Devlog#33 One year since the release! Dev note & thoughts

Hello to our lovely LUNA The Shadow Dust supporters,

It’s been almost a year since LUNA launched! Today, we’d like to share what we’ve learned during the game’s development and tell you about our biggest successes (and failures). If you are planning to make a game yourself, we think you’ll find our experiences helpful!

The Backstage Experience

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Many of you might know that after the game was released, we produced high-quality merch (pins, posters, postcards) as a way of breathing new life into our characters. We also ran another KS campaign to make our physical LUNA artbook a reality.

We’re so thankful that our book and OST have received such great feedback. LUNA just feels so much more alive now. It’s hard work, and the costs are high, but because we’ve also been inspired by many other great art books and albums in the past, it only felt right to contribute back to the community.

Our Successes (and lessons learned)

Over the last year, we’ve earned the community’s recognition and have received many awards and nominations as a result. It really is the best feeling knowing that your hard work has paid off!

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We still consider the release of the game to be our biggest success. The harsh reality is that many games—not only indie titles but some big IPs—never see the light of day for various reasons. To see LUNA finally out there is a blessing in and of itself, and we’re even more thankful that the global pandemic did not directly impact our release. It’s no secret, however, that we—and the game industry as a whole—have been affected by the newly-imposed travel restrictions. None of us were able to attend conventions, talks, and festivals. We miss meeting people face to face, and we sincerely hope that life will get back to normal as soon as possible!

Now, it’s time to shed some light on what didn’t go exactly as planned.

Our ambition was to use LUNA’s fully hand-drawn yet content-heavy cinematics to tell our story in a unique way. However, players often felt that the story was a little ambiguous, and during cutscenes, some grew impatient. The slow walking pace might have also affected players' mood as they solved puzzles. We also received some criticism regarding the difficulty of our puzzles. Some thought they were too hard; others found them too easy or repetitive.

Obviously, there’s no one-size-fits-all solution to these problems, but we agreed that the gaming experience could be improved for the better. This is why our team decided to redesign one of the most criticized puzzles, improving the characters’ walking pace (without compromising the game’s feel) and optimizing repetitive routes between puzzle-solving sessions.

But the game’s already been out for a year; isn’t it a bit too late to apply such changes?” some might ask. Well, these optimizations are not bug-related, so there’s no need to rush. We’d rather take the time to decide whether they’re really worth changing from a game design perspective. And as most of you already know, indie games need time to grow; it takes time to assess feedback and see how other players react to the same design choices. All these changes will be available to experience in the next major update.

It’s rare for an indie title to blow up overnight, but we’re confident that more and more people in the future will slowly get to know LUNA and that our community will keep growing. With that in mind, the game should always be as polished as possible. 

Slow Growth

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The press often offers indie games publicity for the first 3 months or so after release, but after that, many small games vanish from the radar as new titles emerge.

Getting to our players is a slow process, but that doesn't mean we just sit and wait for LUNA to magically grow on its own. Over the past year, with help from both of our publishers, we’ve continuously tried to expose more people to the game. We attended Steam’s virtual festivals and ported the game to various platforms. Our next goal is to bring LUNA to mobile for Android and iOS—spoiler alert: We’re almost there!

As a team with no other investments, we’ve still not broken even one year after LUNA’s release. But we're getting there. Your ratings, merch purchases, recommendations, and reviews all help keep the dream alive. Making and releasing indie games is not a sprint; it’s a marathon. It’s an uphill battle, but as we’re slowly heading toward our goal, we hope LUNA’s success will help us create more awesome games in the future.

Thank you for all your support. 

Yours,
The LUNA Dev Team

Devlog#28 Launch Day!!

We made it!!

After a long four-year journey, exceeding our wildest expectations and imaginations, we're finally here!

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LUNA The Shadow Dust is OUT NOW on various stores!

Delivering the game is the final step along this amazing journey, but that journey itself has been truly unbelievable. During these last four years, we have learned so much more than any other project could have taught us, accomplishing the things we thought only the professionals knew how. Many of the members of our communities have become our dear friends along the way. We know we say thank-you a lot, but truly, without you guys, none of this could have happened!

Now we have just a few final favors to ask:

  • It would really mean a lot to us if you can write a review or rate the game. Your critiques can help other players to find LUNA among the vast sea of games!

  • Please keep spreading the word for us! What a cool thing to tell people that you’re part of the force that made this game possible!!?

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And in case you haven't seen our launch trailer, check it out here

We’ve uploaded a lot of behind-the-scenes development interviews on our YouTube channel too!

Here we’ve got tons of GIFs to use!
https://giphy.com/channel/LanternStudio

And official screenshots on IMGUR
https://imgur.com/user/LanternStudioGames

This will certainly not be the last update, we’ll still have a lot of work to do after the launch! We will keep everyone posted as there will be more exciting news coming along like our merchandise and other fun stuff! But for now, please celebrate and enjoy this wonderful moment with us together.
We made it!!! Yeahhhhh!! o(*≧▽≦)ツ


With all the love from our heart
Beidi, Qian, Guan and Fox

Devlog#26 December Update & Merchandise Ideas!

Less than 3 months to go until the release! Isn’t it exciting!? We promised we would be updating more frequently now, so here’s our Holiday Season update!

Kickstarters Exclusive Contribution Page

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We have completed a special page dedicated to everyone who helped us throughout this journey. Your names will forever be shining on our website (as long as the internet exists)! You helped a small team achieve their ambitious dream with the most important first push. We can’t thank you enough!

👉❤ https://www.lantern-studio.com/backerlist  ❤

Merchandise

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We’d love to hear your thoughts on what merchandise we should consider! We have already begun working on some of them, for example; the postcard set, designs for emblem pins and the hardcover art book! Despite this, please vote with your heart. What would you like to see?

Here’s the questionnaire link, please tell us what you think and what other merchandise you’d like to have?

👉 https://forms.gle/pdR1zC5aXYa7eJzq7

Additional Content and Deluxe Version

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During the past few weeks, while continuing to work on polishing the final game build, we have also been finalizing some additional content which will complement the game. In February, not only we will release LUNA itself, but also a Deluxe Version including the game, the digital version of the artbook, and the original soundtrack album. You can also purchase them separately.

The Digital Art Book

A massive 124-page PDF, the digital artbook includes both the full-color HD original game artwork and the artist’s hand-drawn sketches. It is like going ‘backstage’ with the game and serves as a visual record of our journey from the very beginning towards release. We hope leafing through the design notes, concept art and drawings within the book will bring you more delight and understanding about the world of LUNA.

We will also produce a limited physical hardcover art book to grace your coffee tables, which is included in some KS reward tiers. The physical artbook contains an additional 32 high-grade printed pages of exclusive content over the digital version and features some of our most secret game production content, unavailable anywhere else! We will make this available for sale separately at a later date.

Original Game Soundtrack

Without any dialogue, the music in LUNA plays a crucial role in the game’s storytelling. Designed to immerse the player in the emotional highs and lows of the adventure, the LUNA OST kindles goose-bumps along the journey. Inspired by the music from games like Journey and Ori and the Blind Forest, this album features 34 tracks with over 80 minutes of original music by composer, Wang Qian.

Last but not least, we wish you all a wonderful Christmas and Happy New Year!
2020 is gonna be AMAZING!!