Luminids
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Luminids Kickstarter Campaign Please follow and support our Kickstarter - it only takes a few seconds and means the world to helping support Luminids and bring it to the world. :) | — | |
| Community | April Dev Log 5: Building Luminids in Godot 4.6 Building Luminids in Godot has given me a real appreciation for open source tools and the indie community around them. There’s still a long way to go, but a lot of Luminids now exists in playable form. The core world, creature, building, progression, and atmosphere systems are all starting to come together. Systems now in place World · Seeded voxel world generation · Biome-driven environments ·… | — | |
| Community | March Dev Log 4: The Evolution of Luminids The Evolution of the Luminids From prototype entity to something that feels like a companion. Early creature protoypes were to prove that the systems worked. From there we began our iteration. · refining proportions · adjusting scale so they felt grounded in the world · smoothing animation so motion felt natural · developing the simple faceplate that now gives them their expressions Over time t… | — | |
| Community | February Dev Log 3: A Sky That Carries the World Introduction Clouds, lighting, and the day night cycle are not purely decorative layers in Luminids. They are part of the world’s underlying rhythm, and when they feel unstable, everything below them feels slightly off. The goal was not to create standout moments like dramatic sunsets or heavy contrast. It was to make the sky behave consistently and predictably so the world feels calm, readable… | — | |
| Community | January Dev Log 2: How Luminids Think - Designing an Emergent System How Luminids Think - Designing an Emergent System I wanted to write this dev log to explain how Luminids actually work under the hood. A lot of recent development has focused on their “brains”. Not AI in the buzzword sense, but the structure that decides what a Luminid does, who they gravitate toward, and how they change over time. Two Luminids can face the same task and respond differently - o… | — | |
| Community | January Dev Log: Harvesting & Inventory What “harvesting” actually means in Luminids The goal is to have Luminids notice resources, decide to gather them, carry them somewhere, and then use them for the next thing, with this: the world changes. We are not aiming for a survival grind. Harvesting in Luminids is closer to gentle world-tending. You shape the space, place a few incentives, and the Luminids respond. The loop is meant to fe… | — | |
| Community | December Dev Log: Building and Animating the Luminids Hey folks - i'll do these dev logs monthly, stay tuned for more content. For this one, the focus was on the actual creation of the Luminids themselves. Model work, rigging, animation tests, and trying to lock down how these creatures look and move in the game. This is the first time Luminids have started to feel like real characters instead of placeholder blobs. Defining the Luminid Shape Lumin… | — | |
| Community | The Luminids Steam page is live 🌱 Luminids is now live on Steam Luminids is a cozy world-building and exploration game where you guide small beings of light as they grow, build, and evolve across a living voxel world. After a long period of quiet development, the Steam page is now live. If you enjoy thoughtful, creative games focused on emergence, atmosphere, and watching worlds come alive over time, you can wishlist Luminid… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.