← All news Studio · 5 August 2025

Nine years in the making: the road to our debut

From three friends in Reykjavík to a studio of forty across eleven nationalities — the long, stubborn road to a AA debut with AAA ambitions.

Nine years is a long time to make a game. We know — we lived every one of them.

Myrkur began in 2016, when a small group of friends in Reykjavík set out to build the kind of game they'd want to play, and to build it their way, from Iceland. There was no roadmap for an Icelandic studio attempting something this size, so we made one as we went.

Along the way we grew into a team of around forty people from eleven different nationalities, and built far more than a game: performance-capture stages, photogrammetry and scanning pipelines, a sound booth, an animation department — most of it in-house, much of it unusual for a studio our size. People joined us from some of the biggest names in the industry precisely because they wanted to make something smaller, sharper and more personal than the machines they came from.

We've described Echoes as 'a AA game with AAA ambitions', and that tension defined the whole project: how do you reach for the scope and feel of a blockbuster with a fraction of the people and budget? The honest answer is conviction, an enormous amount of craft, and a refusal to cut the things that mattered. We kept our independence when it would have been far easier not to.

Echoes of the End is the result of that long road — our debut, made without ever giving up the studio we set out to be. With launch nearly here, it feels worth saying out loud: thank you to everyone who's waited with us.

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