Studio

Who we are.

A young studio from Mecklenburg-Vorpommern with a game in concept phase.

Origin

Schwerin, April 2025.

Deepcurrent Studio has existed since April 2025, in Schwerin. René-Maik Reuter had the idea for a game. He wrote the concept, built the world and the structure behind it, and brought in the people who can make it. Since then we have been working on Echoes of Myran together.

Who we are

A team from MV.

Our core team is fifteen people from game design, 3D art, programming, sound and community. All of them know what Echoes of Myran should become.

Why we make games

Why Myran.

René-Maik Reuter designed Echoes of Myran because he wanted to play it and couldn't find it. He likes worlds like Warcraft and The Witcher: games you still think about long after the screen is off. We want to build something in that spirit.

Our philosophy

Quality over speed.

We'd rather make the better decision than the faster one. Every detail in Echoes of Myran should have a reason, none of them just because it's conventional.

That takes time. We take it.

Background

Not the first time.

René-Maik Reuter didn't start building games with Deepcurrent. He has worked inside studios, seen how they function from the inside, and learned what separates a good idea from a finished game.

We're building Echoes of Myran with that experience.

Technology

Unreal Engine 5.

Echoes of Myran is built in Unreal Engine 5. The engine gives us the tools to build the world of Myran the way we picture it.

What comes next

Prototype. Then everything else.

Echoes of Myran is in concept phase. Here you see what we have so far: the world, the factions, the concept. The prototype comes next.

Community

Follow the development.

On Discord we show what we are working on right now. Anyone who drops by sees the game take shape and can join the conversation.