D'ni is the constructed language of the Myst franchise, developed by Richard A. Watson at Cyan Worlds. It has its own 24-letter alphabet and a base-25 numbering system. Here is how it works and where it appears.
Myst shipped on a single CD-ROM in 1993 and became the best-selling PC game for roughly a decade. Brothers Rand and Robyn Miller built it at Cyan Worlds, a small studio in Spokane, Washington. The game dropped players onto an island with no instructions, no tutorial, and no HUD. You figured out the puzzles by reading books, pulling levers, and paying attention. One of the things you could find, if you looked hard enough, was a language: D'ni.
D'ni is the constructed language of the D'ni civilization, the ancient people whose writing books allowed them to link between worlds. The language was developed by Richard A. Watson, known to the community as RAWA, who served as Cyan's official D'ni historian. D'ni has its own 24-letter alphabet, a base-25 numbering system, and a documented grammar. It is not a cipher over English. It is a full constructed language with its own vocabulary and syntax.
You can experiment with the script using our D'ni Translator, which handles the D'ni alphabet and numbering system. If you are interested in other fictional scripts that use non-Latin writing systems, the Atlantean Translator covers Disney's Atlantean, which also has its own alphabet designed by a linguist.
Myst was released on September 24, 1993, by Cyan Worlds and published by Broderbund. According to the Wikipedia article on the D'ni language, the game became the best-selling PC game of all time and held that position for approximately 10 years, selling over 6 million copies. The game's success funded a franchise that included four direct sequels (Riven in 1997, Exile in 2001, Revelation in 2004, and End of Ages in 2005), three novels, and an online multiplayer game called Uru.
The D'ni civilization is the fictional culture at the center of the Myst story. The D'ni were a people who lived in a vast underground city. Their defining technology was the Art: the ability to write special books that created links to other worlds, called Ages. A properly written Descriptive Book would link the reader to a new world. The D'ni civilization collapsed before the events of the first game, and the player encounters the remnants through the books and machinery they left behind.
The Miller brothers created the D'ni concept, but the language itself was built by Richard A. Watson. The D'ni are central to every game in the series. The puzzles in Myst and its sequels are not random mechanical challenges. They are D'ni technology, D'ni writing, and D'ni culture. Understanding the language is part of understanding the games. Some puzzles require reading D'ni numbers. Others require recognizing D'ni symbols. The language is woven into the gameplay, not bolted on as decoration.
Richard A. Watson, known in the Myst community as RAWA, is the linguist and historian who developed the D'ni language. Watson was hired by Cyan in the 1990s and given the title of official D'ni historian. His role was to build and maintain the language and the fictional history of the D'ni civilization. He wrote grammar documents, vocabulary lists, and cultural notes that were used internally at Cyan and shared with the fan community through official channels.
Watson's approach was systematic. He designed D'ni as a full language with its own phonology, morphology, and syntax. The vocabulary was not random. Words were built from D'ni roots using regular derivational patterns. The grammar has its own rules for word order, verb conjugation, and noun declension. Watson documented the language in enough detail that fans could learn it, write in it, and translate texts. The Myst Wiki and various fan-maintained D'ni dictionaries are built on Watson's work.
Watson also created the cultural context for the language. The D'ni had specific naming conventions, a calendar system, a legal system, and a religious tradition centered on the Art of writing linking books. Watson's documentation of these systems gave the Myst games a depth that most game worlds lacked. When you read a D'ni text in Riven or Exile, you are reading something that was designed by a person who thought about how the D'ni would actually write and think. That consistency is why the Myst community has sustained itself for over 30 years.
The Cyan Worlds official site continues to reference D'ni as part of the Myst universe's lore. Watson's involvement with Cyan has continued in various capacities through the franchise's history, and his work on D'ni remains the canonical reference for the language.
The D'ni alphabet has 24 letters. The script is written left to right in a cursive style that looks somewhat like a cross between Arabic and shorthand. Each letter has a distinct form. The alphabet is documented in Watson's grammar and in fan references. The letters do not map 1:1 to English. D'ni has its own phonological inventory, so some D'ni letters represent sounds that English writes with digraphs, and some English sounds do not have a direct D'ni equivalent.
The numbering system is base-25. This is the feature that catches most people off guard. Humans tend to count in base-10 because we have 10 fingers. The D'ni count in base-25. The D'ni numeral system has 25 basic symbols, each representing a value from 0 to 24. Larger numbers are built by combining these symbols in positional notation, just like we combine digits 0-9 in base-10. The number 25 in D'ni is written as "10" (one group of 25 plus zero). The number 26 is "11" (one group of 25 plus one).
Base-25 shows up in the games. Several puzzles in Riven and the later Myst games require the player to read D'ni numbers and convert them to base-10 (or vice versa) to solve mechanisms. The D'ni number system is one of the few constructed numbering systems in gaming that players must actually learn to progress. Most games use base-10 even when their fictional cultures are supposed to be alien. Cyan committed to the bit.
The Unicode Standard does not currently encode D'ni as a formal script block, which is why fan tools and the D'ni Translator on this site use image-based rendering or custom font mappings rather than native Unicode text. This is common for fictional scripts that have not been adopted into Unicode. The Standard Galactic Alphabet from Commander Keen has the same issue: it is well-documented but not Unicode-encoded.
D'ni appears throughout the Myst series in varying degrees of depth. In the original Myst (1993), the D'ni presence is mostly environmental. You see D'ni books, D'ni machinery, and D'ni symbols, but the language is not something you need to read to finish the game. The D'ni elements are worldbuilding texture.
Riven (1997) goes deeper. The sequel is set on an Age written by Gehn, a D'ni writer who believes he is a god. Gehn's Age is full of D'ni writing, and several puzzles require the player to learn the D'ni numbering system. The famous "whark" puzzle and the schoolhouse sequence both involve D'ni numbers. Players who ignored the language in the first game had to engage with it in the second.
Myst III: Exile (2001) and Myst IV: Revelation (2004) continue the pattern. D'ni texts appear as environmental details and puzzle elements. The novels, The Book of Atrus, The Book of Ti'ana, and The Book of D'ni, contain the most extensive D'ni language material outside the games. Watson wrote or supervised the D'ni content in the novels, and they include D'ni words, names, and cultural concepts that expand the vocabulary beyond what the games require.
Myst V: End of Ages (2005) was the final mainline game and featured the most direct use of D'ni writing as a gameplay mechanic. The player uses a D'ni slate to write commands that control an NPC. The slate system requires the player to write D'ni symbols correctly, which means learning at least part of the script. It is the closest the series came to making D'ni literacy a required skill.
Cyan released remakes of Myst and Riven on the PlayStation 5 and PlayStation VR2 on May 19, 2026. Each game was priced at $34.99. The remakes are full rebuilds, not ports of the original pre-rendered games. Myst was rebuilt in real-time 3D (following the approach of the 2021 PC remake), and Riven was rebuilt from the ground up as a fully 3D environment for the first time, replacing the original's pre-rendered slideshow format.
The Riven remake is the more significant project. The original Riven was one of the most visually detailed games of its era, with thousands of pre-rendered images. Rebuilding it in real-time 3D meant re-creating every location, every mechanism, and every D'ni inscription as a 3D asset. The D'ni numbers and writing that appear on Riven's devices and walls had to be faithfully reproduced in the new engine. For players learning D'ni, the remake provides a higher-fidelity reference than the original 1997 release.
The remakes launched to positive reception. The PS VR2 versions in particular were praised for the sense of presence they provide. Standing inside Riven's survey island and physically looking at a D'ni number panel is a different experience from clicking through pre-rendered slides. The remakes also introduced the games to a new audience that was too young for the original releases or that missed them on PC.
At Mysterium 2026, the annual Myst community convention, Cyan announced a new game codenamed "Mudfish." The project is set in the Myst universe and is in early development. Cyan did not share gameplay details, a release window, or a full title. The codename and the setting are what was confirmed. For a community that has waited years between Myst projects, even a codename is significant news.
Mysterium 2026 also included the first public showing of a teaser for Project Anglerfish, a Myst universe prototype that Cyan developed in 2024 and 2025. Anglerfish was canceled. The project did not progress beyond prototype stage. But Cyan shared the teaser publicly for the first time at the convention, giving fans a look at what might have been. Canceled prototypes are rarely shown publicly in the game industry, so the decision to share the Anglerfish teaser was unusual and welcomed by the community.
The D'ni language will presumably play a role in Mudfish, assuming the game is set in the Myst universe proper and not in a spin-off setting. Every mainline Myst game has included D'ni language elements. Whether Mudfish will require players to learn D'ni more deeply than previous games is unknown. Cyan has historically been willing to make language learning a gameplay mechanic, as End of Ages demonstrated. If Mudfish follows that tradition, a new generation of players will be learning base-25 D'ni numbers.
For now, the D'ni language remains one of the most thoroughly documented constructed languages in gaming. Watson's work, the fan community's dictionaries, and the in-game texts provide enough material to learn the language to a functional reading level. The D'ni Translator on this site handles the alphabet and numbering. For comparison with another game-world script, the Hieroglyphics Translator covers Egyptian hieroglyphics, which inspired some of the visual design choices in the Myst series' D'ni aesthetic.
D'ni is a constructed language created for the Myst franchise by Richard A. Watson (RAWA) at Cyan Worlds. It has its own 24-letter alphabet, a base-25 numbering system, and documented grammar. It is not a natural language, but it is a full conlang with vocabulary and syntax, not a cipher over English.
Richard A. Watson, known as RAWA, developed the D'ni language as Cyan's official D'ni historian. Watson designed the alphabet, numbering system, grammar, and much of the cultural documentation for the D'ni civilization. The Myst franchise itself was created by brothers Rand and Robyn Miller at Cyan Worlds.
The D'ni numbering system is base-25, meaning it uses 25 basic symbols (0-24) and combines them in positional notation. The choice was made by Richard A. Watson as part of the D'ni culture's design. Players encounter base-25 numbers in several Myst games, particularly Riven, where solving puzzles requires converting between D'ni base-25 and human base-10.
Yes. Cyan released remakes of Myst and Riven on PlayStation 5 and PlayStation VR2 on May 19, 2026, priced at $34.99 each. Both are full rebuilds. Riven was rebuilt in real-time 3D for the first time, replacing the original 1997 pre-rendered slideshow format.
Project Mudfish is a new game set in the Myst universe, announced by Cyan at Mysterium 2026. It is in early development. Cyan shared the codename and the setting but did not announce gameplay details, a release window, or a full title. A separate prototype called Project Anglerfish was canceled, but Cyan shared a teaser for it publicly at the same event.
D'ni Translator
Translate text to and from D'ni, the constructed language of the D'ni civilization in Cyan Worlds' Myst franchise, with script rendering and a 24-letter alphabet.
Standard Galactic Alphabet Translator
Translate text to and from the Standard Galactic Alphabet, the substitution cipher from Commander Keen reused as Minecraft's enchanting table language.
Atlantean Translator
Translate words to and from Atlantean (Dig Adlantisag), the constructed language Marc Okrand built for Disney's Atlantis: The Lost Empire, with script rendering.
How to Read (and Write) Circular Gallifreyan
Circular Gallifreyan is a fan-created writing system by Loren Sherman, not a BBC product. It maps English letters to concentric circles. Here is how the system works and how to write your first word.
Trigedasleng: The Post-Apocalyptic Language of The 100
Trigedasleng is a post-apocalyptic English creole created by David J. Peterson for The 100 on the CW. It descends from English but evolved over 97 years after a nuclear apocalypse. Here is how it works.