One plan, many builders.You stay on the summit.

What happens between the sentence you type and the merge into main, step by step, with no manager model in the middle.

01

You say what the game needs.

Write it the way you would say it: "The demo needs the full Warden boss fight, and it has to hold 60 fps on Steam Deck." If Astra needs more detail, it asks a few short questions, one topic at a time, with a suggested answer for each.

02

Astra writes a plan you can read.

Astra breaks the request into small jobs and can write down, for each, the folder it will touch and what "done" means before any code exists. You read the plan and approve it.

03

Every job is checked before it starts.

Before an agent starts, Mirven asks whether the job names a folder another running job has named, whether a job it depends on is still running, and whether the disk is low. If anything is in the way, the job waits and you see why.

04

Agents can build side by side.

Planned script jobs can build in their own Git worktree. Other jobs, including scene and asset work, take turns in the project itself, because Unity scenes and assets do not merge cleanly. Before a job starts, Mirven checks it against the folders running jobs have named. How many run in parallel is up to you and your machine.

05

The work has to prove itself.

A job's first run goes through the checks it was given, such as its tests, a real Unity build or a review by a model that did not write the code. A failed check is not hidden from you.

06

The studio remembers why.

Decisions and lessons from each job are saved as project memory, in plain notes. The next job gets the notes that apply to it, not the whole history.

Five jobs or fifty.Same rule.

Every floor has one crew. A job can name the folders it will touch, and Mirven checks them against running jobs before an agent starts. Adding jobs makes the queue longer.

What Mirvenwill not do.

Five lines Mirven does not cross.

See it on your game.Private beta.