- Release Year: 2020
- Platforms: Windows
- Publisher: Too Husky
- Developer: Too Husky
- Genre: Adventure
- Perspective: 3rd-person (Other)
- Game Mode: Single-player
- Gameplay: Graphic adventure, Puzzle elements

Description
Mira is a graphic adventure game developed by Too Husky, released in 2020, that immerses players in a world of beautifully painted Slavic myths and legends. Featuring fixed flip-screen visuals and point-and-click gameplay, the game presents itself as an interactive journey through folklore, though it is criticized for its lack of substantial gameplay and poor localization.
Where to Buy Mira
PC
Mira Free Download
Reviews & Reception
keengamer.com : While it has an intriguing story, its lower rating is largely due to some major grammatical issues.
thedrastikmeasure.com : The visuals are great. The art looks amazing, and it’s a hand-painted, detailed, awesome world that looks like it was a hand-crafted fantasy.
indie-hive.com : The game features some beautiful hand-painted artwork that perfectly matches the mythical aspects of the narrative and stories.
Mira: Review
In the vast and often homogenous landscape of modern video games, there exists a unique and compelling space for titles that draw from the wellspring of cultural mythology and folklore. These games, by their very nature, offer a passage to worlds built from ancient dreams and forgotten stories. It is within this space that we find Mira, a 2020 point-and-click adventure from the Polish two-person developer, Too Husky. Heralded for its six-year development cycle and breathtaking hand-painted aesthetic, Mira promises a journey into the heart of Slavic legends. However, as we shall delve deep into its history, narrative, and mechanics, we will uncover a title that is as much a beautiful, illustrated e-book as it is a video game—one whose greatest strengths are inextricably bound to its most significant flaws.
Introduction
To play Mira is to witness a labor of love, a digital tapestry woven with threads of Slavic mythology, historical trauma, and artistic dedication. At its core, the game follows the titular character, Mira, as she steps from the war-torn rubble of Kraków into the mystical, hidden land of Navia. This transition from a world of human suffering to one of ancient spirits and forgotten creatures forms the central premise of a story that is at once enchanting and deeply problematic.
The central thesis of this review is that Mira represents a remarkable case study in the tension between artistic ambition and execution. It is a game that achieves a rare level of atmospheric beauty and cultural specificity, only to be consistently undermined by fundamental gameplay deficiencies and a translation so poor it actively works against its own narrative goals. It stands as a testament to what can be achieved by small teams with a powerful vision, but also serves as a stark reminder that vision must be matched by technical and linguistic polish to create a truly resonant interactive experience.
Development History & Context
Mira is the product of Too Husky, a diminutive independent development studio consisting of just two individuals. This small scale is perhaps the most crucial piece of context for understanding the game’s final form. A six-year development cycle, as touted by the developers, speaks to both a profound passion for the project and the immense challenge of creating a visually rich, narrative-driven adventure with such limited resources.
The developers’ vision, as articulated across their various online presences, was to create a game that felt less like a traditional video game and more like an interactive storybook. They sought to immerse players in a Slavic fantasy world, meticulously researching folklore and mythology to populate their creation. This ambition is evident in the game’s detailed bestiary and the names of its characters and locations, which draw directly from Slavic tradition. The choice of the GameMaker engine suggests a pragmatic one, providing the tools necessary to create the static, painterly scenes and simple point-and-click interactions that form the backbone of the experience.
The game was released on March 26, 2020, onto the PC digital storefront Steam. This timing placed Mira in a crowded market for indie adventures and narrative experiences, competing against titles with larger budgets and more refined polish. It was also released in the shadow of the global COVID-19 pandemic, a period that saw a surge in players seeking out shorter, more contemplative, and artistically distinct games. While Mira‘s aesthetic certainly fit this emerging zeitgeist, its rough execution meant it struggled to stand out amidst a sea of higher-quality contenders.
This context is vital. Mira is not the work of a large, experienced studio but the culmination of years of solitary effort. Its achievements are therefore more impressive, and its failings more understandable. It is a labor of love, but love alone cannot bridge the gap between a beautiful dream and a functional, engaging game.
Narrative & Thematic Deep Dive
The narrative of Mira is a dualistic tale, a structure that holds both the key to its intrigue and the source of its confusion. The game begins in the human world, specifically in an orphanage in Kraków shortly after the devastation of World War II. The player controls Mira, a woman who cares for the children and regales them with the fantastical stories of Slavic myths and legends. This opening establishes a crucial theme: the power of stories to provide solace and meaning in the face of historical trauma. The war-torn city is a stark, real-world anchor, making the subsequent leap into fantasy more poignant.
The narrative pivot occurs when Mira herself is seemingly drawn into the world of her tales. The game transitions from the grim reality of post-war Poland to the vibrant, mysterious land of Navia. This is the world of Slavic folklore made manifest, where creatures like water nymphs, imps, and drowners are not just stories but living, breathing inhabitants. The central question of the plot becomes whether Mira’s journey is a literal transmigration, a spiritual voyage, or perhaps a psychological escape born from the horrors she has witnessed. This ambiguity is the game’s most compelling narrative feature, forcing the player to constantly question the nature of reality within the story.
Characters in Mira are archetypal, serving as vessels for the myths they represent. We encounter the Librarian, a keeper of ancient knowledge; the Architect, a builder of impossible structures; and a host of other beings whose roles are defined by their function within the folkloric ecosystem. While they lack deep personal development, their interactions with Mira drive the plot forward and allow for the exposition of Navia’s history and rules. The dialogue, however, is where the narrative begins to falter. The translation from Polish to English is, in the words of Adventure Gamers, “poor.” This is not merely a matter of minor grammatical errors but of pervasive syntax issues, awkward phrasing, and misspelled words that consistently break the immersion. A line meant to be poetic or mysterious often becomes confusing or unintentionally comical, stripping away the intended gravitas and making it difficult to connect with the characters and their plight.
The underlying themes of Mira are rich and deserving of exploration. The game grapples with destiny, choice, and the preservation of cultural heritage. The journey into Navia can be interpreted as a quest for identity or a confrontation with one’s past. The choice to include the WWII setting adds a layer of historical weight, suggesting that the ancient world of myth is not separate from, but inextricably linked to, the modern world of human conflict. Unfortunately, the game’s abrupt and anticlimactic ending, noted by several reviewers, fails to deliver a satisfying resolution to these weighty themes. It presents the player with a final, significant choice but then concludes almost immediately without revealing the consequences, leaving the narrative hanging and feeling incomplete.
Gameplay Mechanics & Systems
On the surface, Mira presents itself as a point-and-click adventure game. However, a more accurate description would be a “point-and-select” visual novel with rudimentary adventure elements. The core gameplay loop is simplicity itself: the player is presented with a static, hand-painted scene. The mouse cursor changes when it hovers over a point of interest, and a single click will either advance the dialogue, trigger a cutscene, or move the character to the next screen. The interface is clean and minimalist, eschewing complex inventories in favor of a direct, linear progression.
This simplicity extends to the game’s puzzles, which are few and far between. When they do appear, they are typically simplistic symbol-matching or pattern-recognition tasks that serve more as brief interruptions to the story than as genuine challenges. According to reviews from sites like Indie Hive, these puzzles are designed not to frustrate but to be easily solved, ensuring a smooth, uninterrupted narrative flow for the casual player. The lack of environmental interaction is a more significant issue. Unlike classic point-and-click adventures where every object could be examined, combined, or used, Mira‘s world is largely a backdrop. There are very few opportunities for genuine exploration or problem-solving, which makes the experience feel more passive and less interactive.
The game does attempt to incorporate player agency through dialogue choices. At key moments, the player is presented with two or more options for Mira to say, ranging from kind and nurturing to harsh and dismissive. The promise of these choices is that they will influence the story’s direction and the characters’ perceptions of Mira. However, as multiple outlets, including Keengamer and The Drastik Measure, have noted, these choices appear to have little to no meaningful impact. The narrative continues on a largely predetermined track regardless of the player’s decisions, rendering the moment-to-moment role-play feel hollow. The discovery of this lack of consequence can be deeply disappointing for players invested in their agency.
The user experience is further hampered by a lack of basic quality-of-life features. There are no options for adjusting text speed, skipping previously read dialogue (except in some tutorials), or accessing a chapter select to replay different choices without starting from the beginning. This is a significant oversight for a narrative game, especially one as short as Mira, effectively eliminating any potential for replayability. The overall gameplay system, therefore, is functional but deeply underdeveloped, prioritizing the delivery of static art and text over creating engaging, interactive systems.
World-Building, Art & Sound
If Mira‘s gameplay is its greatest weakness, then its art direction is its undeniable, towering strength. The game’s world-building is expressed almost entirely through its stunning visual design. The developers at Too Husky have created a world that feels both ancient and vibrant, brought to life through beautiful, hand-painted artwork. The aesthetic is consistent and evocative, with a muted, earthy color palette dominated by deep greens, browns, and greys that are punctuated with bursts of magical light and color. This gives the world of Navia a dreamlike, almost ethereal quality, as if the player is viewing a living, breathing fairy tale.
The creature design is a particular highlight. Drawing directly from Slavic folklore, the developers have brought to life beings that are both whimsical and menacing. The concept art released on sites like IndieDB showcases this creativity, from the cute, chicken-like guardian creature called the Bzonac to the imposing, ancient Forest Lord. These creatures are not generic fantasy monsters but are imbued with a unique character that feels authentic to their mythological origins. The environment design is equally impressive, with dense forests, crumbling ruins, and eerie marshes that are rich in detail. The subtle animations, such as swaying trees or the flicker of a magical flame, bring these still paintings to life and contribute significantly to the game’s atmospheric tension.
The sound design complements the visuals effectively, though it is more functional than spectacular. The soundtrack consists of soft, ambient melodies that use traditional-sounding instruments to reinforce the Slavic folk theme. The music is understated, rarely intruding on the player’s experience but instead providing a consistent layer of atmosphere. Sound effects are used to good effect as well, with the whispering of leaves, the croaking of unseen creatures, and other subtle noises enhancing the sense of being in a living, breathing world. The audio, much like the gameplay, is a component that works in service of the overall mood but lacks the standout moments that would elevate it to greatness.
Ultimately, the art and sound are the pillars upon which Mira‘s entire experience rests. They create a compelling and believable world that the player is eager to explore. The failure of the gameplay and narrative to fully live up to this artistic vision is what makes the experience so frustrating. The game is a beautiful painting, but it is a painting in a gilded frame that is cracked and poorly constructed.
Reception & Legacy
Upon its release in March 2020, Mira received a lukewarm reception from critics, a fact reflected in its Metascore of 40, based on a handful of reviews. Adventure Gamers gave it a 40%, summarizing it as “more illustrated e-book than game,” a sentiment echoed by other outlets. The Overpowered Noobs also awarded it a 40%, praising its “beautiful art and interesting lore” but criticizing it for being “hindered by bugs, poor mechanics, and is in need of much more environmental interaction.” The consensus was clear: Mira was a visually stunning experience but one that was severely let down by its lack of engaging gameplay and problematic translation.
Commercially, the game appears to have had a quiet existence. Its low price point and frequent sales on Steam have made it accessible to a niche audience, but it has not achieved any significant commercial success. The small, dedicated community that has formed around it often focuses on its artistic merits and the passion evident in its creation, rather than its technical prowess.
In the years since its launch, Mira‘s legacy has solidified as a cult curiosity. It is not a game that is remembered for influencing the industry or setting new trends. Its legacy is instead as a “what could have been” title—a beautiful, ambitious project undone by its own limitations. It is frequently mentioned in discussions about folklore-inspired games, often as a counterpoint to more successful titles like NORCO or The Longest Journey. It serves as a valuable case study for students of game development, illustrating the challenges faced by small teams and the critical importance of localization and playtesting.
It is also worth noting the potential for confusion with another game, Mira and the Legend of the Djinns, a completely different Metroidvania title inspired by Moroccan culture and developed by Little Knight Games. While sharing a name, the two games are unrelated, but the similarity in titles can lead to mix-ups. This only further emphasizes that Mira, the Slavic-themed adventure, remains a niche product, primarily known within specific circles of adventure game enthusiasts and connoisseurs of indie folk art.
Conclusion
After a comprehensive examination of its constituent parts, Mira reveals itself to be a profoundly ambivalent creation. It is a game of stark contrasts, a title that achieves moments of genuine artistic beauty only to be consistently undermined by fundamental design and execution flaws. Its hand-painted world, inspired by the rich tapestry of Slavic mythology, is a testament to the passion and dedication of its two-person development team. The atmosphere it creates is haunting and unique, offering a glimpse into a world that feels both ancient and deeply personal.
However, this artistic vision is shackled by gameplay that is almost aggressively simplistic. The “point-and-select” mechanics, the lack of meaningful puzzles, and the dialogue choices that bear no consequence transform the experience from an adventure into a passive, linear viewing. This passivity is compounded by the pervasive issues with the English translation, which consistently erodes the narrative’s emotional impact and makes it difficult for the player to connect with the world on a deeper level.
The ultimate verdict on Mira must acknowledge its dual nature. As a piece of interactive art, it is a success. The world of Navia is a beautiful and memorable creation. As a video game, however, it is a failure. The core interactive loop is underdeveloped, and the narrative fails to deliver a satisfying payoff. It is a title that will primarily appeal to a very specific audience: those who prioritize aesthetic and atmosphere above all else and are willing to forgive a significant lack of engaging gameplay in exchange for a short, visually unique story.
In the grand pantheon of video game history, Mira will not be remembered as a classic. It will not be cited as an influence or held up as a paragon of design. Instead, it will occupy a small, peculiar corner—a beautiful, flawed artifact, a digital fairy tale told with a sincere but stumbling voice. It is a reminder that for every game that perfectly balances art and interactivity, there are others like Mira, noble in their ambition but ultimately unable to bridge the gap between a dream and a reality.