
Merova Studios presents
One studio. One engine, built line by line, that grows entire planets from tectonic plates up — and the games that live on them.
Rendered in engine · real time
The engine
grows whole planets
A proprietary engine written from scratch in-house. It starts from geology, not from assets — and the same renderer that streams a whole planet lights hand-built story scenes with real-time global illumination. It is not for sale and never will be. The games it powers release here.
developer
in-house code
planet radius
loading screens

No heightmaps, no noise functions. Tectonic plates collide, crust folds into mountain ranges, rivers carve valleys — and a planet grows out of the geology.

FFT wave simulation driven by real oceanographic spectra. Surf on the coasts, swell in deep water, clear shallows over the seabed.

Precomputed Rayleigh and Mie scattering. The sky is blue for the same reason the real one is — and sunsets turn red on their own.

Voxel cone tracing makes every surface a light source. Move a neon sign and the whole room reacts, the same frame.
Every frame · rendered in real time

Climate, biomes and weather at global scale

Neon and glow acting as true light sources

Surf, clear shallows and water with real depth

Metals and mirrors with live reflections

Monitors lighting a room, no fake fill lights

Light picks up the color of what it touches
Documentation
Every system in REACT gets a proper write-up: the physics it is based on, the math that approximates it, and the numbers measured in engine.

In development
A story-driven game built from hand-crafted scenes, lit by the same real-time global illumination you see across this site. It ships when it is ready — and it ships here.