





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Hello to our lovely LUNA The Shadow Dust supporters, Its been almost a year since LUNA launched! Today, wed like to share what weve learned during the games development and tell you about our biggest successes (and failures). If you are planning to make a game yourself, we think youll find our experiences helpful!
Hello, all the lovely LUNA The Shadow Dust supporters,
Hello, all the lovely LUNA The Shadow Dust supporters, It has been a while since our last update, and today we have some exciting news to share with you all!
Hello, lovely LUNA The Shadow Dust players Youve been asking about Steam trading cards for a while - heres the news youve been waiting for!
Hello, lovely LUNA The Shadow Dust players, At a strange time like this, we hope all of you are well. Much the same as everyone across the world, all the members of Lantern Studio are more or less forced to work from home under each countrys individual quarantine regulations. It is a hard time for all of us, so many things have been unexpectedly affected but we're still trying our best to keep up our spirits - to work, relax and take care of our family members as best we can. There hasn't been a time in memory in which ALL of us are in such a crisis together, and the only way to get through it is to both help each other and look after ourselves. It is an extremely difficult time for any small studio like us, so we sincerely thank everyone who has purchased our game (and other indie games) or supported us (and other indie teams) in any way! Despite all the doom and gloom, there are still some bright spots in our life. Lets share some of the news about the LUNA tasks weve been working on over these recent days in quarantine!
Hello, Lovely LUNA The Shadow Dust Players, It has been almost one month since the launch of LUNA. After another 2 weeks of collecting feedback, we immediately started work on a new patch to address any further issues. We hope that after each patch, the number of bugs can be reduced and the gameplay experience will be even smoother! So here are the issues we fixed in this updated build:
Hello, Lovely LUNA The Shadow Dust Players,
First of all thank you to everyone who played our game so far, within the first week of launch, we were overwhelmed by the number of the feedback and comments we received from the community. All these valuable feedback and criticisms are read by us and will be helping us to improve the quality of the game. Therefore we sincerely thank you for taking your time writing to us.
So here are the issues we fixed in this updated build:
Hi there, We are happy to tell you that after developing for 4 years, LUNA The Shadow Dust, a fully hand-animated Point&Click puzzle adventure is now OUT! And in the first week, please enjoy your 10% off discount! And hope you will like it! https://store.steampowered.com/app/465100/LUNA_The_Shadow_Dust/
Hello, lovely LUNA The Shadow Dust supporters!
Hello, lovely LUNA The Shadow Dust supporters! Happy New Year, everyone! Here we come, at last, to 2020. The year we finally get to launch LUNA The Shadow Dust! Today, we have the most exciting announcement to make:
Hello, Lovely LUNA The Shadow Dust Supporters! Less than 3 months to go until the release! Isnt it exciting!? We promised we would be updating more frequently now, so heres our Holiday Season update!
Hello, Lovely LUNA The Shadow Dust Supporters!
Its update time! So much has been going on over the past few months, we really appreciate everyone's incredible patience (all these years). Thanks for sticking with us! Now that the dust has finally settled, weve got some very exciting news wed like to share with yall.
February is a Real Month
February is real. Yes it is. February is a real solid month on the 2020 calendar which is less than 4 months away from now. And most importantly - its the month we can finally confirm for the release of LUNA The Shadow Dust!! (**)
We were really disappointed to miss our previous release forecast (this Winter), and firstly, its important to apologise for the delay here. We know you are eager to play LUNA! Sorry!
We wanted to share the full story behind the delay, and the real struggles that faced our small indie team in the wide world of game development. Hopefully, our supporters can understand the difficult situations detailed below. Thankfully, its now coming to an end and we can finally feel a bit more relaxed, free to share these stories with you.
Challenge One: The Unexpected
We never thought this would become a serious issue, but it did. During September, the collaboration with our previous sound FX co-worker suddenly ended. Were not going to go into the details, but the fact that we were now suddenly lacking 50% of the required cutscene sounds at the very end of development, put us in a sticky situation.
Do we have the time and money to try and find someone to create that 50%? we asked ourselves,
Or should we try free SFX libraries so at least there will be something in those scenes??
Either seemed like a grim solution. It would be a shame to compromise on the quality of the sound FX, so we decided to find a new sound professional instead of using free resources.
FatBard, a two-man audio team from St.Louis, Missouri, came to the rescue. Were so thankful for Zach and Partick's quick production speed and professional work which really helped us against the clock, with no time to spare! Were also super thankful to Fred, our composer Susie's husband, who helped us financially when the SFX budget was next to nothing. With the determination and the hard work of everyone on the team, we managed to produce a full set of SFX created for LUNA by October, with no compromise in quality.
Challenge Two: The Narrow Release Window
When a game developer or publisher looks at the calendar, debating the best time to release their game, there are usually only a few months to consider - especially if youre an indie team.
One of the key survival (not even big sell) rules for an indie launch is simply, do not clash with AAAs titles. Secondly, landing in a key sales season would also be a bad option, and there are many! From Winter sales to Summer sales, the calendar is dotted with distracting discounts for every public holiday and festival. Thirdly, as a small team, we really need word of mouth. From the media, press and our fans, its vital that the news spreads as far as it can, given our limited resources. This means we also need to consider launching the game when people are not on holiday.
If youre still with me, then youll notice the window of opportunity has been getting narrower and narrower. Lastly, and most importantly, we have to consider the quality of the latest build. We cannot and will not rush out a game that may still have bugs. We are determined to deliver the best experience to people. As a result, if we miss one release window, we will have to wait until the next one.
Challenge Three: The Global Release
As you may know, Lantern Studio is an all-Chinese dev team, with members scattered across three continents. Since our initial Kickstarter campaign, our global support has been matched with high expectations and support from our Chinese fans. Throughout this whole process, weve been really keen to bring LUNA to both the Western audience and our Chinese fans at the same time.
During recent years, however, publishing games in China has become increasingly challenging due to drastic rules surrounding game development. All game studios need to apply for official licenses. Considering the sheer number of game companies/studios across China (and the world), the queue is enormously long.
Trying to get ahead of the curve, we started the relevant procedures almost a year ago, with the help of our Chinese publisher, Coconut Island. It took us a lot of time to prepare the game for review while simultaneously managing development. Nearly eight months later, with a number of modifications and a lot of back-and-forth, we finally have the document that allows us to publish LUNA in China!
All this time, weve been facing one of the toughest decisions of the project:
Should we wait - with no update on the licences progress and no more budget left to burn - or should we release LUNA globally, with China to follow at a later date?
It killed us to think that as a Chinese team, we couldnt release LUNA in China at the same time as the rest of the world. There was a point at which we felt so hopeless about the situation, the spirit of the team dropped to an all-time low. Now with the biggest unknown out of the way, we cant help but feel the enormous relief that we no longer need to make this tough decision.
Combining all of these challenges together, weve been able to mark a clear time for launch. Unfortunately, this has pushed us into 2020. February will be the earliest available window. We sincerely apologize for the long wait, but it is now over - for us as well. For the exact launch day, we will announce once we are 100% ready, and it will come very soon. ;)
Hows The Game Going BTW? xD
All milestones for development have been met!!!
The heat wave has finally passed in the UK; are you feeling cool or still boiling?! Put on your sunglasses and dive into the pool! Here comes our August dev update!
What's a Moon Guardian?
Part human, part spirit, the Moon Guardians are charged with maintaining the balance of energy across the World. As civilization enters a new era, a new Moon Guardian takes on the role they were born to fill.
Become a Moon Guardian and gain inside information into the development of LUNA The Shadow Dust and help shape its development, in exchange for helping us grow the community and spread the word about the game!
What do you get?
Toot Toot! Here comes our June dev update! ( )
We hope you guys have enjoyed our new demo, weve had such positive feedback from all. Thank you to everyone who helped us share the news through social media. Based on all the data we collected in our survey, we can pinpoint some specific issues and try to refine them before the official release!
Now let's see what we have been working on recently:
Here comes the news youve been waiting for! Were super-thrilled to announce that our new demo for LUNA The Shadow Dust is now available on our Steam Page from 6th May, for PC and Mac.
The new demo includes a bunch more puzzles, polished animations and new sections from the original soundtrack, with about 15-30m of gameplay.
Feel free to share screenshots or GIFs online and spread the word! (Please dont spoil the puzzles for other players of course! ) We sincerely hope that you enjoy the demo and thank-you again for the support!
Its really valuable having your feedback on the game; your comments, support and love have helped us shape LUNA into the game we will be proud to release, later this Summer.
At the end of the demo is a short survey (ten questions). If you have an additional 5 minutes, we would love to hear what you think.
If you miss it, please click here! Or you can buzz us on social media :)
Here comes the development update that youve been waiting for. We know it has been a while since we posted anything here, we do apologize for the delay! Were full speed working on the game and the upcoming brand new demo, so lets start the update with this exciting news!
When I was young, I read the story about John Dalton who described his own color blindness in 1794. In common with his brother, he confused scarlet with green and pink with blue. This story has always fascinated me, because with normal vision, its hard to unsee the color youve seen or simply imagine seeing the world through a completely different color palette. And Ive often wondered how can I ever be sure that the color yellow I see, is the same yellow as everybody elses.
My childhood wonder had quickly been forgotten until many years later, when we started working on LUNA. After sending out an alpha demo to players, we suddenly realized there was a particular level in the game, in which a small group of people become seriously stuck where most other players usually wouldnt.
In the puzzle, players are required to pick one particular color (the correct answer) among six different colors. To my eyes, these six colors were distinctively different from one another, however I later on found out that not everyone agreed with me. Finally I came to realize that the players who had difficulty completing this puzzle simply did not see the same color as me, either aware or unaware of their color weakness.
Working as an illustrator for many years, I am so used to selecting various shades of similar colors just to make a drawing perfect to my eyes. I will easily get frustrated when prints come out just a bit darker or bluer. I actually never really truly realized how different the experience can be between people with normal vision and those with limited color recognition. Until now!
To inform my actions, I did a bit of research about the different types of colorblindness, really wanting to find a solution to a color themed puzzle that everyone could play without struggling.
From the research, I learned there are commonly three main different types of colorblindness. Each of them has a restricted color vision within certain range of colors. Some are not sensitive to blue and green, others find it hard to differentiate from red and purple (see image below).
I realized that almost all sufferers experience issues with the color green. This was the problem with our level in LUNA, a lot of greenish colors were associated with the color picking step.
If we wanted our players to be able to pick a green tone color as the correct answer to complete the puzzle, deuteranope and protanope groups of players would have difficulty figuring out the right answer. To their eye, there were other colors that appeared to be the same (see example below).
Now we knew what the problem was, the next step was to redesign the colors for this puzzle. But the challenge, even now we were aware of the situation, was that there would still be no way for us to know which group of colorblind players would be playing this game. As all are sensitive to different rage of colors, simply changing from one color to another might just cause the problem for another group. We needed something for everyone.
First of all, we decided to avoid putting any green tones together in the design, as all three groups of colorblind people would have issues here. Secondly, we tried to avoid primary reds and greens in the same group, next to each other, as they often appear to be very similar as well. To help colorblind players, we added a bluish tint on the original design. By doing this, it knocks them into a different color range . Now, after the changes, players can distinctively tell the difference from A and B.
Last step, we re-designed the choices pool. From the previous six color choices we had before, three of them appeared very similar for colorblind players. Instead of changing the red color we wanted to use for the correct answer, we changed the other five, to make sure that all the other choices can still appear varied enough for colorblind players to distinguish within the range they can see. Although the final colors lose some of their original color tone, the answer color now looks different from the rest of other choices, and can be picked out more easily.
Thats how we attempted a more color-friendly redesign! We still have to test it with players to see if it actually works as intended, and also how much it might affect the original puzzle difficulty. We hope this will make everyones gaming experience more enjoyable. It was a very valuable lesson we learned from the feedback we received from our recent exhibitions and shows. You guys are helping us make the game better and better.
Hello LUNA supporters! Happy New Year Everyone! Hope you all had a wonderful Holiday Season, relaxed and well fed, and now fully boosted to welcome wonderful adventures in the brand new 2019! We cant believe time passes so quickly - this year will be one of the most important for LUNA, because we are aiming complete production and deliver our final release!
Hello LUNA supporters,
How are you guys? It's Beidi here!
With the leaves slowing turning to yellow, we thought it was about time to give you guys another update on LUNA! Cant believe these two months have flown by like an arrow. Were heading closer and closer towards our production deadline. The past few weeks have been intensely busy for us (as usual) so lets see what we have accomplished so far.
Optimization of the Walking System
Weve been focused on optimizing the walking and interaction system recently and have upgraded it to a better, smoother one with some improved new animation sets. Instead of doing it the most common way, by moving a flat character walking animation between two spots, which usually might appear like sliding/floating on the floor while moving, we have built our walking system with a more realistic, handcraft look. We added more frames between the idle post and the walking cycle to give it a nice transition. With the variation of 8 different set of walking animations, our character is now able to stop on a very specific spot to interact with an object, each step firmly on the ground without sliding when walking.
The demonstration of the new walking system
We wrote a dev log about this issue, if youre interested in the details you can read it here from our website.
Cinematic production
Knowing the storytelling will largely rely on the cinematics, weve been working on the story for a long time before finalizing our storyboard. Even so, there're still many details, the motion design of each scene that needs to be done along with the animation.
Background - draft animation - line drawing - clean up - coloring. This was and still is the ONLY way for traditional 2D animation nowadays. The magic button I am ever longing for to automatically create the in-between frames still waits to be invented. Until then, keep calm and keep animating.
We have in total about 15-20 min footage of hand-drawn animation in LUNA. Now we've done half of it, basically, 5-10 sec per day is our aim. Our plan is still to finish all the animation before the end of this year. It is a very tight schedule but we intend to keep up the pace! Were really excited about it and cant wait to have them all in the game as a whole.
Here are some sneak-peek footages of the animation weve done so far
Music and sound Fx
This is the desk where LUNA's music is born
Two-thirds of the levels now have music. We have to tell you, the music adds so much more emotion immediately felt when you play the game. It makes a huge difference.
Instead of each room having an individual background track, our music composer Wang Qian took a broader approach. Each character/chapter has its own melody, each with a distinctive emotional tune. By changing the instruments, key, or tempo, we apply subtle variations that blend nicely with each level or cinematic music track. So the overall album of the soundtrack of LUNA will sound more like one big complete work.
Its not always a straightforward production process on the music side. Music is such an abstract form of art that within the team we had many differences along the way, sometimes even arguments! But the final result youll hear in LUNA is the best that came out of us.
You can listen it here and here
Adventure X and Weplay 2018
As some of you might know already, we will be attending this years Adventure X in London on Nov 9-10th. The game conference will be held at one of my favorite places in London, the British Library! If you already bought tickets, please do come and say hi, ask us questions or just chat! For those who cant be there in person, please follow our Twitter, Facebook, and Instagram, we will have the live updates during that weekend to make sure we share our moments with you all!
Players will also be able to try out LUNA at Weplay 2018 in Shanghai on Nov 3-4th. Some of our team members in China might be there to greet you too!
Next few weeks plans:
From now until the end of this year we will be aiming to complete 90% of the animation (if everything goes super smoothly, we might even finish all of them, fingers crossed!), then complete three quarters of the music and soundtrack. Meanwhile, we will continue to have industry internal gameplay testing and debugging. Were also about to start preparing the marketing and publishing / legal business.
So thats all for this update, See you guys very soon with more news!
Best
Lantern Studio Team
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RT appreciated, thank you!
Hi everyone! Welcome to the community. LUNA - The Shadow Dust will be released around the first quarter of 2019. You can get all the information about LUNA on the game's store page. Feel free to start a discussion or leave a comment if you have any questions. We will get back to you. Many thanks!
For more information, please follow the links below.
Twitter: https://twitter.com/LanternStudio_
Facebook: https://www.facebook.com/lanternstudiogames/
Official website: http://www.lantern-studio.com/luna/
Instagram: https://www.instagram.com/lanternstudiogam
Tumblr: https://lanternstudiogames.tumblr.com/
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