A world is made of the details you choose to keep.
When we draw a new place, we start with one object that feels useful and one object that feels unnecessary. The first gives the player a reason to arrive; the second gives them a reason to stay.
That balance shapes every Miche world. A ferry schedule can be a puzzle, a recipe can be a map, and a character's favorite mug can tell you more than a paragraph of backstory.
We make games for the moments between objectives. The pause before a door opens. The sound of a friend approaching. The little satisfaction of putting something back where it belongs.
Leave a little room
Our maps are not designed to be conquered. They are designed to be revisited. We leave paths that do not lead anywhere obvious and objects that reward a second look.
It is a small invitation: take your time, try the curious option, and see what the world gives back.