaching Hollow Knight Silksong levels of quality, it's one of the most beautiful Metroidvania games I've ever played, and you can grab it at a great discount at launch.
🎉 MIO: Memories in Orbit is OUT! 🎉 After five years of development, we can hardly believe our little project is finally out in the world... 🥲 A huge thank you for your support, from all of us at Douze Dixièmes! We’re beyond excited (and, let’s be honest, a little scared) to fi
🎉 MIO: Memories in Orbit is OUT! 🎉
After five years of development, we can hardly believe our little project is finally out in the world... 🥲
A huge thank you for your support, from all of us at Douze Dixièmes!
We’re beyond excited (and, let’s be honest, a little scared) to finally have you diving into the world we’ve spent years building. Every corridor, every secret, every challenge you’ll encounter has been crafted with so much care, experimentation, and lots of hard work. Seeing you explore, experience and discover MIO’s journey definitely makes all this hard work worthwhile! We can’t wait to hear your thoughts and reactions along the way. 🥹🫶
It is time for you to uncover the secrets of theVessel, a vast derelict spaceship adrift in the void.
As MIO, a nimble android awakening alone in its labyrinthine depths, you’ll explore lush corridors overrun by vegetation, face malfunctioning machines, and piece together fragments of a forgotten vestige. Every corner hides a mystery, every discovery unlocks new powers. Exploration, danger, and countless secrets await.
A demanding and memorable experience 💥
MIO: Memories in Orbit is more than a beautiful journey, it is also an ever-growing challenge.
Its gameplay blends precise platforming and dynamic combat, inviting players to adapt, experiment, and master an evolutive arsenal of abilities and modifiers. The Vessel is full of threats and dreadful creatures, perfect for creating epic battles and truly choreographed performances! It is also full of secrets, and the game won’t hold your hand: curiosity and skill are your greatest tools as you uncover its hidden depths. 😉
More about Douze Dixièmes: the studio behind MIO 🎮
With MIO, we dreamed of creating a metroidvania set in a science-fiction universe with a watercolor aesthetic. Today, that dream has become a reality. We wanted to offer players an experience that revisits the core pillars of the genre through bold choices, while also delivering an adventure focused on free exploration, discovering a strange and mysterious world, and engaging in challenging gameplay where every decision matters. This project is the result of five years of passion and collaboration withFocus Entertainment, whose support and expertise have helped us expand our creativity and bring our vision to life.
MIOreflects our artisanal approach to game creation. Built on a proprietary engine, every aspect of its mechanics, art direction, and atmosphere has been crafted with complete creative freedom. The game’s visual style draws inspiration from graphic novels, classic sci-fi literature, painting, anime, and comics, blending them into a world that feels unique, strange, and hypnotic. Every frame is designed to immerse you in an atmosphere that is as beautiful as it is unsettling: a visual identity that we hope truly sets MIO apart!
🎬 If you’d like to dive deeper into MIO, we’ve put together a playlist of short videos exploring different facets of the game:
🎶 Speaking of "Voices of the Vessel", the game’s evocative soundtrack will be released by Kid Katana Records, available both digitally, an invitation to fully immerse yourself in MIO’s haunting sonic world!
✍️ Throughout the development, we’ve also shared devblogs capturing moments, lessons, and discoveries along the way:
We are endlessly grateful, to the MIO community, to everyone who has been with us since the very beginning, to those who discovered us along the way, to those who gave us such precious feedback, and to all our future players. Your support means everything to us as an indie studio, and we can’t wait to hear your thoughts and see you explore the world we’ve built!
MIO: Memories In Orbit is available on PlayStation 5, Xbox Series X|S, PC (Steam, Epic Game Store, Microsoft Store), Nintendo Switch and Nintendo Switch 2. The game is also available on Xbox Game Pass.
Мы как-то уже привыкли к тому, что метроидвании из штучных проектов превратились в сплошной поток из инди-поделок разной степени проработки, причем зачастую они не могут похвастаться оригинальными идеями. Однако редкие бриллианты никуда не делись.
Мы как-то уже привыкли к тому, что метроидвании из штучных проектов превратились в сплошной поток из инди-поделок разной степени проработки, причем зачастую они не могут похвастаться оригинальными идеями. Однако редкие бриллианты никуда не делись.
Hi everyone, We’ve just revealed MIO: Memories in Orbit’s release date during the PC Gaming Show, along with a fresh new trailer showing you more of the unforgiving danger and atmospheric wonder of the game! 😁 We're sorry that we couldn’t keep our 2025 target, but the wait is a
Hi everyone,
We’ve just revealed MIO: Memories in Orbit’s release date during the PC Gaming Show, along with a fresh new trailer showing you more of the unforgiving danger and atmospheric wonder of the game! 😁
We're sorry that we couldn’t keep our 2025 target, but the wait is almost over: the game is now ready and launches on the 20th of January 2026! ⭐
In this Autumn devblog, we wanted to give you a peek behind the scenes at rigging and animation in MIO.
Our first idea was to do a breakdown of Shii's rig… but well, yeah:
We're not going to go there, it would be WAY too long! 😂
Instead, let’s dive into mob and boss animations, specifically their attacks.
When an enemy is about to hit you, we want you to be able to see it coming and have the chance to react; otherwise the game would feel unfair. That’s why we use anticipation animations.
Before every attack in the game, a specific animation warns you of what’s coming (let’s say, like someone winding up their fist before throwing a punch).
If you’re familiar with animation, you probably know that anticipation is one of Disney's twelve basic principles. It doesn’t just serve gameplay purposes, it also makes the animation feel more natural, believable, and satisfying to watch. But anticipation alone isn’t always enough. In a few cases, some animation attacks are longer (sometimes even over 2 seconds), which can make it tricky for players to know exactly when the attack will land. If you're a Souls-like player, you probably know exactly what we mean. 😅
This is why we *almost* always include pose breaks near the end of these animations.
👇 Take Egis' simple melee attack for example:
The anticipation for this attack is 40 frames long (at 60 frames per second, so roughly 0.67 seconds). They start in their battle idle stance, ready to do anything.
Then, the main anticipation pose appears quickly. Egis steps backwards, arms their spiky thingy and lowers their center of gravity, ready to jump at MIO at any moment! This pose is reached early in the animation (by frame 8) and holds roughly for a good 15-20 frames.
Right before the punch lands (approximately 0.25 seconds prior, aka the average human reaction time), the character abruptly pushes the anticipation pose even further, raising their arm in an exaggerated motion just before striking. This is the pose break.
By quickly changing the character’s silhouette, we signal to the player that the attack is coming and that if there's a moment to react, it is NOW! 🫵
So if you're struggling with certain mobs or bosses, watch for these pose breaks! With patience, you'll be able to spot them and consistently react right on time to dodge your foes' fatal blows 🤗
🛠️ The demo just received a major update!
Alongside the trailer reveal, we’ve also updated MIO’s demo with a pretty significant patch — making it smoother, more accessible, more beautiful, and much more stable for everyone. If you’ve already played it, this is a great excuse to dive back in… and if it’s your first time, you’ll be experiencing the best version yet!
Here’s what’s new:
✨ Major improvements
Better compatibility — the demo should now run on many more configurations, including older PC
Big optimization pass — improved performance on both CPU & GPU
Added 2K / 4K support
🧩 Accessibility additions
Option to disable the low-HP vignette
Option to increase text size
Full controller remapping
🗺️ Visual improvements
Map visual rework for better readability and navigation
🔧 General tweaks
Various bug fixes & improvements
Small economy and balance adjustments
⚠️ A few notes before you jump in:
Old demo saves are not compatible with this new version
The demo will remain available until December 19, as the full game releases one month later and demo saves won’t be compatible with the base game
Demo saves will not carry over to the final game
If you want to get a taste of MIO’s challenging combat (as well as platforming), play the game’s demo on Steam or the Microsoft Store if you haven’t already!
You will play the beginning of the game, with a secret area to discover and a major challenge to overcome… 👀
On the studio side, we’re currently finishing the final build and will then take a short Christmas break before the release. 🎄
Honestly, we’re so excited to see the game out and hear all your feedback!! This release marks FIVE YEARS of work for us, so we’re definitely going to be a little emotional 😉
While you wait for the game’s release, why not already dive into MIO’s universe with a playlist featuring a few tracks from the OST and brand new screenshots?
🎉 And one last piece of great news before we wrap up… We’ve just received official confirmation that MIO: Memories in Orbit will also launch on Nintendo Switch 1! This was something we were hoping for for a long time, and we’re so excited to finally share it with you.
To sum it up: MIO: Memories in Orbit will launch on Steam, PlayStation 5, Nintendo Switch & Switch 2, Xbox Series X|S, and the Microsoft Store — and we’re thrilled to confirm that the game (and its updated demo!) are already fully Steam Deck Verified.
Now, we wish you the best for this end of the year 2025, and we will see you very soon in 2026! 🫶
To stay up to date with MIO’s latest news, give us a follow on our X account!
The brand new trailer for MIO: Memories in Orbit just dropped during the PC Gaming Show and it finally reveals the release date!💫 The wait is over! We are excited to announce the release date for MIO: Memories In Orbit, launching January 20, 2026 ! 🌌What awaits aboard the Ves
The brand new trailer for MIO: Memories in Orbit just dropped during the PC Gaming Show and it finally reveals the release date!💫
The wait is over! We are excited to announce the release date for MIO: Memories In Orbit, launching January 20, 2026!
🌌What awaits aboard the Vessel?
The new trailer gives the deepest look yet at MIO’s stunning hand-crafted world: a mix of sci-fi mystery, precision platforming (grappling hook, wall cling, gliding), and fast-paced combat. 💥
You play as MIO, a nimble little robot awakening alone on a massive and half-ruined spaceship named the Vessel, once cared for by AI “Pearls”. Now everything’s failing. Plants run wild, machines are glitching, and the whole Vessel risks shutting down for good.
Your mission: uncover your lost memories, survive the dangers lurking inside, and discover what really happened by exploring the labyrinthine depths of the Vessel. 🚀
🎮Join the adventure with the demo still live!
MIO: Memories In Orbit’s demo is still live, offering 2–3 hours of atmospheric exploration, secrets, and a real skill check for those who want a challenge.
Jump into the opening of the game, uncover a secret area, take on a major early boss, and get a feel for its action-platforming!
Whether you’re discovering the game for the first time or jumping back in while waiting for the full release, now’s the perfect time to start your reminiscing journey.🌟
To stay up to date with the latest news about MIO, follow us on X!
And if you like dev insights and behind-the-scenes stories, we also maintain a seasonal blog! 👉 Follow our journey here.
MIO: Memories in Orbit’s free demo just received a major update! Here’s everything you need to know.💫 Exciting news! We’ve just released a major update for the MIO demo bringing smoother performance, better accessibility, improved visuals, and greater stability across the board
MIO: Memories in Orbit’s free demo just received a major update! Here’s everything you need to know.💫
Exciting news! We’ve just released a major update for the MIO demo bringing smoother performance, better accessibility, improved visuals, and greater stability across the board.
Whether you’re returning for another run or jumping in for the first time, there’s no better moment to experience the demo at its best! 🫶
Option to disable the low-HP vignette: reduce screen effects when your health is low
Option to increase text size: makes menus and dialogue easier to read
Full controller remapping
🗺️ Visual improvements
Map visual rework: clearer design for better readability and navigation
🔧 General tweaks
Various bug fixes & improvements
Small economy and balance adjustments
⚠️ A few notes before you jump in:
Please note that old demo saves are not compatible with this new version.
The demo will remain available until December 19, ahead of the full game’s release one month later, and save files from the demo will not carry over to the final game.
Hi everyone, First off, thank you so much for all your interest in MIO: Memories in Orbit ! The past few weeks have been very intense (in the best way possible), between the Summer Game Fest , the release of our gameplay trailer , our participation in the Steam Next Fest and game
Hi everyone,
First off, thank you so much for all your interest in MIO: Memories in Orbit! The past few weeks have been very intense (in the best way possible), between the Summer Game Fest, the release of our gameplay trailer, our participation in the Steam Next Fest and gamescom.
And we’re happy to say that everything went really well! Huge thanks to everyone who took the time to fill out our demo feedback survey. We read every single response, and your input has already sparked some ideas for little things we could do to enhance the experience further. For those interested, the demo is still available on Steam right now! Keep the feedback coming 🩵
We’ve also spent a good deal of time watching your playthroughs, streams, and reactions. It’s been both incredibly interesting and rewarding to see you discover and talk about the game, see how you engage with it and navigate in it. The overall results have been very positive and it’s been amazing to learn which features resonated with you the most!
For this summer devblog, we’ve decided to share a recap below (which includes old concept arts 👀)!
🎨 Art direction & music: universally loved!
One of the most consistent pieces of feedback was praise for the art direction and music. These have been the core pillars of MIO from the very beginning, so seeing them resonate with so many players is quite rewarding.
Fun fact: the art direction actually went through three full reworks before we landed on the current style. While we're incredibly proud of where it ended up, our rendering dev still has a few ideas they'd love to push further, though that might have to wait for future projects. 🤭
🍥 Progression: a design choice
A few comments brought up things that were "missing" like fast travel or limited abilities early on, but these are actually intentional design choices. MIO is a metroidvania at heart, and progression is built around unlocking new powers and mechanics over time. We want players to earn their way through the world! 💪
That sense of discovery, of gaining access to a new area or finally beating a boss after learning its patterns is part of what makes this genre special.
So yes, things like fast travel do exist. They just arrive later 😉
⚖️ The cleaving bits
Some aspects of the game got divided reactions, which was to be expected and also something we’ve actually experienced before. When we released our first game, Shady Part of Me, we were obsessively refreshing the Steam page to read the very first reviews. The first one was “It’s too easy.” The next? “It’s too difficult.” You get the idea. 🤗
For MIO, these divided aspects include:
The difficulty curve
The "simple to learn, hard to master" combat system
The “soulful” level design with fewer handholds
As always, it’s impossible to make a game that works for everyone. And that’s okay. Our philosophy has been to own our intentions and core design choices, while staying fair to the player. That means clearly communicating those choices and what kind of experience MIO offers, so players know what they’re signing up for and won’t be disappointed.
We’ve also worked hard on accessibility options, which could be a great solution for players who want a slightly less difficult experience. Not options that just “make you invincible” and undermine the game, but tweaks that help more casual players enjoy it without losing its intended feel. We will share more details about it when we're ready!
🔧 What’s already fixed (or will be fixed)
Some of your feedback pointed out issues that we’re already actively addressing or have already solved:
2K / 4K display support ✅ (not implemented in the demo yet)
Option to disable low-HP screen borders ✅ (not implemented in the demo yet)
Map & shop UI visuals 🔄
Performance improvements 🔧
Right now, performance is a big focus for us and it has been for a long time. While the game looks 2D, it’s actually fully 3D, with procedural rendering and no loading screens between rooms, which makes optimization very tricky. However, there is no need to worry, we’ve been working on this for over a year and are committed to making sure MIO runs smoothly on as many setups as possible by launch!
🛠 What needs work (and we’re on it)
Lastly, a few areas came up that weren’t as well received and that are now on our radar:
The long path to Egis
Some guidance / navigation issues
The map & shop UI
A jump reset bug (known and tricky, but currently being handled)
The shop not feeling interesting enough
These are all areas we’re now keeping a close eye on, and while some are trickier than others, we’re exploring ways to improve them wherever possible.
🌞 Sun, dogs, and a bit of rest
Right now, some of the team is also enjoying a well-deserved summer break, but we’re still making the most of the time we have before release: polishing, refining, and adding final touches wherever we can to make the experience even better. 🫶
This summer, we also had the chance to attend our publisher’s summer party, and this time, our producer brought both of her dogs! (She usually only brings Ino to the studio, but made an exception that week.) It was a perfect evening: great company, PERFECT weather, and a much-needed moment to relax together. 🍹
🎮 Gamescom
We were at Gamescom this year, it was a great event as usual. We talked with journalists but also presented our demo to the public.
It was great but we realised that this demo is really not optimized for this event 😅 it’s way too long and there is way too many people there. In the end, each person could only play the game between 15 to 20 minutes. A simple path with a short plateformer challenge ending with a boss would have been more appropriate.
Actually, that is exactly what Silksong presented during the event. We haven’t have the opportunity to play their demo unfortunately but we’ll all play the game soon 🫶
We hope you enjoyed your summer as well, and we’ll be back soon with more news! We can’t wait to share more with you.
With no more than a passing mention at the Summer Game Fest showcase, the wait for Hollow Knight Silksong feels more agonizing than ever. A week of backend Steam updates have raised anticipation to the max, and we're tingling for news. There's still a chance; the Xbox Games event
With no more than a passing mention at the Summer Game Fest showcase, the wait for Hollow Knight Silksong feels more agonizing than ever. A week of backend Steam updates have raised anticipation to the max, and we're tingling for news. There's still a chance; the Xbox Games event on Sunday would be a reasonable place for it to appear, given its presence on Game Pass. But rather than waiting, why not satisfy those action platformer cravings with stunning new Metroidvania MIO: Memories in Orbit, which you can try for free right now courtesy of a just-released demo.
Hi everyone!! 🌘 We released MIO’s Demo two days ago along with a brand new Gameplay Trailer , and we’re now being featured at Summer Game Fest 2025 to showcase some more gameplay!! 🥳 As you progress into the intricate environments of the Vessel, you’ll be able to unlock new mem
Hi everyone!! 🌘
We released MIO’s Demo two days ago along with a brand new Gameplay Trailer, and we’re now being featured at Summer Game Fest 2025 to showcase some more gameplay!! 🥳
As you progress into the intricate environments of the Vessel, you’ll be able to unlock new memories… Strike enemies that block your way and meet with different powerful guardians, holders of the spaceship’s darkest secrets. These encounters will make you grow into a formidable force! 💪
And remember, if you’re eager to test MIO: Memories in Orbit now, well…
For those who already tested it, how does your experience feel so far? Let us know!
We’ve already collected some feedback, and it seems that you particularly appreciated the art direction overall, the boss fights (especially when they gave you a hard time) and the soundtracks! This is exactly what we were going for. 🥰
You were quick to express your opinion on different platforms and we’re super grateful for it!
Thank you so much for playing the Demo. We worked so hard on polishing even the smallest parts to ensure the best player-experience possible!
To give us feedback, please join our community platform Focus Together or our Discord server, which both have a section dedicated to MIO. We’d also be super grateful for you to fill in this survey!
If you encounter bugs, you can reach out to us through our Discord server, in the #demo-bug-reports channel on the dedicated category for MIO: Memories in Orbit.
You probably have a lot of questions about MIO: Memories in Orbit , so we've put together this FAQ to address them. What is MIO: Memories in Orbit ? MIO: Memories in Orbit is a single-player metroidvania that blends challenge and breathtaking sceneries set in a vast and mysteriou
You probably have a lot of questions about MIO: Memories in Orbit, so we've put together this FAQ to address them.
What is MIO: Memories in Orbit?
MIO: Memories in Orbit is a single-player metroidvania that blends challenge and breathtaking sceneries set in a vast and mysterious universe.
You wake up in the Vessel, a space ship drifting aimlessly in space. This enormous technological ark, whose initial purpose remains unknown, lies now as a field of ruins, overgrown with lush vegetation and machines gone rogue. And nobody knows why the Pearls, The Vessel's AI caretakers, have ceased functioning! Forgotten by all, the Vessel faces imminent shutdown. To uncover what happened to the ship - and to yourself - you will have to let your curiosity guide you as you discover the Vessel’s dark secrets and pathways…
Is MIO’s gameplay challenging?
YES. Never judge a book game by its cover atmosphere… While MIO: Memories in Orbit may look serene at first glance, its gameplay will pleasantly surprise you and challenge you. Expect to die. A lot!
Don’t worry though: while the game will test your reflexes and patience, the satisfaction of mastering MIO’s abilities is worth every death!
Regarding the Demo, you can tweak the difficulty in Settings > Accessibility, if you’re struggling to progress in the game!
What is combat like?
You will face off a diverse array of over 30 enemy units and 15 formidable guardian bosses. From the relentless Mosquito to the menacing Scarecrow, get ready to confront a variety of deadly adversaries each with their own distinct fighting styles and movement patterns. To defeat them, use your arsenal of powers to adapt to every encounter: evade foes using your Hairpin, unleash orbs as powerful projectiles, or even create decoy clones to strike from unexpected angles!
You will be able to enhance and customize MIO’s abilities by scavenging enemy components. Spice up your fighting skills with many Modifiers and transform MIO into a formidable force tailored to your playstyle. Would you make your grappling Hairpin a deadly lasso or an evade move? Sacrifice your Shield to boost your damage? It’s always your choice!
Fans of Hollow Knight, Celeste, Dead CeIlls will feel right at home. The game features exploration, challenging combat, and a deep, atmospheric world!
How’s the environment like?
The ship is a vast, interconnected environment with multiple biomes, secrets, and shortcuts to discover. As a gigantic labyrinth, the Vessel is a true living organism, with its own ecosystems, bestiaries and architectures. You will need to master precision, rythm and timing, and also use a variety of abilities, like grappling hook, air gliding or spider-like wall clinging, to help MIO progress through this twisted and interconnected space.
Hey everyone! ✨ MIO: Memories in Orbit’s Gameplay Trailer is here! Get prepared for fast-paced exploration, challenging combats and deadly foes. 💥🪐 In the vast and interconnected environments of the Vessel lives a vast array of merciless enemies , ready to strike you down… If y
Hey everyone! ✨
MIO: Memories in Orbit’s Gameplay Trailer is here! Get prepared for fast-paced exploration, challenging combats and deadly foes. 💥🪐
In the vast and interconnected environments of the Vessel lives a vast array of merciless enemies, ready to strike you down… If you wish to uncover the secrets behind MIO's past, you'll have to master resilience and patience, for some encounters will give you a very hard time!
But not everyone is driven by malicious intent! You can also count on friendly robots to help you spice up your abilities and adapt your strategy: collect components, use them to enhance your fighting skills and transform into a formidable and fearless force! 💫
So... Are you ready to explore the labyrinthic Vessel to its depths? Will you survive until you find MIO’s long-buried memories?
To give us feedback, please join our community platform Focus Together. A whole category is dedicated to MIO, and we'd love to hear from you over there! We'll be here to help you if you need and answer your questions.
If you encounter bugs, you can reach out to us through our Discord server, in the channel demo-bug-reports on the dedicated category for MIO: Memories in Orbit!
Alternatively, you can also fill in this survey here!
Oh and don't forget to follow MIO's X account to stay updated with the latest news about the game! We're pretty active and love to read you. 😉
Hello everyone!! 👾💫 It’s good to be back in the spring season ! As I’m writing this blog, the sun is shining and we can feel its positive energy radiating! ☀️ 📌 Where we’re at right now! So much work has been done! We are incredibly proud of how far we've come, but we still ha
Hello everyone!! 👾💫
It’s good to be back in the spring season! As I’m writing this blog, the sun is shining and we can feel its positive energy radiating! ☀️
📌 Where we’re at right now!
So much work has been done! We are incredibly proud of how far we've come, but we still have a long way to go. As of now, we still need to polish some specific parts of the map and catch up on cinematics and bugs that have remained unsolved after being pushed back for the last few months. Otherwise, the level designs are mostly complete!
🔧 There are still many things to do!
It’s been a very long process, as every area of the game is now the result of several iterations, updates, new ideas and major changes… One of the previous main path areas - a full biome - is now completely hidden and optional! 🤫
Of course, some areas we worked on will never appear in the final game, either because the gameplay wasn’t fully satisfying, or because it would have taken too much time and energy to make them functional. Usually, when that happens, the team was not fully convinced by the initial version anyway… In the end, we followed what felt right for us as a team.
🏙 The long road to Metropolis...
One of the areas that has been a long challenge was Metropolis.
We wanted you to explore an old city, climb buildings and discover that you can sneak inside and find a whole new place! 👀 Some of those details have changed, but most of the original intention remains.
One of the very first mockup of the biome
When we started prototyping Metropolis, the first big challenge was the lack of clear objectives on how to manage circulation in such a large space. For most players, directions didn’t feel obvious, and they kept getting frustratingly lost. The next iteration we developed to solve this went a bit too far in the opposite direction. It closed the space too much and players would have been overly guided, which didn’t match our original intent for this biome.
Two years and eight iterations later, we ran some promising playtests! The spaces are now large enough to keep the atmosphere we wanted, while still giving you the satisfying feeling of getting “pleasantly” lost in the gigantic city of Metropolis!
And how were you supposed to climb buildings? Jumping alone isn’t entertaining… mostly boring! So, we tried adding some platforms. Then, some enemies. Then, grappling crystals. Ice. Energy flowers. We couldn't even tell you how many versions of this biome we made, but it’s definitely more than 10… 💪
Evolution of the first building right side for the last 3 years
🧩 The bigger picture.
Of course, we didn’t work on this specific biome the entire time. The whole game went through various stages and adjustments, as we regularly circled back to areas that still didn’t feel quite right. Rest assured, we’re getting more satisfied every day with the current result and we’re preparing to finally let our baby game go and be played this year. It’s not always easy to let go… 😖
🖌 A glimpse at MIO’s early days
And since the experimental process applies to everything, here’s some early research for our lovely MIO!
👀 Little sneak peeks here and there…
First, big shout out to our French community, we definitely felt your excitement and impatience during the Games Mades in France event two weeks ago, where we showcased MIO and discussed the development process! Hope you enjoyed watching Mister MV struggle with the Demo's main boss, you'll soon be able to measure the difficulty yourself...
Yesterday, we also shared brand new gameplay footage during AG French Direct, offering you a glimpse of what’s waiting for you in MIO. We hope it makes you as excited as we are!
📅 What’s next?
🚨 Something’s coming. We won’t say too much… but let’s just say next week will be a very interesting one. There’s something exciting marked on our calendar, and we’re counting the days. You should too!! 🤭
On another note, well… we have to talk about the elephant in the room: Silksong is coming this year too! And Constance - we tried the demo at the last Gamescom and it looked amazing! It’s going to be a fantastic year for metroidvania enthusiasts, and we can’t wait to play all these incredible games. 🥰
Hi everyone! Winter is almost over! But the seasonal devblog is finally here ❄️ We hope you all enjoyed the start of 2025. It’s a big year for MIO! The game is still set for release this year—no official date yet (👀)! We’ve been working on this project for the last four years.
Hi everyone!
Winter is almost over! But the seasonal devblog is finally here ❄️
We hope you all enjoyed the start of 2025. It’s a big year for MIO!
The game is still set for release this year—no official date yet (👀)! We’ve been working on this project for the last four years. While it’s starting to feel long, we’re still quite hyped by the game so I’d say that’s a good sign!
Last stretch
We’re now entering the last months of development and there’s still so many things left undone. Little polish, postprocess we wished we could have implemented and hope we will still have time to do it at the last minute.
A lot of small things; this animation that stutters a bit; a room that is already cool but with a bit of time and care from our art director, could be even better; a cinematic which is fine as it is, but adding some flying particles and a little bit of camera polish would do wonders.
This boss that still lacks a bit of balance. This killzone is a little bit too big. This challenge could be a little bit nicer. Or harder. It depends which one we’re talking about.
AND IT’S EVERYWHERE 😬
Never make your own game engine. There was a bug with the hot reload of MIO’s animation. The result in game while playing was incredible 💫
Fortunately, our publisher, Focus Entertainment, is lending us a wonderful QA team. More than 10 people are playing the game everyday, over and over - Many thanks to them for giving us feedback and bug reports, they are wonderful <3. It looks like an everlasting task to fix everything but hopefully, we'll ship MIO with as few bugs and problems as possible ; a version of the game we’ll be proud to bring to you!
Playtests
With this goal in mind, we have been working on a special playtest in the last weeks, specially designed for the bosses.
It was very interesting. The players unfortunately could not experience much of the “exploration and backtracking” side of the game in this time frame, but we tried to put them as much as possible in real condition in front of most of the game bosses.
I say “most of” because even in four full days of playtests, there was not enough time for everyone to test every boss.
The results were generally quite positive and will allow us to work on the less satisfying encounters. Here is a quick insight of the results for the first boss of the game.
We learned a lot from this playtest. In this example, it led to several changes. There is now a health fountain not far from the boss that the players can find if they look for it. We changed its intro animation and the look of his arena. He is now a little bit more difficult : some playtesters killed him a bit too fast for our taste.
We polished several of his animations in order to make him easy to understand, but still a little difficult to beat. It’s only the first boss after all, we don’t want him to be horribly hard to beat but he still needs to be a worthy challenge.
What about us?
The team on the game is getting progressively smaller while we quit the production process and we’re now only in post production. It’s so long to make a game! 😵
We also made a big lunch & secret santa at the end of December. The studio offered some MIO t-shirts to everyone. They’re very soft and comfy, it’s so fun to make goodies!
It was a calm period since most of us took some vacations and well deserved rest. After all, winter = snow = AWESOME ☃️
Hey everyone! ✨ Once again we want to express our gratitude towards you for following the project. Reading your comments and seeing the wishlist grow makes us incredibly proud and excited (and a bit frightened too)! 💙 We saw that some of you are still confused with the game; in
Hey everyone! ✨
Once again we want to express our gratitude towards you for following the project. Reading your comments and seeing the wishlist grow makes us incredibly proud and excited (and a bit frightened too)! 💙 We saw that some of you are still confused with the game; in terms of challenge, let us clarify that for you!
WHAT IS MIO?
MIO is a metroidvania, therefore, it will be a challenging game. We often have playtesters telling us, at the beginning of their run, that they are afraid the game is going to be too casual because of the cute and poetic art style. Worry not, that is not what we aim for! So far, none of the players, testers or journalists got to the end without breaking a serious sweat or ended up thinking MIO was too easy.
Most realistically, you will die. A lot.
BALANCE IS KEY!
Even if MIO is going to have very demanding moments, there will also be more calm ones. We want to find balance between narration, mystery, exploration AND challenging platforming and combat moments.
Mio is a “lightweight” character, she’s agile and fast but quite fragile and lighter than most enemies she encounters. We wanted you to feel that.
It’s so exciting for us to see people gracefully dancing around obstacles & enemies after they’ve played for a while.
For sure you will retry and get better with every attempt! But the goal is to be fair so you should always be able to reach the end of the game. And that required a lot of iteration (still does !).
For the most adventurous of you, we’ve added several secret paths with special levels. We hope you will like them. ;)
LANGUAGE, TEXT & VOICES!
We're working hard on the game and have just finished implementing all translations and voice over. There are going to be a lot of language options, we're happy so many people will be able to play the game in their native language!!
All the recordings went very well, we're very happy with the results. It was a little bit stressful since the main cinematics' emotions rely on those but we believe the result will be worth the effort. In the end the actors & staff were amazing and it feels great to finally have them in the game!
All translations available, voiced languages in yellow
THE MUSIC IS PART OF THE EXPERIENCE
We’ve been working on implementing a real choir into the game’s soundtrack in order to find the "between robot and human" feel we wanted. We always wanted to have this contrast between the colder “sci fi” synths and the more organic human voices. Up until now our composer was working with small excerpts or placeholder voices, but no more !
We found a studio in Paris to do that, it took two days of recordings and a lot of work for our composer and singers. The results are simply amazing, and we’re sure you’ll love it too! 🎶
Recording session at Midilive Studio, Paris
Since we’re currently in the polishing process, the game is getting better everyday. It is such an exciting (and tiring) period. For now we’re still implementing and debugging everything. It’s a lot of work and we don’t have much time so… we’re in a bit of a rush !
LITTLE SNEAK PEAK
We have so many things we could show you but we don’t want to spoil too much…For those of you already enjoying snowy landscapes at home, and for those of you that wish you could see some snow this winter, how about this new snowfall that made it into the game just now? We have so many things we could show you but we don’t want to spoil too much…