Hey everyone! If you are reading this, Allumeria is available to buy right now!
The game has a 20% off discount for the first two weeks, so make sure to get it early before the discount ends! Allumeria is also participating in the upcoming PvE Survival Crafting Festival, and the Prismatic Indie Showcase!
Allumeria is bundling with Lucid Blocks! This means you get both games cheaper if you buy them together, or, if you already have Lucid Blocks, you get an extra discount on Allumeria!
I would like to say thank you to everyone who has supported me. My family, for being patient and believing in me, the Allumeria community, for being so incredibly positive and supportive, and fiercely defending Allumeria's right to exist as a game. Thank you to the content creators who helped shine a spotlight on the game over the last year. Mongster, Dialko, OrangE, Mogswamp, PhoenixSC, and the countless others who have made videos, livestreams, and helped to spread the word.
Scroll to the very end of this post to see some really early development screenshots, and see how far the game has come over these 20 months of development.
Comfort
Comfort is a system that is used for determining how suitable a room is for a particular things
It's used for NPC's to determine their living conditions and if their needs are met
It's used for you to determine if an area is safe and comfortable to sleep in
It can check if a room is enclosed, minimum and maximum light values, natural light, what blocks are in the room etc
Beds
Don't instantly skip the night
Higher comfort levels means time passes faster when sleeping
Beds can be painted to change the colour of the bedsheet
Can only be bought from the builder npc, not crafted
NPC Sign
A craftable sign that is used to designate a room as somewhere an npc will move into
NPC's will attempt to move into homes 4 times a day
NPC's will only move into a home if there is a baseline level of comfort (well lit, enclosed space)
You can give the room a name
You can open/close the room to npcs
You can move NPC's from another room into this one
NPCS
NPC's are a new mechanic that encourages building houses
NPC's have happiness and also requirements that must be met
NPC's will only sell you items when you have met all of their requirements
There are 4 NPCS that have been added so far
Builder
The builder will sell building materials and tools, like wallpaper, bookshelves, stone paths etc
They want crafting stations in their room
Farmer
The farmer sells farming tools, seeds, fishing supplies etc
They want to live in a greenhouse with lots of direct sunlight
Merchant
Sells general goods and basic items
Has no specific requirements, just wants a well decorated room
Blacksmith
Currently sells electronics and logic items (Doesn't make sense, I know :P)
This NPC may change in the future
Requires exposed lava and furnaces in their room
Added a mossy variant of the rock monster
Added crazed miner, an old miner who lost their identity in the mines
Added miners pickaxe, a powerful boomerang style weapon
Undergrowth and forest dungeon enemies drop thorns
Forest ingots take thorns instead of gold to craft
Forest flowers now emit green particles
Undergrowth now has its own 3D biome with atmospheric effects, fog and particles
The lava at the bottom of the undergrowth will now create a thick red fog if you stand close to it
Note: The snow biome was partially implemented in the demo, but was inaccessible. I will mark things that were already in the game with an *, so you know what is truly new.
Snow*
Ice*
Frozen Stone*
Pine trees*
Pine logs*
Pine sapling*
Pine planks*
Pine Leaves*
Pine thick log*
Frost Algae*
Cobalt ore, tools and armour*
Hot springs
Hot spring water, standing in this will heal you
Thermal vent, when water is placed above this it will be converted into spring water
Enemies
Snowman*
Ice Fuzzy*
Ice Wizard*
Yeti*
Iceflyer
Feezing effect
Standing in cold water will cause you to shiver and take damage
Standing in the snow dungeon will also cause this effect
So does standing on permafrost
Permafrost*
Ice cap mushrooms, combine these together with cobalt and a heart beet to make
Frozen heart, equip this for immunity to the freezing effect
Orange fungi, mainly decorative orange fungi in the caves
Snow Dungeon*
Snow Dungeon Bricks*
Snow Dungeon Lamp*
Big Snowballs*
Big top hat*
Snowman painting*
Ice Chest*
Jet boots*
Gecko Gloves*
Snow Boss*
body is made of 4 pieces
attacks by taking one of those pieces and tries to crush you with it
it's weak point is the piece that it is using to crush you
destroying each piece defeats the boss
Ice pickaxe, next tier of pickaxe used to progress, can mine palladium
Weapons
Snowball Splitter*
Snowball*
Arctic Blade*
Big Sword*
Frost Boomerang*
Cobalt spear, sword, bow, and crossbow*
Flamethrower*
Fart gun*
Ice Arrows
Snowball shuriken
Cobalt shuriken
Palm trees
Palm logs
Palm leaves
Palm sapling
Palm planks
Quicksand
Palladium, a new ore
Palladium tools and armour
Tumbleweed enemy, rolls on the desert surface
Mummies
Desert ghosts
Flying poison bulb enemy
Giant skeletal remains structures
Lava pockets on the surface
Desert dungeon
Consists of a large tower in the middle of the desert with multiple floors
Desert dungeon bricks
Desert dungeon block
Desert dungeon grate
Desert dungeon lock
Desert dungeon key
Desert dungeon key part
Desert dungeon spawner
Spawns enemies when you are above it's y level within a certain radius
Purple fire extinguisher, extinguishes desert dungeon spawner
Purple fire starter, reignites the fire
Extingusihing the altar will cause parts of the ceiling to collapse
Unstable desert dungeon bricks
Desert dungeon platform
Desert dungeon torch
Desert dungeon chest
Desert dungeon summoner
Desert Worm boss
Summoned by unlocking the final area in the desert dungeon and activating the summoner
spawns outside in the desert and can fly
Splits into 3 segments at 50% health
New weapons
Coconuts
Coconut cannon
Coconut splitter
Compact Disc
Glass cannon
Shock Arrows
Palladium arrows
Palladium shuriken
Shuriken Launcher
Palladium sword, spear, bow, & crossbow
Cleaver
Nighmare Blade
Desert Glider, allows you to glide faster
Every single enemy, weapon and armour piece has been rebalanced.
Default player HP now starts at 100, and maxes out at 200.
You now regenerate health naturally
Health is now displayed as a bar instead of hearts to reflect the increased HP granularity
Added an adventure guide to help new players figure out what to do when stuck
The adventure guide is a tree of nodes which slowly expand as you progress through the game and discover new things
Some nodes grant achievements when unlocked, these are marked with a star icons
Most nodes are hidden by default as to not spoil the game or overwhelm you with information
When creating a new character, a reminder popup appears to check the guide, this can be disabled in settings
The inventory experience has been improved significantly
The crafting menu automatically detects nearby workstations, you do not need to click them
The crafting menu reads from the chest you have open, so you can pull from both your inventory and chest
This means that you dont ever have to take items out of your chests or leave the chest interface to craft things
Items you have some ingredients for, but not all, will now show in the list as greyed out
All icon buttons have been made bigger and easier to read
All icon buttons have been given tooltips to make their action more clear (e.g. "Sort Inventory")
The crafting menu now also has tabs to filter recipes by crafting station
Added separate hotkey for auto stacking items (shift clicking by default) and auto deleting items (ctrl click by default)
Made these because they were previously tied to place modifier and drop modifier keys, and some players were reporting that shift+click was deleting items
Block shapes
Added column shape, same shape as logs but with any block
Added vertical slab shape
Added grass seeds, can be used to spread grass
Added gravel block
Added bookshelf block
Added new wallpaper base blocks (wood and stone)
Added wood siding
Added stone siding
You can now change the colour of paint with an asset pack
New Paint roller palettes
Pixel (16 colours for pixel art)
Greyscale (9 colours from white to black)
Desert (16 warn, orange, yellow and red colours)
Paintings now have unique inventory icons
New Paintings
Sky
Alpha
Droplet
Ornate
Parthenon
Horse (first 3x2 painting)
Allumeria now uses steam input for controller support
In game actions are mapped directly to buttons, so you can directly modify everything
Analogue movement has been added, so moving with the left stick feels smooth and responsive
The input hints at the bottom right now automatically pull the glyphs for your controller, so they will alwyas show the correct icons no matter what device you are using
A virtual cursor has been added so you can control the UI with either a mouse style or a dpad style
Activating any text field will bring up the steam virtual keyboard if you are using a controller
Watering can can now grow flowers and tall grass when used on grass blocks
Can also grow other things when used on other blocks
Added animated texture support
Animated lava and gave it a unique bubbling shader effect
Added particle effects to lava
Added a button for showing creative menu when that cheat is enabled
Added 12 new achievements
Added a third person mode, toggle with F5
Added a setting to change the 3rd person came ra placement (front, back, freecam)
Added block breaking particles
Particles are now stitched into the block texture atlas so can be modified easier
Added bubble mixture
Added bubble machine
Removed alpha shop functionality
Reworked player movement system
It should feel mostly the same, but now with a bit more inertia and resistance
You can now sneak by default
Made it so your hand bobs when you walk, jump, or fly around
Added a separate FOV slider for your viewmodel (fixes stretched out hand at high fov or wide aspect ratios)
Logs can now connect to eachother horizontally
Added a show folder button to the skin selection menu
Added some buttons to open various folders in settings
Forest Spirit no longer spawns naturally
Added a new 3d biome system
3D biomes are stored in 8x8x8 chunks
Currently they are set at world generation only, but the plan is these will be more dynamic and should be easily changed by the player
3D biomes can change the atmosphere of an area, affecting fog density, colour, particle effects, sky colour, sunset colour etc
There are currently 3d biomes for:
Forest
Undergrowth
Undergrowth lava layer
Snow
Snow dungeon
Desert
Cheat menu
You can enable cheats when creating a character
Cheats allow you to enable infinite items, creative menu, breaking blocks instantly, taking no damage
To enable cheats in multiplayer, run the command /cheats
World types
Normal
Flat world
Void world
Overhangs
Abstract
Floating Islands
Enemies behaviour has been tweaked so they no longer attack on a fixed cycle, they will wait until they can hit you before attacking and triggering the cooldown
Silver ore now requires at least an iron pickaxe to mine
Breaking crops now gives you the same loot as if you harvested them
Forest spirit now has a hard cap to how many wizards it can spawn
Tougher enemies now drop more coins
Replaced old buggy underground lake code with structure based ones
Reworked the world generation screen
New cloud renderer (and optional auroras)
Pickaxe "level" and generic tool level are now splitter
Reduced volume of projectile hit sound
Fixed right clicking blocks through entities
Fixed vines floating when chopping down trees
Fixed a bug related to holding right click to craft automatically
Fixed a delay when using throwing weapons
Flint now breaks if the block underneath is broken
Fixed lighting bug that made dark shadows appear underwater
Fixed items sometimes getting stuck jumping up and down
Fixed ambient cave sounds not playing correctly
Fixed lava not emitting light
Fixed lava playing water sounds
Fixed grass sound playing when walking on the edges of objects
Fixed basketball money dupe (sorry)
Fixed wallpaper visually bugging out when applying it to a large area
Fixed autosave on/off setting not applying
Fixed fall damage not working in multiplayer
Fixed a bug that caused builds over a certain height to have bugged fullbright style sunlight
Fixed gliding reality bending bug
Clouds no longer visually cut off tall structures
Fixed UI becomming unresponsive at 1x scale sometimes
Fixed back of paintings having a bugged texture
Fixed emissive textures being broken in asset packs
Fixed throwing or using held item when joining world (aka, throwing a stick of dynamite in your house)
Music tracks loop now
Boss bar appears correctly in multiplayer
I started Allumeria's development on the 3rd of January 2025.
The game looked like this:
I had learned how to use OpenGL a few months earlier, and the Allumeria project file is actually descended from those experiments.
I was already extremely determined early on. I had to make this project and I had cancelled the previous game I was working on to make it happen. Within the first week I had a coloured lighting engine working:
By the 21st, it looked like this:
At this point the UI was completely fake, the hotbar and hearts were just a png that did nothing. But i was experimenting with the style.
Then, on the 9th of February I posted the first ever public build on itch.io.
It had no enemies at all. The only gameplay was really just mining and building. But I believe that in order to make a good game you need to let people play it very early on and start gathering as much feedback as you possibly can. I remember at this stage I naively thought that, since I was able to get this far in just over a month, the rest of the game would be very easy. Turns out it's the 80/20 rule. The first 80% of the game is only 20% of the work. Since I started on 3/1/25, I've spent about 20 months now working on the game, almost daily, 8-12 hours a day. I hope that when you play the game, you will be able to feel the amount of effort and care I put in to make the game as good as I possibly can. There's a lot of work to do still, but this is a big game, and I plan to continue working on it.
When I started in January 2025 AI was starting to become quite popular. I still had not formed a full opinion of it yet. The one thing I was adamant about was that I would not be using any of the output of an LLM or diffusion model to make assets or write code for Allumeria. I was concerned that it could potentially cause legal issues since it's known to spit out code directly from other people's codebases.
But as I saw AI used more and more, I started to become disgusted by it for many reasons. I was glad that I did not use it for Allumeria assets/code early on, so I can safely say that Allumeria is GenAI free. I do not like what has been happening with GenAI and I do not like where things are going. Consider Allumeria to be a statement that you can still make things without outsourcing your brain to an LLM in 2026 and beyond. I want to contribute to the continuation of art made by humans. So when the game crashes and you lose a few minutes of progress, you can blame me personally, not an LLM ;)
Well, I am writing this the day before launch, and scheduling it to be posted automatically. I have no idea what the reception will be like. Whatever happens, I have launched the game into Early Access, and that represents a commitment to continue developing the game. As of writing the game has 59.5k wishlists. I think it will do well. My plan for the first few weeks is to fix all of the issues that pop up with thousands of people playing 0.15 for the first time. Then, I really want to continue to flesh out the existing content and continue working on the depth and complexity of the game. I think its going to be really fun, getting to update the game more frequently again and be more hands on with the community again. 0.15 has taken 6 months to develop, (with about a month of that being boring business paperwork stuff). I would like to do monthly updates again like I used to,
Anyway, that's all from me. I hope you enjoy the game!