The studio

DraigNET Studios

A UK independent studio, building game engines since 2010 and the games that run on them.

DraigNET grew out of making small RPGs with tools like RPG Maker and PlayerWorlds, and frameworks such as Mirage Source. Founded in 2010, its early focus was game development utilities rather than games — most notably the original MirageMUD engine — and game development followed from there.

That order never really changed. The studio still builds the engine first and the game second, and it still spends as much time on editors and tooling as on the world those tools produce. The current generation of that work is the Mistfall Engine.

The current project is Nightmist Legacy, a multiplayer browser MUD entering Open Beta on 25 August 2026 — its own site is at nightmistlegacy.com.

Studio
  • Founded2010
  • Based inUnited Kingdom
  • TeamIndependent
  • FocusEngines & browser games
  • EngineMistfall Engine
  • Current titleNightmist Legacy

The difference

The engine outlives the game

Most studios build a game, and whatever tooling emerges along the way is shaped around that one title. DraigNET Studios works the other way round: the engine is the product, and the game is the first thing built with it.

It costs more up front. What it buys is permanence. When a game reaches the end of its run — whether that is because it never found its audience or because it simply had its time — the engine is still there. It can carry a different world, a different theme, or be handed to other people to build their own.

The Mistfall Engine is where that thinking currently lives, and Nightmist Legacy is the clearest example of it: most of the game’s content development happens inside the engine’s editors rather than in code, which means the world can grow without the engine being rewritten each time.

The Mistfall Engine Dev Suite: zone and room tools down the left, the City of Nightmist map in the centre, and a room’s details, description, exits and NPCs on the right
The Mistfall Engine Dev Suite — the City of Nightmist laid out room by room.

What guides the work

Studio DNA

I

Engaging and accessible

A game should be easy to reach and hard to exhaust. Browser-first delivery handles the first part; systems with real depth handle the second.

II

Built to last

Architecture first. Games are written so that adding content later does not mean rewriting the foundation.

III

Honest communication

No inflated announcements. When a date is given it is because the work supports it, and quiet stretches mean work rather than trouble.

Get in touch

Press, questions, or just curious

Every enquiry reaches the studio directly.