Introducing… Myst Sayber! (Cyan’s 2021 April Fools Foolishness)

UPDATE: Yep. This was our April Fools silliness for 2021. We had a blast making it, and even though Myst Sayber is probably NOT going to be coming to a VR headset near you any time soon, we really appreciate your enthusiasm, and for helping make our day fun! If you do nothing else, tho, definitely check out Amie Waters, who made the music we used in the trailer. She’s no April Fools joke!


SPOKANE, Washington, April 1st, 2021


Cyan, the indie studio that created beloved classics Myst and Riven, announces the release of a completely revolutionary, never-before seen Virtual Reality gaming experience called… Myst Sayber!

Myst Sayber is a virtual reality rhythm game developed and published exclusively by Cyan. The game takes place in a polygonal neon environment and features the player slicing red and blue pages being thrown at them representing musical beats with a pair of contrasting colored pen “saybers.” We want to emphasize: this is a completely original idea. No other studio has ever created a red and blue colored beat slashing game before!

Naturally the game will feature the captivating remixed music from the game Myst which is sure to bring excitement (and a great workout!) to your totally unique virtual reality gaming experience! Match wits against big bosses Sirrus and Achenar as they throw red and blue pages at you in an attempt to thwart your quest to rescue Atrus from his imprisonment in D’ni… 

Click the image above, or here to see our trailer video.

With an entirely fresh concept, and gameplay which is, again, unlike anything the world has ever seen before, Cyan is proud to announce that Myst Sayber will be launching as part of an exclusive partnership with Tik Tok’s just-announced foray into the world of VR gaming: Vik Rok! Additionally, Myst Sayber will be available later in the year to iPhone users on Clubhouse, for the beloved Nintendo Virtual Boy platform, and, of course, for our many, many Sega Genesis fans!

About Cyan

Cyan is a legendary indie games studio allegedly headquartered in Mead, Washington, and is best known for games such as Spelunx and the Caves of Mr. Seudo, Cosmic Osmo: Hex Isle, and Bug Chucker. When not confined to our homes in a pandemic, we’ve been known to gather in various “undisclosed locations” on important dates such as 3.14 and 5.4 each year for delicious pie and barbecue!

For more information on Cyan, visit

Special Thanks to Amie Waters for letting us use her amazing cover of the Myst theme! Please visit for coordinates to her YouTube channel, Patreon, and other ways to follow and support her amazing work!

“Translations Achieved” Patch!

Hello, everyone! Our “Translations Achieved” Patch (aka Patch 3) for Myst on Quest is now out!

We are happy to announce that for the first time ever, all text/subtitles in Myst have been fully localized for various languages (more information on that below).

Achievements are now a part of the game as well, in case you are seeking an extra challenge to collect them all!

We are planning a future patch for our journaling/screenshot system, but in the meantime, you can continue to use the Oculus system-level screenshot tool to take note of what you see in the game.

– Fixed a few more polygons
– Fixed a few more textures
– Fixed a few more meshes
– Fixed a few more collisions
– Fixed a few more LODs
– Fixed a few more paging issues
– Added Achievements

– Added localization (French, Italian, German, Spanish (Latin America), Portuguese (Brazil), Korean, Japanese, & Chinese (Simplified))
– Fixed drawers being over-pulled

Main Menu
– Added an option to teleport to a safe spot to avoid stuckage
– Fixed menus – no opening while teleporting

Myst Island
– Fixed grabbing a book after… it might not be there
– Fixed a disappearing Selenitic book
– Fixed a sound issue with Achenar’s chest
– Added wind sound in the tower when appropriate
– Fixed the interior of planetarium from magically vanishing

– Fixed the elevator door closing on player… to avoid injury
– Fixed the exhaust sound not being played sometimes

– Fixed lighting in the generator and Achenar’s room
– Fixed – no more standing on Sirrus’ deskSelenitic
– Fixed a lighting issue with the mazerunner

– Fixed the disappearing book room elevator handle

e2990-p16712 — Jenkins build 26

Cyan Announces Lore Partnership

For years now Cyan fans have spun up different websites for the different  aspects of our games’ lore. We are so grateful for the creativity and excitement so many of you bring to this community! Unfortunately, with so many disparate resources and repositories out there, over the years much of that work has been lost as people move on, information goes offline, and links “rot.” We want to change that!

We are delighted to announce that as part of the Lore Project, Cyan Worlds, Inc. will be utilizing the Guild of Archivists website as the Official wiki for the Myst franchise!

The Lore Team knows how important the preservation of the franchise’s mythos and our community’s history is, and wants to ensure it can live on a continuing platform which is not filled with ads or subject to shutting down.

To that end, while Alahmnat will still remain the Guild’s Grand Master, today Cyan is formally committing to providing server space and our support to ensure the Archive and other Guild of Archivists resources will remain online, independent, and ad-free forever!.

Alahmnat says: “We are honored Cyan has chosen to recognize all of the work put into our wiki by its contributors over the years, and we look forward to the opportunities that this partnership will provide in the years to come.”

Now comes the other exciting part… We can’t do it without YOU!. This community needs your help to grow the wiki and the lore. You can participate by contributing material or support to the Guild of Archivists!

Contact Alahmnat through the website at or Direct Message him on the Official Cyan Chat Discord if you are interested in helping out. 

Thank you for supporting us always!

Myst Patch 1.0.2 Release Notes

Well hello, everyone! Patch 2 for Myst on Quest is now out!

– Sculpted out a ton more polygon issues
– Triturated up a ton of textures (game size reduced by about 25%!)
– Amalgamated a ton more mesh issues
– Repaired a ton more collision issues
– Tamped down a ton more LOD issues
– Embellished a ton more aesthetic issues
– Decomposed a ton more music issues
– Rived out a ton more paging issues
– Illuminated a ton more lighting issues
– Muted a ton more sound issues
– Extirpated a ton more gnarly bugs

– Quick travel icon goes away after use
– Snap turn degrees now accurately reflects the number of degrees you end up actually turning

Main Menu
– Added snap turn options for 60 degrees
– Fixed held objects from appearing in menu
– Fixed the disappearing laser pointers after credits
– Updated randomization text (based on user feedback)
– Moved controller diagram so it is larger

Myst Island
– Added music to the tower (under certain conditions)
– Changed “page to shelf” animation to prevent clipping
– Fixed an Achenar video that would play inside the fireplace
– Fixed “cancel” sound when attempting to delete an Imager message
– Adjusted Stoneship ceiling fan to continue turning while linking
– Fixed planetarium day of the month digit issue
– Fixed sticky imager door when player walks away
– Adjusted quick travel region on generator stairs
– Added collision to counterweight in the clocktower
– Added safety net collision areas around library hallway
– Fixed random golden-colored object issue

– Fixed certain doors issues with save and load
– Fixed misaligned fortress rotation issue
– Adjusted collision near the bridge
– Fixed an issue with the electric cage switch

– Added fish to the water outside of the book room
– Added new grates to the left and right halls
– Removed the amazing feature of the hanging key infinitely swinging into the lock 🙁
– Fixed finicky door handles in the compass room
– Fixed the “below the water” chest key issue

– Fixed a sticky bunker door button after save and load
– Fixed misbehaving waveforms issue
– Fixed Mazerunner interior issue after save and load from certain location

– Fixed items in drawers being outside of drawers
– Changed the rotation max of the elevator levers
– Fixed temple imager freeze frame issue
– Adjusted the washed out torn note in Sirrus’ room
– Removed the ability to teleport onto the roof of Achenar’s room
– Fixed location of gameplay context subtitles for the water pipe

(and much, much more that we can’t mention because… spoiler!)

e2659-p15479 — Jenkins build 1157

Myst Patch 1.0.1 Release Notes

Patch 1 for Myst is now available!

Coming soon to a future patch: A journaling system & localization.


  • Beautified a ton of aesthetic issues
  • Polished up a ton of texture/mesh issues
  • Ripped out a ton of paging issues
  • Smoothed out a ton of LOD issues
  • Shined up a ton of lighting issues
  • Knocked down a ton of collision issues
  • Silenced a ton of sound issues
  • Chiseled down a ton of polygon issues
  • Exterminated a ton of gnarly bugs


  • Increased controller stick dead-zone to help drift issues in free-roam
  • Changed teleport / free-roam fast switch toggle button to the Y button
  • Added player prompts for navigating to book, opening settings, and resetting player height

Main Menu

  • Updated various text and options for improved clarity

Myst Island

  • Updated brothers’ books to close when player walks away
  • Changed the ratio of the clocktower controls to the clock hands
  • Fixed the tower rotation so it faces correctly from the outside
  • Updated the breaker switch ladders to allow climbing using the sides of ladder
  • Fixed the hum in the power lines being on all the time
  • Updated piano randomization drawings in the Selenitic book
  • Fixed randomized clocktower solution issue
  • Fixed context subtitles when pressing the piano keys in the rocketship
  • Fixed trap books to play the “Extra” video only after fireplace code is mentioned
  • Fixed upside-down gravestone D’ni writing (That was a test!)
  • Adjusted fireplace pattern button visuals to better match pattern book
  • Added text to tower rotation painting to indicate rotation
  • Fixed falling issue that would sometimes happen climbing the breaker ladders when using quick travel
  • Updated generator room digits to show 00 instead of 88 by default


  • Fixed a visibility issues with the islands
  • Decreased the lighting in certain areas of the age
  • Fixed the interior stairs getting out of sync with collision
  • Updated reflection captures in Mechanical hallway floors
  • Added text to Fortress Rotation Simulator
  • Fortress Rotation Simulator will now reset its rotation when you leave the device


  • Fixed the door handles that sometimes required more than one pull to open
  • Fixed the lighthouse light only appearing in the left half of the telescope
  • Fixed a persistence issue with the generator crank position
  • Improved the rib cage shadow in Achenar’s room
  • Added new waving torn sails to ship
  • Added fish to underwater views


  • Removed the Mazerunner sound clue at the end of the maze
  • Fixed the waterfall clipping through cliff
  • Fixed a persistence issue with the control panel doors
  • Fixed the spaceship door appearing open from the antenna control video feed
  • Added meteor showers
  • Fixed satellite sound issue where non-static sounds would follow you around the island


  • Fixed water pipe extension to turn water off/on correctly
  • Optimized changes to improve sight-lines of some things like ropes, bridges, and huts
  • Updated Achenar’s imager device buttons to light up when pressed
  • Adjusted pose of Armillary in Sirrus’ bedroom
  • Fix for some water pipes playing water sounds even if you turned off the main valve

Atrus, Crowbox, and You!

As most of you know, one of the things we’ve been working our tails off creating is the most immersive and beautiful version of Myst to ever exist – starting on the Oculus Quest Platform. 

As most of you also know… (wait, do you actually know this?) We recently released a very unique photo sharing app for iPhones (yes, we realize many of you are not on iOS, but we’re just getting warmed up. Give us a little time, if you can). 

What many of you may not know is the connection between the two. What could a luscious new VR version of Myst have to do with an iPhone app for sharing photos? Well… let us tell you…

In early 2020 – real early, when people were still optimistic about it being a good year – we began some preliminary work on Myst, which meant, for some reason, going through some of the old journals, As chance, or fate, would have it, we discovered a journal that had been written by Atrus which we had never seen before!

Until now. 

It was, of course, remarkable to read, but as the year progressed the journal became almost prophetic, and a bit eerie. We’d love to share it with you now. 

What a warm evening it was, very unusual for this Age, at least so close to sunset. I have decided to call this Age Crow, primarily because of the incessant calls of the large black birds that fill the trees that surround me. They never seem to end. 

Though they used to bother me, I have grown to miss their singing when I’m not here. Strangely, as the sun fell into the horizon tonight, the crows went suddenly silent. 

Perhaps, I should have been more nervous, but I found myself eerily calm, almost expectant. On cue, I saw a group of people approaching me, out of some kind of deep fog that seemed to be moving with them, almost carrying them. I instantly stood to my feet, better prepared to greet them, or run if I was forced to.

Quickly, I realized the group was definitely not aggressive. There was nothing to be afraid of. They were not joyful either though. In fact, they seemed rather sad. I could feel their sadness before I even saw their glossy eyes and mournful expressions. There was a darkness around them, not of evil, but of pain. As they approached, I noticed each of them wore minimal clothing, mostly what looked like strange animal fabrics, but oddly all of them wore a strange piece of fabric across the lower portion of their face, covering their mouths and noses. Some were painted with tree-like patterns and designs.  

It’s hard to describe what I felt, but it was almost as if we both knew we had much to talk about,and we soon found ourselves in deep conversations. They were a very friendly people. 

The men and women, told me many stories of their Age, of their culture, and of their lives, although oddly, they stayed some distance from me, and from each other, no matter how I tried to break these strange invisible guards that seemed to surround them. 

I eventually asked them about this ritual, and they told me that an illness had recently appeared and had been making many of them very sick. They believed the material  across their face and the distances between them somehow helped. I have no way to determine whether this is true or not, but upon learning it, I certainly did not want to bring them any harm, insult their norms, or become ill myself, and made sure to keep my own distance. 

As we continued to talk, they told me of an infected elder, of the death of many of their warriors and artists, and of an illness also infecting their lands, as though the very soil had a fever too. Given the heat that was still with us, it was hard for me to argue with them, and it was easy to empathize with their pain. 

But they were not a wallowing group of people: in spite of their woes I could see a jovial nature to them. As the night approached, one of the men brought a small box out of a leather pouch he had been carrying. Another man, as directed by this apparent leader, brought an identical box toward me, still keeping his distance, and set the box down on the ground. I was instructed to pick it up. 

I’m not much of a believer of magic, but when I picked up the box I was filled with wonder. An image showed itself, a wonderful fruit that looked delicious. I smiled as more images showed themselves inside the box, images of other people like those I was with, images of strange creatures, images of foods, and images of foreign places that I had not yet seen in the Age. The man explained each of the images, as he somehow controlled what I saw inside the box I was holding, sometimes changing it, sometimes enlarging it, sometimes pointing out small details, but always explaining and sharing. At one point I glanced up and realized it was not just me. The others were looking at their own strange boxes as he continued to show us these images. 

The images have made me think of my own children, of my sons, of the times they were younger and things were more joyful, for us. I wonder, sometimes, what I have done. I asked these people if I could keep one of the boxes for myself but they laughed at my question. 

“This box does nothing on its own. Only with each other do you find its value. It is for sharing, not for consuming.” I have been thinking about these words. 

I talked much more with these delightful inhabitants. Though I longed for them to stay, for them to show me more of their land and life, they disappeared almost as quickly as they had appeared into the fog that seemed to follow them away. 

As they left, the birds appeared again. As their caws returned, it seems the air also cooled. I miss the people already. I wonder if I will be able to find them again. Perhaps, even bring my sons. I wonder what they would think.

I will ask them. 

It was a few months after reading the journal that Rand found himself sitting on his deck with a group of friends, including Tony Fryman, watching the sunset over the nearby hills. It was warmer than usual, he would later say, and the world found itself in the middle of a global pandemic. 

Tony had recently been camping and had taken some pictures of a strange bird that had been sitting on the banks of a river. He wanted to show them to Rand and everyone else, but there were lots of photos and everyone was trying to social distance. 

“Let me email or text them. I’ll enter in all of your names, attach them, and send them,” Tony said in his southern drawl. 

“Meh,” said everyone. “That’ll take too long.” . 

“I could AirDrop them?” 

No one wanted more photos on their phone to have to delete later. No offense, Tony. 

“Tony, you could upload them to your photo sharing site,” someone in the group suggested.

“Ugh, a photo sharing site? I don’t want to take time to upload these, or to share them with the world. I just want to show you a few photos while we’re sitting here together!”

“Wait!” Rand stood to his feet. “We should make an app! An app that would almost let you take over… well my phone. You could somehow control what I see, you could zoom in, highlight portions, you know…  In fact, you could take over all of our phones! It’d be like the slideshows my dad used to show his friends, but for the 21st century. Wow, it’s almost like…” 

A crow called from a nearby tree. 

Well, after about a year of development and testing and tweaking and modifications, Crowbox (as it came to be called) is out! It’s available now! 

Do you need another photo sharing app?

Yes! Of course you do! 

Crowbox lets you instantly take over someone else’s phone, while staying socially distanced, and show them all the photos you’d like. And let’s be real, hopefully this socially distancing stuff is over soon, but even then, Crowbox lets one person control a group of people’s phones to look through pictures without any clean up afterward and without the need to upload photos beforehand either. It’s fast, easy, and private! And it syncs up real nice with Photos as well, to make things even more simple. 

You gotta try it! 

Atrus would be proud.

Get it today! Find out more at

PRESS RELEASE: Cyan Reveals Development of Myst for VR


SPOKANE, Washington, September 16th, 2020 

Cyan, the indie studio that created beloved classics Myst and Riven, has reimagined Myst and created the version fans have been asking for since Unreal Engine and VR went mainstream. It’s Myst – in a whole new dimension!

This definitive version is built from the ground up to play in either VR or flatscreen PC. It will be released first as a VR-Only title on the Oculus Quest Platform, with the PC version – including 2D and support for additional VR hardware – to follow at a later date.

We’ve been waiting for the stars to align to create a VR version of Myst – and I’m so excited to announce that alignment! Myst has always been about creating a world to lose yourself in, and VR takes the Myst experience to an entirely new level. It’s an almost magical experience for me, after so many years, to wander around the Ages of Myst and truly feel transported! We hope it will be for you, too.

~Rand Miller, CEO 

Myst made its debut in 1993 to critical and popular acclaim and went on to become the best-selling PC game of the 20th century. 

Visit the starkly beautiful Myst island, eerily tinged with mystery and shrouded in intrigue. Explore the deeper connections and uncover a story of ruthless family betrayal.

The highly anticipated modern, definitive Myst experience has finally arrived, including new art, sound, interactions, and even optional puzzle randomization!

You can now be a part of the surrealistic adventure that will become your world- like never before! 

Details of this release:

  • The Quest Platform version of Myst (VR only) will be released first.
  • The PC version (2D & support for additional VR hardware) to follow at a later date.
  • Myst will release to additional platforms following the Quest Platform & PC releases.
  • Myst is fully redesigned and created from the ground up using Unreal Engine.
  • Many of the puzzles have been reimagined and engineered to include optional puzzle randomization and enhanced accessibility.
  • Myst will initially be available for $29.99 USD on Quest Platform.

About Cyan

Cyan is a legendary indie games studio headquartered in Mead, Washington, best known for award-winning games Myst and Riven. Cyan is currently working on its next VR adventure game, Firmament, which recently completed a Kickstarter campaign raising $1.43 million USD. For more information, visit 

About Oculus

The Oculus team at Facebook Reality Labs lets people defy distance—connecting with each other and the world—through world-class VR hardware and software. The Oculus content team pursues the creation of best-in-class games, narrative experiences, and new VR use-cases like fitness, productivity, and travel. Oculus joins other teams at FRL dedicated to cutting-edge research, computer vision, haptics, social interaction, and more. Facebook Reality Labs is committed to driving the state of the art forward through relentless innovation.

Myst Links

Dynamic Slope Quantization for VR Comfort


As a preface to this, we will be discussing terms like “smooth movement” (moving the player smoothly throughout the game-world without them having to move in real life), “teleportation” (immediately snapping the player to a virtual destination after a brief “blink” of the camera), and “room-scale” (where a player has enough space in real life to walk around in (like a big room) while playing the VR experience, enabling them to move about in their VR environment as they’d like).

As VR developers, we run into many challenges, least of which is making sure that people who adorn a VR headset remain comfortable while in our experiences. Often, whether or not an experience is comfortable is based on how the user moves or is moved. While moving the player in a smooth way would seem to be more natural (since many of us do that in real life to get around), it will often cause motion sickness in VR, whereas instantaneous movements in VR (like teleportation) can be more comfortable. This VR motion sickness cannot only occur when moving horizontally but also vertically. This leads to many VR experiences having very flat environments to prevent any vertical motion issues.

We have a history of building highly detailed worlds in our games. We’ve been supporting both flat-screen and VR experiences using the same game environments for both. While making flat levels or spaces might work well in a VR-only title, it would be much more scrutinized on a flat-screen where players are much less likely to have motion sickness and often expect a wider breadth of navigation capabilities throughout environments. Also, there are game design advantages to conforming the player movement to the environment, as opposed to locking them onto planes that could potentially not match that same environment.

I’ve developed a technique for allowing players to traverse slopes, stairs, or any amount of reasonable vertical movement in VR by taking advantage of the fact that instantaneous travel has some comfort benefits. It also allows you to keep people in room-scale experiences reasonably close to the floor of the game environment. We’ve been calling it Dynamic Slope Quantization internally.

Our Method

Our VR camera is attached to an in-game object that represents the real-world floor of the player; let’s call it the floor component. That floor component is attached to a capsule, which is our character representation and moves around the in-game environment.

[Graphic courtesy of Derrick Robinson]

As the player walks around their room in VR, we are constantly moving that player capsule to match an equivalent in-world position if possible. When we move that capsule, we have to offset the floor component attached to it by the opposite of the movement of the capsule. This ensures that the VR camera doesn’t compound movements and that the capsule “syncs” up to the player’s real-world position. This also includes offsetting the height that the capsule moves. The effect is that you’re walking on a flat floor. If you didn’t offset the player location, you would have a constant movement effect, the capsule would never truly match the real-world player location, and you’d get a roller coaster feeling when going up and down the in-game environment.

At this point, you’ll want to sum up all the vertical distances that the capsule has moved. Then, you’ll want to figure out a height that you want the resynchronization of the floor and capsule to occur. We chose 20 cm which feels pretty good. Once this distance has been crossed by the capsule, you take the floor component and snap it back into the capsule where it would normally reside. This should be wherever we’d expect the floor to be in-game. That’s all it should take for the effect to work.

Here’s some pseudo-code to give you an idea of what that would look like. This code example uses Unreal Engine 4 structures but should be easy to implement in your environment.

//Code to move capsule to where the HMD is located
//CapsuleTravel is added to over time to keep track of how far
//the capsule has moved over several updates
float CapsuleTravel = 0.f;

//Find the HMD location in the Game World Space
FVector HMDPosition = GetHMDPositionInGameWorld();

//Find the Player Capsule location in the Game World Space
FVector CapsulePosition = GetCapsulePositionInGameWorld();

//Build a game world movement vector to tell the movement component where to move.
//There are probably more efficient ways to do this, but it works for these purposes.
FVector MovementDirection = (HMDPosition - CapsulePosition) * FVector(1,1,0);

//Move the character.

//AFTER PLAYER HAS MOVED to be where the HMD is located. This ideally would happen before the
//player would see anything.
FVector UpdatedCapsuleLocation = GetCapsulePositionInGameWorld();
//Find the vertical distance the capsule traveled after moving to match the HMD.
float HeightDelta = UpdatedCapsuleLocation.Z - CapsulePosition.Z;

//Accumulate the total vertical distance the capsule has traveled.
CapsuleTravel += HeightDelta;

//If the distance goes over the vertical distance threshold, go ahead and snap the floor component back into it’s default relative location.
if(FMath::Abs(CapsuleTravel) >= VerticalThreshold) // We chose VerticalThreshold to be 20cm.
//If we haven’t crossed the vertical distance threshold, we need to offset the floor component
//by the amount the capsule traveled to prevent the player’s HMD from also moving vertically.
//We also want to offset the floor by the amount the player capsule was told to move to make sure it only moved the amount we told it to
//and not double it.

In order to keep the player as close to the floor as possible, you’ll want to sneak in floor height resets when possible and comfortable. For example, I found it worked well to immediately sync the floor height when the player begins to smooth-move and then to not quantize the player’s floor height until the player stops smooth-moving. Upon the player’s execution of teleporting or snap turning is also a good opportunity to reset the player floor height.

While we want to make sure everyone is comfortable playing our games, for our future VR games, we see this feature as a comfort option. We hope this little trick can help VR developers make their environments with fewer compromises, and not have to worry about the consequences for people who are susceptible to motion sickness in VR.


-Karl Johnson

Senior Software Engineer


AREA MAN LIVES takes on Boston 

Hey all! Ryan from Cyan Ventures here, and I’m excited to be back from Boston with incredible things to talk about. Since we have returned, the Numinous Team has been actively working on multiple aspects of AREA MAN LIVES. In this post I’ll introduce you to the team and discuss some of the highlights of our trip. Let’s get rolling…

This was my second time in Boston. You might remember a group of us from Cyan travelled to  PAX last year to show Firmament in the Kickstarter Forest and help the Eagre team with ZED. As a person who generally stays on the west coast, let me say, I love Boston. 

Read More

A Window Into Cyan’s R&D Efforts for Firmament

Cyan has a strong history of pushing the boundaries visually with each game we produce, and the work we’re doing with our latest project- Firmament- is no exception. This often means that we have to engage in a fair amount of Research and Development to add functionality to the tools that we use. Here’s a video we recently put together with our Art Director Eric where he shows us some of the behind the scenes work it takes to make the world we’re building look as fantastic as possible!

Cyan's R&D Efforts

Firmament is an entirely new property – the beginning of another exciting new Cyan universe. It is a deeply immersive narrative adventure game for both VR and PC that is delivered using the state-of-the-art power of Unreal Engine 4. Firmament will be designed for VR on the Rift, Vive, PSVR, and Index, but will be completely playable on normal flat monitors on Windows, macOS, and PS4 as well.

As an aside, if you haven’t had a chance to back our campaign to help support the creation of Firmament, it’s not too late! We are still offering everyone a chance to get the game as well as the exclusive backer rewards we offered during the Kickstarter over at Fangamer. These rewards won’t be available once the game is released, and if you’re the sort of person (like us) who digs having a physical boxed version of the game (We see you! We hear you!) this is the ONLY time you’ll be able to get your hands on one!

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