06 / GAMES / 2026

MILIASTRA ARCANUM

Vertical parkour experience created and published in Miliastra Arcanum, combining level design, HUD, and visual logic with Node Graph.

01 / OVERVIEW

A VERTICAL PARKOUR EXPERIENCE

Only Up! | Parkour is an experience published in Miliastra Arcanum where the player progresses through a sequence of floating islands, crossing different environments until reaching the highest point of the course.

TYPEIndependent Project
YEAR2026
PLATFORMMiliastra Arcanum
CONTEXTEarly months of the platform
MY ROLELevel Design · Logic · HUD · Testing
Miliastra Arcanum, Only Up! Parkour
Floating-island course in Miliastra Arcanum
02 / CONCEPT

CLIMB WITHOUT ROOM FOR ERROR

The course was built around a simple rule: keep climbing higher without falling. Each island acts as a new visual stage of the ascent, while a fall sends the player back to the beginning of the attempt.

The absence of checkpoints is part of the experience's design, keeping the risk of losing progress after a fall constantly present.

01
Start:The attempt begins at the lowest level and starts the timer.
02
Continuous Climb:Sequential progression through new islands, obstacles, and environmental variations.
03
Final Area:Reaching the top stops the timer and compares the completed run with the player's best time.
Vertical progression and climbing without checkpoints
Reset and return to the beginning after a fall
03 / LEVEL DESIGN

A COURSE BUILT AROUND HEIGHT

The map was structured as an ascending sequence of islands with different environments and compositions. Visual progression helps mark the player's advancement, while obstacles, jumps, and distances define the rhythm of the climb.

VERTICALITY

Vertical progression acts as a central element of challenge and tension throughout the course.

ENVIRONMENT VARIATION

Each island has its own visual identity, creating clear milestones throughout the climb.

COMPOSITION IN THE EDITOR

At the time of development, the course was built using the assets available within the editor itself, combining and arranging them to create different environments and stages of the ascent.

Floating-island composition in the editor
Final area at the top of the course
04 / LOGIC & HUD

NODE GRAPHCONTROLLINGTHE EXPERIENCE

The map's logic was built in Miliastra Arcanum's Node Graph, connecting events, variables, and HUD elements to track each attempt and respond to the player's progress.

TIMER

Tracks the attempt from the beginning of the climb, resets after a fall, and stops when the player reaches the top.

BEST TIME

The completed time is compared with the stored best result. The value is only replaced when a new attempt finishes with a faster time.

FALL COUNTER

Each fall updates a counter displayed in the HUD, making it possible to track how many attempts ended before reaching the top.

MUSIC

The player can pause or resume the music during the experience, while reaching the end switches to a different track. Restarting the attempt restores the original track.

STATES & VARIABLES

Different variable types, including booleans, integers, and strings, are used to control states, counters, and information displayed during the experience.

Visual logic built with Node Graph
Interactive HUD with timer, best time, and fall counter
05 / TESTING & PUBLISHING

FROM PLAYTESTING TO PUBLISHING

Testing was used to refine the course and verify systems such as the timer, attempt reset, HUD, and behavior after falls. After the adjustments, the experience was published in Miliastra Arcanum.

01
Playtests:Testing the course, difficulty, and mechanic behavior during attempts.
02
Adjustments:Corrections to logic, HUD, and fall behavior to prevent damage from interfering with the attempt-reset flow.
03
Publishing:Finalization and publishing of Only Up! | Parkour in Miliastra Arcanum.
Official publishing of Only Up! Parkour
Published and playable experience status
06 / KEY LEARNINGS

LEARNING THROUGH TESTING

I started exploring Miliastra Arcanum only a few months after the platform launched, when there were still few references and examples available. Much of the learning came through direct experimentation, testing different combinations in the Node Graph, adjusting variables, and rebuilding logic until I reached the expected behavior.

01
Experimentation:

The lack of ready-made references required testing hypotheses, identifying where the logic failed, and adjusting the structure until a working solution was found.

02
Node Graph:

Connecting events, conditions, and variables made it possible to turn the map's rules into behaviors that respond to the state of each attempt.

03
HUD:

The timer, best time, and fall counter needed to remain synchronized with the current state of the experience.

04
Level Design:

In a map based on vertical progression, difficulty, distance, and course construction directly affect the rhythm of the experience.

Event and variable connections in Node Graph
Editing and problem-solving view in the editor
STACK & TOOLS
  • MILIASTRA ARCANUM
  • NODE GRAPH
  • LEVEL DESIGN
  • GAMEPLAY LOGIC
  • HUD
  • PLAYTESTING
  • CANVA

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