MIO Memories In Orbit : Autumn Devblog 🍂
Autumn Devblog 🍂
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 ! ⭐
💛 Check out our new trailer here:


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 <a class="bb_link" href="
https://store.steampowered.com/app/3496520/MIO_Memories_in_Orbit_Demo/
» target= »_blank » rel= » »>Steam or the <a class="bb_link" href="
» target= »_blank » rel= » noopener »>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 ?
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🎉 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 <a class="bb_link" href="
https://steamcommunity.com/linkfilter/?u=httpsx.comMIOinOrbit
» target= »_blank » rel= » noopener »>X account!
