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Building worlds, tools, and a game you can feel.

We’re a tiny studio crafting the MECS engine, the mythic universe of Somebody’s Dream, and our debut game set within it. Engineering discipline meets obsessive world‑building.

MECS — Our Custom Game Engine

C++ · SDL2 · ECS · Tooling first
What it is

Manager · Entity · Component · System

MECS is a from‑scratch engine focused on clarity and testability. A robust logger, event bus, and a custom Dream Object Notation (DrON) power data‑driven scenes.

Editor & Tools

Data‑driven everything

Scenes and entities load from readable text files. Live logging, input tracing, and unit tests are first‑class.

Architecture

True ECS

Clean separation with component registries, system manager ordering, and intent‑based input events.

Rendering

Pixel‑art focus

2D renderer tuned for crisp sprites, deterministic timing, and future shader hooks.

MECS engine preview

Somebody’s Dream — The World

Epic myth · The Seven Wounds · Demiarch Codex
World art
Premise

Where memory and divinity fracture

An ancient betrayal splintered the divine order. Seven hidden Vael‑tharuun — the Seven Wounds and the Curse of the Undying.

[Aelia's call...] “The sound of horses woke Aelia from sleep. Old Valoria had not seen riders like these since the war, and twelve horses meant trouble. She reached for her sword and the God’s Heart Emblem, relics of a world where magic had been burned away with its gods. Outside, the torches of inquisitors lit the night, the emblem of Morognar gleaming on their patched armor. Long ago they brought only fire and zealotry and now they had returned.”

Do you love lore?

Read the Codex →

The Game

2D · Story‑forward · Systems‑driven
Experience

Exploration & choice

Navigate fractured realms, balance risk, and carry the costs of your decisions through time.

Feel

Warm pixel art, cold truths

Hand‑drawn sprites, subtle FX, and a soundtrack that breathes with the world’s memory.

Tech Pillars

Deterministic core

Simulation‑first loop with precise input history, unit‑tested systems, and reproducible builds.

Roadmap

Transparent stages • Subject to change
Engine v0.1
Core ECS, logger, event bus, input capture, scene loading. [IN PROGRESS]
Engine v0.2
Sprite rendering, font/kerning editor, basic audio hooks.
Worldbook
Public Codex excerpts (Seven Wounds, Yggtharnox), art drops, and timeline teasers.
Prototype
Playable slice: movement, interaction, one realm shard, one narrative beat.
Vertical Slice
Combat loop (if included), save system, tuned feel, early playtests.
Alpha → Beta
Content expansion, QoL, optimization, platform targets.