
First, I want to say thank you all for giving us a chance. Making a game and putting it out into the world has always been a dream of mine. We are completely self taught, and just figuring things out as we go along. A co-op openworld ARPG is not an easy type of game to make either, and many told us we shouldn't start with something this big, but it was just the game we wanted to make :)
When we released our demo, we also started in a rocky spot. 75% reviews at first, but through time and updates we got our Demo reviews up to 90% Very Positive. While I hoped we had done everything right to start off there with our Early Access release, it looks like we are going to need to take the same path of slowly grinding those review scores up with each build update. But that's ok, we've done it before and we can do it again.
I'm a perfectionist in nature, so I never want to show a work in progress to the world. But I've been working on Luminary fulltime for the last year, and we have no outside funding. So Early Access had to be a necessary step for us in our development cycle early on, even at this foundation phase.
I've also seen many reviews that start with "love the potential" and end with "hopefully the developers don't abandon the game". Is that a super common thing with Early Access titles? I'll admit I'm pretty new to the Steam ecosystem, so I'm not 100% aware of the trends. But I can assure you when I start something, I intend to finish it.
With all that said, I know people are wanting more content quickly, and we are definitely working all possible hours to make that happen. We have a clear scope roadmap, but will slightly adjust it to add in specific things the reviewers have all asked for with each update.
It's only been 3 days since launch, but we wanted to put out this small Hotfix Patch before the weekend. It Addresses some Bugs, some Quality of Life, and some Additions:
Additions:
Sword, Shield, and Bow leveling have now have stat progression added per level
Added Crit Rate Chance to Swords
NPC Cardboard cutouts in town shops, for placeholder fun :)
QOL:
Map now updates trees you have attuned and shows linked trees to Towers
Arrows and Health Potions drop more in co-op
Lowered the cost of Health Potions from town vendor
Added notification when a Fast Travel Point is Unlocked
Added "drop" to items so you aren't forced to pass items to friendlies through chests
Adjusted collisions on rocks to be more accurate on large cliffs
Adjusted menus so they fit within a 16:10 aspect ratio, typical for Laptops and Steamdeck.
Bug Fixes
Memory Leak effecting performance FPS after hours of gameplay has been resolved
Health Potions getting bugged and broken in co-op when both players are in the same chest passing Potions back and forth
Luminary point stats no longer get the math visually messed up with playing in co-op
Bounce back to main menu when trying to load an old demo save. (You should turn off Steam Cloud Saves, delete these from appdata, and make new maps and characters if you run into this issue, but at least now you wont get bounced back.)
We are going to focus on more to do, The plan is we are going to give a quest to each vendor in town, along with the ability to level them up by giving them resources, and once they unlock to Level 2 they will sell additional things. Should be a few weeks. Thanks for sticking with us!