Night Dream Studio

After the release, we didn't disappear.

Night Dream Studio: The Story Continues

We are Night Dream Studio, the game development division of the MIRTEK group of companies.

In April 2026, Strings of Fate XI: Magic Dream left Early Access and received its full release on Steam. The game continues to evolve on VK Play as well.

But for us, the release was never the finish line or the moment when we could close the project and move on to the next one. If anything, it marked the beginning of a new chapter. So today, we want to do more than simply list what we have accomplished since launch. We want to tell you what has happened to the game since then, who we have met along the way, and where we are heading next — together with the world of Liteya.

What Does It Really Mean to Support a Game?

After launch, we didn't slow down. We got even busier.

With version 1.58, we completed a major set of improvements aimed at making the first chapter more complete and comfortable to play. We added a global world map, increased the draw distance, made skill trainers accessible, added localization in ten languages, integrated Steam achievements, and improved the save system and stat recalculation. Then came the series of 1.59.x updates. By July 2026, the current version had reached 1.59.15.

Behind these numbers is much more than a list of changes. They represent dozens of large and small decisions: stability fixes, interface and navigation improvements, quest logic refinements, better tracking of completed quests, demo-to-full-version synchronization, and much more.

Our approach is simple: We hear the player → reproduce the problem → find a solution → fix it → release the update.

Sometimes it takes a few days. Sometimes we manage to do it faster than planned. There have even been Fridays when a patch went live a little earlier than usual, so the travelers of Liteya would have something to rely on over the weekend. And this work continues. We are still optimizing the first chapter, improving stability and overall comfort, and — most importantly — reading your feedback.

Because for us, Magic Dream is more than just the first game in the series. It is the foundation of the entire saga. If the first chapter doesn't stay alive, evolve, and listen to its players, the continuation loses part of its meaning.

Exhibitions, Booths, and Most Importantly — People

Games are built in editors, assembled from code, models, sound, and text. But they truly come alive when they meet the players. Throughout Early Access and after the release, we've had the chance to attend exhibitions and industry events and to meet with press, bloggers, streamers, and, of course, players. These encounters have become one of our most valuable sources of feedback.

Someone walks up to our booth and says: "Oh, this is almost like Might and Magic!"

Someone else tries a party-based RPG for the first time and wonders why combat works so differently from what they are used to in modern action RPGs.

And then there are those who start debating with us about difficulty, alchemy, the map, markers, quests, or what a modern old-school RPG should actually be.

Those conversations matter the most.

Because there are no polished statistics or presentation slides behind them. There is simply a person who has actually played the game and can honestly say: "This works. But this is where you lost me."

We are incredibly grateful to everyone we've had the chance to meet in person: our fellow developers, reviewers, streamers, and players who didn't just leave a review, but took the time to understand the game and explain their perspective.

To us, a community is not just about reach and numbers. First and foremost, it is about communication.

And in autumn 2026, we want to continue that conversation in person.

Our main offline event this fall will be Igroprom, September 18–20. There will be a booth, physical copies, conversations, photos, new faces — and hopefully plenty of familiar ones too.

If you're there, come say hello. We genuinely want to talk to you.

So, What's Next?

While the first chapter continues to receive updates, we are already building the next stage of the story.

Legends of the North is the second chapter of the saga, currently planned for release in February 2027.

This isn't simply "the next game" or some vague DLC planned for the distant future. If Magic Dream introduced players to Liteya, brought the party together, and gradually revealed the world, Legends of the North will show just how much bigger that world really is.

Wars. New races. Factions. New territories. And, most importantly, the next step in the journey to save Liteya from Evil.

As of summer 2026, four islands are already complete. We are currently working on the opening screen and other game elements, while continuing to polish the first chapter in parallel.

The sequel is planned to feature around 12 additional square kilometers of territory, new companions, dungeons, quests, schools of magic, crafting, factions, housing, and an expanded portal system.

The coming months will be especially busy. We are working on our "snow" art pipeline — snow, ice, and blizzards — as well as filling the islands with content, completing the entire opening sequence, and preparing the trailer and store materials.

The third act, The Other Side of the Mirror, is planned to be the finale of the saga.

It's still too early to talk about it — we don't want to spoil the surprises.

But if we had to describe the entire structure of the story in just a few words, it would be: Gather → Understand the World → Strike.

Why Are We Telling You All This?

Because from the outside, it's easy to think: "The game came out. So what's next?" The answer is: a lot.

Patches are released every one or two weeks. We go through bug reports, read reviews, talk to players across different platforms, continue working on the first chapter, and build the next one at the same time.

Meanwhile, physical editions are being prepared, the community continues to grow, and we're getting ready to meet players again at Igroprom.

And all of this exists because of the people who once decided to step into Liteya. Thank you to everyone who bought Magic Dream.

And a special thank you to those who chose the Magic Dream Collector's Box, wrote a long and sometimes tough — but genuinely useful — review, reported a bug, suggested an idea, or simply showed the demo to a friend and said: "Give it a try. Maybe it's your kind of game."

For a small team, things like that mean far more than you might think.

The Saga of Liteya continues. See you in the North. And until February — we'll see you in the patch notes, in the community, and hopefully at our booth at Igroprom.

Always with you,

Night Dream Studio / MIRTEK

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