Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
LuminidsNewsMarch Dev Log 4: The Evolution of Luminids
Community

March Dev Log 4: The Evolution of Luminids

Luminids · published 10 Mar 2026, 12:05 UTC

All newsPlayers around this dateRead on Steam


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 those small changes stacked up. Gradually the Luminids stopped feeling like objects and started feeling like characters. That shift changed a lot of design decisions going forward. If the Luminids were going to feel like living beings, the world around them needed to support that feeling.

The evolution of the world

From flat grid to a place with rhythm and depth.


The early world was what you would expect from a prototype: flat terrain, hard edges, and lighting that made things visible. From there the development followed the same pattern as the creatures: iteration.

Terrain became more intentional. Lighting became warmer and more readable. Materials gained texture and cohesion. The camera, atmosphere, and environment all went through multiple passes until the world began to feel consistent. It started to feel like a place rather than a test environment. That distinction matters. A place invites curiosity in a way a test map never does.

Iteration is the engine

Seeing the progression laid out like this makes one thing clear: game development is mostly iteration. Most of the work was refinement, repeatedly tuning the same systems until they aligned with the feeling the game is aiming for. Small changes compound faster than big redesigns. Lighting adjustments lead to terrain tweaks, terrain tweaks change how creatures move, and creature behaviour influences how the world reads visually.Eventually everything starts influencing everything else. That feedback loop is really the core of building Luminids.

Where things stand now

The current builds finally feel like they have a cohesive foundation. The Luminids read as individual creatures with their own tendencies. The world has shape, atmosphere, and a sense of calm that matches the vision for the game.


There is still a lot ahead: systems, content, and tuning. But the foundation is finally solid. Seeing the full evolution from early prototype to world makes that progress very tangible.


What's next

The next phase focuses on expanding what this foundation enables:

  • deeper creature behaviour

  • richer environments and biomes

  • stronger interaction between Luminids and the world they inhabit

The goal stays the same: a world that feels alive, calm, and worth spending time in.

More from Luminids

Other announcements

All news
Steam news13 Sep 2026The next Luminids playtest is coming! Existing testers will regain accessThank You for Playing the first Luminids Playtest! A huge thank you to everyone who took part in the first Luminids Playtest . Your time, feedback, bug reports, and experiences with the game are incredibly valuable to us as we continue improving Luminids. This playtest has now ended, but we’re already working on what comes next. Stay tuned fo playest #2 very soon! Thanks again for being part of…Community17 Aug 2026Luminids playtest is now live!The new Luminids playtest build is live 🌱 Another build is out in the wild. There’s been a lot of work going into polish, fixes, world feel and all the little details that make Luminids feel more alive . It’s still a playtest, so expect rough edges. That’s exactly why I want you in there. Explore. Build. Meet some tiny weirdos. Get lost. Break things. And most importantly, tell me what feels g…Community21 Jun 2026June Dev Log: A Colony That Feels SomethingThe creatures carry the heart of it From behaviour to feeling A while back I wrote about how the Luminids think. In Dev Log 8: How Luminids Think I walked through the behaviour model. Three quiet axes underneath each creature. Work Drive, Boldness, and Sociability. That was the part that decided what a Luminid would do, and why one would wander off to tinker while another stayed close to the gr…