
Steam news
Full Steam announcements and update articles for this title.
Hey everyone, today's update introduces support for CLI programs with the addition of terminal input, and enables printing on the same line with the new printing system call variants.
This update also makes debugging easier with the introduction of exceptions that report invalid target addresses in Control Flow instructions, preventing hard-to-catch issues like accidentally jumping to an arbitrary memory address due to a missing pop instruction before a return.
MISA
(compatibility change) Rename the printing system calls to SYS_PRINT_LINE_* and introduce variants that do not append a newline.
Implement terminal input, enabling the creation of CLI programs.
VM
In Control Flow instructions, throw an exception if the target address does not point to a known instruction, making it considerably easier to catch control flow issues that lead to data being executed as code.
Manual
In the Machine Model chapter, add an Input page documenting the existing button input, and the new terminal input.
In the Execution Model chapter, add a page explaining VM exceptions.
In the System Calls and (Instructions) Overview pages, document that arguments/operands are not implicitly cast, and integers are signed unless noted otherwise.
In the (Instructions) Overview page, add a Syntax section covering operand order and related topics.
In the description of the psh, pop, and mov instructions, mention the existence of the vector variants.
Group system calls and Floating-Point instructions by category.
This update expands MISA with 11 new instructions that cover two important use cases: function pointers and unsigned arithmetic. It also brings several bug fixes across the VM, Code Editor, and Terminal.
Note that this update introduces a compatibility change, as the fsgn instruction now outputs a float. This means that when opening an existing project, you will be presented with the Compatibility Change Report. It highlights any compatibility changes that may affect your project and helps you bring it up to date with the current MISA specification.
MISA
(compatibility change) Modify the fsgn instruction to output a float instead of an integer.
Add pa-relative variants of branching instructions: cala, jmpa, jtra, jfsa.
Add unsigned variants of arithmetic instructions where signedness affects the result: mlhu, divu, remu, minu, maxu, clpu.
Add a fma instruction, an integer variant of ffma.
VM
Add a setting for capping VM performance to reduce CPU usage when running processing-intensive projects.
Fix vector instructions outputting wrong results when the destination overlaps with a source range.
Fix sbpx instruction being able to draw a luma value 0 instead of treating it as transparency.
Fix pop instruction being able to modify the zr register.
Fix an issue where one extra instruction is executed when stopping the VM.
Fix an issue where the VM can sometimes be run despite assembly errors.
Fix an issue where the _input process sometimes runs at VM startup.
Code Editor
Fix an issue where opening a project sets the assembly code to in certain cases.
Fix executing line indicator being cleared on save.
Fix executing line indicator staying visible after stepping over an exit instruction when there's no other active process.
Terminal
Fix traceback command freezing the game for a long period when the stack is corrupted.
Fix an issue where pressing esc while the terminal is focused does not fully release input focus, potentially blocking some inputs to the VM.
Manual
Document how sgn and fsgn behave with the value 0.
In the syscall instruction reference, link the System Calls page.
In the Common Mistakes page of the Execution Model chapter, add an entry documenting that program behavior may vary across runs due to process scheduling being non-deterministic.
Hey everyone, it's been about a week since Mnemonimov released in Early Access, and I've just pushed its first update. It focuses on bug fixes and improvements to the Manual. Below you'll find the full list of changes.
Terminal
Fix delete command briefly freezing the game and making it prone to crash afterward.
Fix traceback command crashing the game when the stack is corrupted.
Improve the traceback command with messages for when the stack trace cannot be printed, and specify that the most recent calls are listed first.
Add a copyoutput command to copy the terminal output to the clipboard.
VM
Fix an issue where vector instructions fail silently with a range of 32 registers.
Add specific exceptions for non-positive memory/storage access lengths, instead of handling this generically with the out-of-bounds exceptions.
Code Editor
Fix breakpoints being cleared on save.
UI
Add drag handle icons to tabs to make it more visible that they can be moved across panels.
Manual
Add a Quick Reference page in the Instructions chapter, with all instructions listed by category in tables.
In the Labels page, document that labels evaluate to pa-relative addresses by default, except when used in Control Flow instructions. Also, mention this behavior in the Control Flow page.
Adjust the pseudocode of vector instructions to better represent how they operate.
In the description of the SYS_MEM_COPY system call, indicate that copying between overlapping ranges results in undefined behavior.
Document that mul and mlh perform signed multiplication.
Clarify that the SYS_PRINT_INT syscall prints a signed integer.
Add a Directives page, documenting that directives are a different concept from instructions.
Clarify the distinction between the emb and res directives, documenting their intended use cases with additional notes. Also, link the Types table for convenience.
In the page Types and Files, adjust the Types table to indicate more clearly which types are embed-only, and add complementary notes below the table.
In the description of load/store instructions, explicitly mention that only scalar types are supported, and link the Types table for convenience.
In Round-Robin Scheduling > The Watchdog, document as a footnote how long a process can run before triggering a watchdog violation.
Document that the fsgn instruction currently computes an integer result instead of a float.
Hey everyone,
Mnemonimov is now available in Early Access!
For the next two weeks you can pick up Mnemonimov with a 10% launch discount. You can also save another 10% by grabbing the bundle with my logic simulator, Virtual Circuit Board, if you'd also like to experiment with the hardware side of low-level programming.
Consider joining the community on the official Mnemonimov Discord. It is the best place to ask questions, share feedback, get help, or simply show your creations and see what the community has built with Mnemonimov.
Have fun programming in assembly!
Still unsure whether Mnemonimov is for you? Check out the FAQ below.
Q - How do I pronounce Mnemonimov? A - The "M" is silent: nee-mo-ni-move.
Q - What is a fantasy console? A - A fantasy console is a made-up video game console with built-in programming tools.
Q - Why use Mnemonimov instead of something like x86 or a real console emulator? A - There are two reasons. First, Mnemonimov is self-contained, so you don't have to set up a compilation toolchain or manage dependencies. Second, its architecture is simpler than x86 while supporting floating-point math and vector instructions, unlike older consoles.
Q - I don't know programming. Will Mnemonimov teach me how to code? A - No. Just like a painting program won't teach you how to draw, or a 3D editor won't teach you how to model, Mnemonimov will not teach you how to write code.
Q - I know high-level languages like Python. Will Mnemonimov teach me assembly? A - Not directly. But with the included technical reference and sample projects, you can pick up assembly on your own. Just keep in mind that there are no levels or tutorials.
Q - Is there a sprite editor? A - No. Mnemonimov is focused entirely on programming and debugging. It does not include a sprite editor, sound editor, map editor, or any asset creation tools.
Q - Can I share my games with others? A - Steam Workshop support is planned for Early Access. You can also share project files directly with other players who own Mnemonimov.
Q - Is there anything else I should know about the console's capabilities? A - Yes. The console currently does not feature sound output or standalone exporting.
Q - On what platforms is Mnemonimov available? A - Windows and Linux with native builds.
Hey everyone,
Mnemonimov has reached 10,000 wishlists on Steam just shy of the Early Access release. This number is a huge milestone for a niche game centered around assembly programming.
I'm very glad to see that there are so many people interested in low-level programming. I hope Mnemonimov will be a good place for anyone looking to experiment with assembly, be it for the challenge of building everything from scratch, or for learning how computers really work.
Check out the FAQ if you have any questions.
Join the community in the official Mnemonimov Discord.
See you all in about 48 hours!
Hey everyone,
I'm excited to announce that Mnemonimov will be released in Early Access on May 28th!
Developing a low-level fantasy console with its own architecture and assembly language has been quite fun, and I'm looking forward to seeing what kind of games and systems you'll build with it.
Check out the FAQ if you have any questions.
Join the community in the official Mnemonimov Discord.
See you all in 4 weeks!
Hey everyone,
Today I have news about the beta! Beta testing will begin in mid-January, starting with a small sample of testers and gradually increasing over time.
For Mnemonimov’s playtesting I’ll follow the same approach that I used for Virtual Circuit Board, which was very effective for gathering feedback and catching bugs. This will be a closed beta with all the communication, feedback, and bug reporting taking place in the Mnemonimov Discord, so joining the community is essential for participating. If you want to apply for the beta, please fill out the sign-up form linked below.
Thanks in advance to everyone who wants to help test the game!
Hey everyone,
I’m excited to finally announce Mnemonimov: a fantasy console built entirely around writing and debugging games in assembly language.
If you enjoy low-level programming, you’ll have a lot of fun with Mnemonimov.
Join the Mnemonimov Discord community!
Join the Discord
Wishlist Mnemonimov to stay updated.
Check out my previous game, Virtual Circuit Board.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Mnemonimov, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Mnemonimov statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.