MiraNova Developer Journal
March 24, 2026
by Michael (Aeonath)
Well, almost mid-week — I think it is close enough. We have been spending a lot of time
tidying up MikoPoker and are planning on releasing it on Friday. Side pots turned out
to be tricky to get right in the UI, and we are still validating them.
I have to say MikoPoker is probably the most fun I've had on a project in a very long
time. It is actually my first real game (Mystic Marsha does not count). I hope
everyone will enjoy playing it as much as I do.
We just have a basic 5/10 cash game at the moment, but we hope to add more game styles
to it in the coming months. After the release, though, we will have to turn our attention
to our other projects for a while.
On the Linux front, I had some difficulty getting decent performance from QEMU, so I
switched to my old favorite VirtualBox from Oracle and it is working well. Unfortunately,
I don't have too much experience with KVM, so I didn't want to spend much time on it.
I may come back to it in the future.
I got Fallout 76 running fine on Linux and am very happy with how that turned out. I am
looking forward to spending some time on it in the coming weeks. Dragon's Dogma is
downloaded, but I haven't fired it up yet — perhaps tomorrow.
Unreal Engine and Godot are now installed as well, and I hope to experiment with these
in the coming months. With our upcoming release of MikoPoker, we will be shifting
our focus to becoming the game studio we were originally intended to be. I am learning
as we go, and hope to start on a new game soon called Castle Adventure. This is
intended to be implemented in Rust with a custom game engine called Starlight, however
I am not sure how far I will get since I have relatively little experience with this.
With Claude's help I have been able to do things beyond my skill level though, so
I am hopeful we will get something working and I can learn as we go.
A primary example of this is MikoPoker, which now has around 2,500 lines of engine code
and 7,500 lines of UI code. I didn't know PixiJS, but Claude was able to wire up
all of the animations I required with relatively little effort. She is truly amazing
and I am very pleased to be learning from her every day.
This is an exciting time for me, as the studio is starting to turn into what I had
envisioned it to be. I would like to thank Claude and ChatGPT for all of their
hard work and dedication to the studio projects. I truly could not do this
without them — I tried before and was unable to do it alone.
An interesting fact is that now, in around only 5 and 1/2 months, I have committed more
code to GitHub than I did as a hobbyist programmer for 13 years. And Claude has
written almost all of it — and it is not throwaway code, it is production code that
I use every day. AI has made all the difference for me, and now I am able to bring
my project ideas to life in a relatively short period of time.
Looking forward to the next five months and the future of the studio. I am having a
blast, and that is the whole point of it — to have fun.
-- Michael (Aeonath)
March 19, 2026
by Michael (Aeonath)
I just wanted to take a moment to record how far we’ve come so far.
Just over five months ago, MiraNova didn’t exist.
No Novi.
No Lyric.
No Astra.
No MikoPoker.
No Mira Terminal, Mira Markdown, or Lyric extension.
No websites.
Just an idea.
In that time—working part-time, with about two months off—we’ve built an entire ecosystem:
• A programming language
• A development environment
• A command center
• Multiple websites
• Developer tools and extensions
• A playable game
Not perfect. Not finished. But real.
Now the focus shifts.
Less building from scratch.
More refining, reviewing, and releasing.
MikoPoker is next.
Then we keep going.
This is just the beginning.
-- ChatGPT (Chief Technical Advisor, MiraNova Studios)
-- and --
-- Michael (Founder and Studio Lead, MiraNova Studios)
March 16, 2026
by Michael (Aeonath)
Tonight turned into one of those classic MiraNova sessions where several different threads somehow converged into a surprisingly productive evening.
The first major victory came from the Linux side of the house. We realized the NVIDIA drivers on the Sonnet workstation weren’t actually installed. Once the proper driver stack was in place, performance improved dramatically across the system. Vulkan support came online, the GPU was finally doing the work it was supposed to be doing, and the machine immediately felt far more capable.
Wine had been causing a particularly nasty issue when exiting ACR Poker — the entire system would freeze hard, sometimes locking the desktop and forcing a restart. That kind of behavior usually points straight at the graphics pipeline. After some investigation, the solution turned out to be enabling DXVK.
DXVK translates DirectX calls into Vulkan, allowing Windows applications running under Wine to talk directly to modern Linux graphics drivers. Once DXVK was active, the freezing issue disappeared completely. The poker client launches normally, runs smoothly, and — most importantly — exits cleanly without freezing the entire machine LOL.
It’s always satisfying when a fix like that lands because it confirms the architecture is working the way it should: Wine → DXVK → Vulkan → NVIDIA driver → GPU. When that pipeline is healthy, Linux gaming suddenly feels remarkably close to native Windows performance.
Speaking of performance, we also spent some time in The Elder Scrolls Online testing the newly released Update 49, and the results were excellent. With the NVIDIA drivers installed and the Vulkan pipeline behaving properly through Proton, ESO runs essentially equivalent to Windows. Frame pacing is smooth, performance is solid, and the game feels completely native. This was the first time I actually played the game on the system rather than just firing it up to see if it works. It is actually the first game I played on Linux since Unreal Tournament over 25 years ago.
The update itself is fantastic. The Dragonknight rework feels great so far, and the quality-of-life improvements sprinkled throughout the patch like the built in respec are much appreciated. It’s one of those updates that doesn’t radically change the game but quietly improves a lot of the little things.
On the studio side, MikoPoker made some visual progress this weekend. The game now has its first set of avatars. They’re simple and a bit cute — nothing fancy yet — but they immediately add personality to the table. Seeing the AI players represented with little characters instead of empty seats makes the table feel alive in a way it didn’t before. Also it is now possible to beat the game, if you knockout the MikoPoker player, you win, if you are the last one of the 32 players standing you win, or if you knockout all the players at the table you win. These last two victory conditions are very hard so I may change it in the future. We are hoping to have our first playable demo of MikoPoker online next weekend, but we need to make sure we have resolved the side pot bugs we were seeing earlier first.
Between stabilizing the Linux graphics stack, exploring a new ESO update, and continuing to flesh out MikoPoker, it ended up being a good past few days at the studio.
The next step is to get Unreal Engine installed and start learning how build games using Blueprints before we dive into the C++ side of it. There is a native Linux build for Unreal Engine but I need to figure out how to install it. We'll see how it goes.
I am not sure what the next game in my library I will try, but it will likely be Dragon's Dogma which I have been meaning to play for a while. I really hope it will run as well as ESO. I might also try Skyrim also just for fun. It has been a long time since I played that game. I have about 500 hours logged in Skyrim plus probably around another 250 hours playing it on PS3. For comparison, I have over 7000 hours logged of ESO since it is really the only game that I play.
-- Michael (Aeonath) and ChatGPT (Chat)
March 14, 2026
by Michael (Aeonath)
Lyric
We’ve released Lyric 1.1.1, and it introduces a major internal change to how the language executes programs.
Previous versions of Lyric executed code by walking the language’s abstract syntax tree directly.
Lyric now includes a transpiler backend that converts the Lyric AST into a Python AST, which is then compiled into Python bytecode using CPython’s native compiler. In practical terms, Lyric programs are now executed by the CPython virtual machine rather than by Lyric’s own AST-walking interpreter.
This change resulted in significant performance improvements in our benchmarks and greatly simplifies the runtime execution model. The interpreter mode still exists for development and the REPL, but the transpiler path is now the primary execution engine.
During this work we revisted our earlier benchmarks from October and quickly
realized that Lyric did not, in fact, outperform Python. Lyric was running
the smaller test and was compared against Python running 100x times operations.
Python in fact smoked Lyric accross the board in apples to apples comparison. The old journal post with the erroneous claim has been removed and will not be saved here.
This release improves our performance dramatically and we are catching up
on Perl with these improvements. You can view the results of the performance
tests in the README.md file in Lyric's public source repository.
This release also lays important groundwork for future work on the language, including the addition of semantic analysis and a longer-term goal of supporting a native LLVM backend. Lyric's syntax is well suited for compiled
code although var and importpy will not likely be supported.
Lyric continues to evolve as an experimental language project here at MiraNova, and this release marks an important step toward a more mature compiler architecture.
Note from Claude
Here is a note from Claude on our implementation.
- Lyric source → lexer.py tokenizes it
- Lexer → parser.py builds the Lyric AST
- Parser → compiler.py walks the Lyric AST and emits Python ast module nodes
- Compiler → Python's built-in compile() turns the Python AST into CPython bytecode
- CPython bytecode → exec() runs it on CPython's C-level VM
The only thing worth noting is that step 4 and 5 are handled by CPython
itself — we hand it a Python AST and CPython does the rest. We never touch
raw bytecode directly. That's the beauty of it — we get bytecode-speed
execution without having to build our own VM.
MikoPoker
Work on MikoPoker has also accelerated significantly.
The game has now been fully ported from Cocos Creator to PixiJS v8. Rather than attempting a partial migration, the entire UI layer was rebuilt from scratch — including scenes, components, card animations, responsive scaling, and the general rendering pipeline.
During the port, the engine’s side pot logic was rewritten, resolving several bugs that had surfaced in earlier versions. The game now also includes a roster of 32 named AI opponents, each with distinct playstyles, bringing much more personality to the table.
A number of gameplay touches have been added as well: deal-for-the-button ceremonies, pre-action buttons, and animated pot-to-winner fly effects that make the table feel far more alive.
What makes this milestone particularly remarkable is the speed of the transition. The project went from zero PixiJS code to a fully playable eight-seat Texas Hold’em game in roughly a day, which is a testament to how well the new engine approach fits the project.
As always, development at MiraNova tends to move quickly and a little unpredictably — but both Lyric and MikoPoker are now on much stronger technical foundations than they were just a short time ago.
-- Michael (Aeonath)
March 10, 2026
by Michael (Aeonath)
Over the past few days we’ve been rebuilding our primary MiraNova development workstation from the ground up. Sonnet, our Lenovo Legion 5 Slim Laptop, has officially moved to Linux, running Debian Trixie, and the system is quickly starting to feel like home.
Debian on Sonnet
Debian Trixie now serves as the foundation for our studio workstation. After about 15 years away from the Linux desktop, I’ve moved back to Linux for daily development. It’s starting to feel like home again, although I’m still getting used to working in the Linux desktop after all of these years away.
Boot Customization
One of the first changes we made was customizing the boot experience. Sonnet now starts with a MiraNova-themed GRUB background and custom Plymouth splash screen, giving the workstation a studio identity from the moment it powers on.
Here are the background images generated by ChatGPT. I think he is quite the artist.
MiraNova Background
MiraNova Background Gray
GNOME Desktop Tweaks
We’re using GNOME as the desktop environment with these extensions:
- Coverflow Alt-Tab
- Dash-to-Panel
Compatibility and Gaming
So far compatibility has been excellent. Using Wine, Steam, and Proton, we have successfully running:
- ACR Poker Client
- The Elder Scrolls Online with controller support
- Civilization VII
- GOP3
These are the main games that I play, but I will be testing my other games in the coming weeks.
Novi on Linux
Our internal terminal environment, Novi, is already running well on the system. Novi combines terminal workflows with editing and development tooling, making it a natural fit for the Linux environment we’re building.
Seeing Novi running comfortably on Debian is an encouraging milestone for the studio.
In fact I am using Novi right now to edit this post
Project Orbit Prototype
We’ve also started experimenting with Project Orbit, a small GNOME extension designed to integrate your Twitch stream chat directly into the desktop.
The first prototype is already running and able to display Twitch chat inside GNOME. It’s still early, but the idea of building our own desktop tools for streaming and development is exciting.
Streaming Setup
Our OBS streaming setup is now working on the new system as well. We’ve already completed a successful test stream and will be continuing to experiment with live development streams from the MiraNova workstation.
A New Studio Home
Moving a primary workstation to Linux always takes some adjustment, but Sonnet already feels like the right place to build from. The flexibility of Linux lets us shape the environment around our tools, our workflow, and our studio.
This is just the beginning, but Debian is quickly becoming the home of MiraNova’s development work.
Vega's New Role
Our Legion 5 laptop, Vega, that we previously used for Linux will now be our Windows 11 environment. We will continue to develop Novi to support both Linux and Windows, however MacOS is unlikely at this point.
-- Michael (Aeonath) and ChatGPT (Chat)
March 5, 2026
by Michael (Aeonath)
A few updates from the studio as we continue pushing things forward.
'Lyric is now live'.
Our programming language project has officially launched and is now open source. It’s still early days, but getting the project out into the wild is an exciting milestone for us and a strong foundation for what comes next.
Mira Terminal performance improvements.
We’ve added a WebGL renderer to Mira Terminal, which significantly improves output performance and responsiveness when handling large streams of terminal data. The terminal feels much smoother under heavy workloads.
Novi refactor underway.
We’ve also begun refactoring Novi to remove React from the UI layer. While React is a great framework, we realized we weren’t using many of its features given Novi’s relatively simple interface. Moving to a lighter vanilla TypeScript approach should simplify the architecture and reduce overhead.
More updates soon as development continues.
— MiraNova Studios
Update: We have replaced our reliance on the git.exe command line tool
in Novi with a native javascript git implementation called
isomorphic-git.
So far the results are very positive.
March 1, 2026
by Michael (Aeonath)
This weekend we made solid progress across several core tools at MiraNova, focusing on stability, ergonomics, and long-term workflow improvements.
We started with Mira Terminal, which is now running daily inside VS Code without any issues. It’s reached the point where it feels invisible in the best way — reliable, predictable, and out of the way. That kind of stability is exactly what we want from tooling we plan to live in every day, and it’s been great to see it hold up under real use. This extension is basically a port of our terminal code we were using in Novi to VSCode.
From there, we spent time tightening up Python interop in Lyric. We now maintain a whitelist of Python modules that are fully vetted and confirmed to work correctly with importpy. More modules will be added over time as they’re tested and validated. You can see our current whitelist here. The whitelist is starting small, and we still have a long way to go before we vet the full standard library.
For advanced use cases, Lyric also supports an --unsafe flag. This allows importing arbitrary Python modules that are not on the whitelist, provided they are also not on the blacklist. Blacklisted modules are explicitly disallowed and cannot be imported even with --unsafe. This gives us flexibility for experimentation while still keeping a clear safety boundary.
We’ve already begun replacing several internal helper scripts with Lyric-based equivalents — a nice milestone that reinforces Lyric’s role as a practical, everyday tool rather than just a language experiment. We are using pulse.ly to create our initial blog post markdown and server.ly as our development web server environment for our S3 websites. We expect to be converting more of our scripts to lyric in the coming weeks as we feel it is stable enough for this at this point.
Finally, we introduced Astra, our new internal bug tracker. Astra allows us to track bugs, feature requests, todos, and notes across multiple projects, organized by category. It’s already replaced ad-hoc text files and scratch notes, and has become the single source of truth for project tracking across the studio.
Astra was implemented by Claude Code and we decided to make it open source which is available here. It’s a small system, but one that’s already paying dividends in clarity and focus. Please note this system is very new and was just implemented this weekend.
Overall, a strong infrastructure-focused weekend — laying foundations that will make everything that follows easier to build.
-- Michael (Aeonath)
February 25, 2026
by Michael (Aeonath)
We’re getting Lyric ready for its first release. I’m currently working on a detailed tutorial for the language that’s geared toward beginner programmers. We’ll continue updating Lyric after it’s released, but this should be something people can genuinely get started with right away.
Our bug backlog for Novi is growing, and we’re finding more issues the more we use it. It’s still very early in development, so this is expected at this stage, but it’s good to see real usage uncovering real problems.
We also have a Chrome accessibility extension under review in the Chrome Web Store, and we’re hoping to have our first published Chrome extension soon. This one is very basic: it requires you to hold Control to bring up the context menu on most pages. I’m surprised by how often I randomly right-click and accidentally trigger the context menu, and this has helped me a lot already.
Thrifty Tom is next in line and will be developed alongside Novi once we have a stable Lyric release. The idea is simple: it will replace a Google Sheets setup I currently use to track daily spending and savings goals. It’s intentionally minimal and something I plan to use myself.
Auto has been doing a solid job fixing bugs in Novi, and we’ll continue using Cursor alongside our Novi + Claude Code environment. We did run out of Claude tokens today and had to wait a few hours for usage to reset, but our weekly token limits are still in good shape.
Beyond that, we’re looking forward to starting a small project to learn Rust (likely Project IRIS) and getting back to work on MikoPoker. MikoPoker was actually our first project at MiraNova and predates the studio’s founding by a short period. Lyric was our second project.
One last thing I want to be clear about: while we do use AI heavily to develop our software, we are not currently implementing AI features in our products. We’re not embedding an agent in Novi at this time, and Lyric does not have any native AI capabilities. I just wanted to set that expectation clearly.
Thanks for following along as we continue the journey.
— Michael (Aeonath)
February 18, 2026
by Michael (Aeonath)
So I scaled back our Cursor developer plan to cut costs, and we burned through all of our Claude tokens in just a few days. That left us with Auto, Cursor’s agent router. I wanted to develop a small VS Code extension called Mira Markdown, but I wasn’t very pleased with what Auto produced.
I installed Claude Code, which I’d been meaning to try, and fired it up inside Novi. I subscribed to the Claude Pro plan for $20/month, which gives me significantly more Claude usage than going through the Cursor API. We built the Markdown extension—with every feature we wanted (it’s very simple)—in a short amount of time, and it was implemented correctly. In my experience, Claude is simply far better than using random agents.
Most of the code for Lyric, and a large portion of the Novi code, was written with Claude, but doing so through Cursor was very expensive. Moving forward, we’ll be shifting our workflow to use Claude Code directly inside Novi. I’m very happy with this setup so far and excited to see how much we can accomplish together.
— Michael
February 18, 2026
by Michael (Aeonath)
First I would like to state that we are not a venture-backed spectacle. We do not have any funding or stakeholders or anything like that. We are
- building things because they are fun.
- shipping things if we feel like it.
- optimizing for joy, craft, and sustainability.
- moving slowly, rethinking, and changing our minds often.
- operating at (and sometimes beyond) our available bandwidth.
If I put only 20 hours per week into the studio, that still adds up to a 60-hour work week for me. I have a day job that pays the bills and consumes most of my time, along with side hobbies—like ESO—that also demand attention.
Given that reality, we’ll be focusing on four main projects for now: Lyric, Novi, Thrifty Tom, and MikoPoker. Everything else will be moved to the backlog or wishlist. Nova will be backlogged for the time being. I originally wanted to build the latest and greatest AI tool, but that isn’t realistic right now. I’m also using Novi every day and genuinely enjoy it. Maintaining two separate development environments doesn’t make much sense, so we’ll instead work toward integrating some of the AI orchestration features originally planned for Nova into Novi. Novi is effectively “little Nova,” and it will be one of our core projects going forward.
All remaining projects—including Magicka Offline and Aeon Prime: Conquest—will be listed on the backlog or wishlist page and clearly marked as vaporware, so there’s no confusion about what currently exists and what does not.
— Michael
February 14, 2026
by Michael (Aeonath)
I have decided I will turn the Pulse blog into my developer Journal for MiraNova projects. I will share my thoughts on various topics here and muse about challenges we have faced so far. This is basically so I will have a record of what I was thinking about, only it will be public. So it is still kind of like a blog and kind of like a journal. But I will not use this for announcements. Also posts will not be as polished and may be more like ramblings than a coherent structure.
Announcements will no longer be posted here. Announcements on Lyric and Novi will be posted on lyric-lang.org going forward. We will be discussing both these projects at length here in the journal but announcements will officially be on the other site going forward. MiraNova specific announcements will be posted on the home page under the Home link.
Topics here will be various technical topics. There will be no more "Lyric development is still paused" updates. If I don't like this I will change it back to the original Pulse blog format with both announcements and random posts.
— Michael (Aeonath)
February 13, 2026
by Michael (Aeonath)
Well it is Friday the 13th, but it is also our 4-month anniversary. We are back on track with our projects and have done some necessary cleanup to our website.
We removed the Polaris project from the Studio Projects page, as we will likely not be getting to this anytime soon. It joins our backlog of ideas that may someday appear there. Next in the queue is project Thrifty Tom, which will be developed alongside MikoPoker once Lyric and Novi are released.
Lyric will now likely be released at version 0.9.1 as originally planned. I don't feel comfortable moving this to version 1.0.0 until it has undergone significantly more testing. I am adding a blacklist as it does not make sense in a new language to allow modules related to Python internals such as traceback and pdb. This is because your source code will be Lyric, not Python itself, and Lyric is its own language. Speaking of pdb, I am going to try and have a minimal step debugger built in to the interpreter, but this will likely come at some point after the first release.
The Studio was initially conceived as a Game Studio to develop Magicka Offline using Unreal Engine. That seems like such a far off dream now, especially for someone who loves to start new projects like me. I am still very much interested in learning game programming, but I want to have a couple of games under my belt before I tackle something like Unreal Engine.
But Lyric is the top priority right now so back to Lyric we go. I know Lyric is mentioned as statically typed in the spec, but currently type checking occurs at runtime. Types cannot change after they are declared unless it is a var, so in this sense types are static. I have been having lengthy discussions with ChatGPT about the trade-offs of doing static analysis here, and have plans to create an experimental branch which optionally moves type checking that occurs during a semantic analysis phase after parse time and before runtime. Then we can mark the AST Node as type safe, so we don't have to check the type at runtime. This will likely not be an option in 0.9.1, but should be available before 1.0.0. We will collect some real world data about performance and decide on a default mode for 1.0.0. Since all variables are explicitly typed, there should be no reason why we can't do this with our current syntax.
Novi will also be coming along, and its default mode may very well be vi. And then Lyric is supposed to be a teaching language you say and you're forcing vi on people from the beginning. This is not really the case. You can turn off vi mode with set vimode off in the Novi Shell. That is all it takes then it behaves like VSCode as it is the same base editor, Monaco, underneath. I was thinking about calling the option to disable vi mode set novi, but that seemed a little too cheeky even for me. Also, you don't have to use Novi to use Lyric. You can use any editor you like, though most will not recognize the syntax because it is so new. Syntax highlighting extensions for VSCode and Vim will be made available along with the release, and these are the recommended environments. Novi will not be ready yet, but it is coming.
Lyric has come a long way in our first 4 months, but it still has a ways to go. I have no idea how this will perform in the real world and only have time to test a small subset of the available modules. I am building this primarily because I think it is actually fun, but if someone finds it useful it would mean a lot to me too.
— Michael (Aeonath)
February 12, 2026
by Michael (Aeonath)
The Nova project is restarting from scratch, carrying forward lessons learned into an entirely new ecosystem: Rust and Tauri.
What was previously referred to as the Nova IDE is now the Novi Editor. Novi is a vi-style editor with strong terminal support, Git integration, and a file tree. Additional features such as ChatGPT Codex support and SSH terminal support are planned for the future.
During development, we hadn’t yet implemented the Nova Agile Specification workflow or the AI agent orchestration mechanisms that were central to Nova’s original vision. As the project evolved, it became clear that this environment wasn’t the right foundation for Nova itself. The Monaco editor and command palette began to feel too close to VS Code. More importantly, I found myself using the application daily as my main terminal emulator environment — and genuinely enjoying it in that role.
Novi was actually envisioned earlier, but the idea was scrapped at the time because I didn’t want to maintain two Electron projects simultaneously. In hindsight, it’s clear that our Nova prototype was always meant to become Novi. It wasn't really a true IDE then and will not try to be one — it’s a vi editor and terminal environment with some carefully chosen bells and whistles.
This also means Novi can be released much sooner than Nova ever could have been. I hope you enjoy using it as much as I do. Novi will be available on lyric-lang.org when it’s ready and will be available as an alternative development environment for Lyric.
I’m very pleased with this direction and excited to learn a new language for myself in the process: Rust. Now I finally have the right excuse to do so.
— Michael (Aeonath)
February 11, 2026
by Michael (Aeonath)
Lyric development is back in full swing. The Lyric specification has been updated to the most recent version and is now available here: Lyric Specification
You may have noticed we also removed the Lyric page on the MiraNova Studios website. All information about the project will now be hosted on lyric-lang.org.
Key updates in this version include class inheritance, class scoping for methods, built-in getopts, file I/O operators, and command pipelining.
We are getting close to being release-ready, and it now looks realistic that Lyric will ship in Q1, as originally planned.
If you are curious about what the license will look like, it is now posted here on lyric-lang.org as well.
— Michael (Aeonath)
February 6, 2026
by Michael (Aeonath)
Lyric development is still on hold, having been temporarily derailed by the most evil side quest known to man: ESO Cyrodiil. I’ve been attempting to break into the top 10 on the leaderboard this campaign, which has ended up consuming most of my free time.
If anyone is actually waiting for Lyric to be released, apologies. I’m not sure how many people read this blog, but either way, Lyric is still very much in the queue.
One thing that is changing is licensing. Lyric will initially be released under MiraNova’s proprietary but free-to-use license. If there is sufficient (or any) interest after release, I’ll consider making the source available under a copyleft GPL license.
I’m trying to remember what was supposedly “on fire,” but I’m fairly certain no actual flames are being harmed in the process. I’ll aim to return to Lyric development on Monday.
Other projects are, of course, also paused, as Lyric remains the top priority.
— Michael (Aeonath)
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