Lucid Awakening 2 cover
Lucid Awakening 2 screenshot
Genre: Role-playing (RPG), Indie

Lucid Awakening 2

Thanks to the Steam Summer Sale buyers

Hi, I just wanted to personally thank all of you who bought Lucid Awakening 2 on the Steam Summer Sale.

I hope you enjoy it if you ever get around to playing it through the ocean of other great games you probably bought during the sale.

Thanks again, friends.
-Matt

v1.23 notes (possibly fixed anti-virus issue!)

-Possibly fixed issue of anti-virus software rustling up some trouble with the game. I did some somewhat drastic stuff, and it should have fixed the anti-virus issue. 2 years late is better than never I suppose.
-Fixed crash in Lucid Awakening 1 Primer. I'm not sure when this started since I just got my first email about it, but it should be fixed now.

I seem to be having some issues lately with files going missing or having their names changing occasionally (hence the crash on the LA1 Primer). So please, as always, report any issues you have either in the respective thread in the forum, or through direct email at contact@momijistudios.com.

Also, thanks to anyone who bought Lucid Awakening 2 on the recent sale, or bought it ever. I appreciate all of you.

-Matt

v1.22 notes

-Fixed an issue where you could not leave Ferris Tower without using the teleporter
-Fixed an issue where duplicate party members would be in the Ferris Tower Dreamspace upon returning

Thanks & Happy New Year!

Thank you to everyone who bought Lucid Awakening 2 on the Steam Winter Sale or at any other time. I appreciate you.

I hope you all have a great new year, friends.

-Matt

v1.21 notes

-Fixed an issue where you could not proceed past a point in the Oasis Dreamspace.

Recent issues with v1.2 (not actually updating)

So someone brought to my attention that the changes described in the version 1.2 patch notes were not applying to their game when they updated. Looking into it further made me realize that even though I uploaded the build it might not have ever actually gone live.

It should (in theory) be working correctly now, and it should update properly when you load it up on Steam.

Sorry for the inconvenience and possible confusion that came from this.

As always, I really appreciate you guys letting me know when there are any issues because sometimes I don't notice them, especially being a one-man team.

Thanks so much for your patience,
-Matt

Lucid Awakening 2 version 1.2 ("Color Blind patch") released! (Changes listed here)

Hello, friends! I'm happy to announce that I have released version 1.2 for Lucid Awakening 2. There are a lot of big fixes and changes, so stick with me.

The main inspiration for a big update was from two people I met at MAGFest who told me they had trouble distinguishing between the Pure and Veil icons because they are color blind. I felt bad because I had never really even considered that before, so I'm glad someone let me know. I had taken the one guy's email address; I sent him a screenshot of the new icons and he said they are incredibly easy to distinguish now.

I decided to take the opportunity to just go ahead and release a big update that would fix a lot of the issues that bugged me, or new ones that I hadn't thought of until people brought them up in a face-to-face direct feedback setting.


Here is the giant list of changes and fixes in this patch:
Major
• Pure/Veil icons more easily distinguishable (particularly for color blind players)
• Flux is now a command on the battle command list (under Items). You can also still just press the Shift key to Flux
• Enemy HP/Action bars properly placed above enemies
• Name is now highlighted during battle for currently active party member
• Tweaks to many Souls/skills/enemies/bosses/equipment


Minor
• Visible enemy encounters have been decreased in most areas
• Fancy new Dual Soul menu icon
• Some attack animations have been changed
• Some text that was being cut off has been fixed
• Special Avarice shop option name changed
• Chance of missing decreased
• “Lucid” Fragments now named “Special” Fragments in Equip menu
• Potency of most healing items has been increased
• Prices for some items have been adjusted
• Some items have changes to their names
• Soul descriptions when first obtaining a Soul have been modified; added for all Souls


Souls/Skills
Hunter
o Aerial Shot -> Wing Clipper
o Beast Killer -> Feral Slayer
o Reptile Killer -> Scale Piercer
o Removed Aquatic Killer
o Type-specific skills deal reasonable damage to all enemies, but high damage to the respective types of enemies even if they are Pure

Herbalist
o Uproot: Now deals reasonable damage to all enemies, but high damage to plant-type enemies even if they are Pure. Animation has been shortened

Assassin
o Wounding Venom: Applies to user every time (bug prevented it from applying sometimes). Bug caused this skill to not function properly; it didn't actually increase your critical hit rate. Now it increases your critical hit rate by 60%

Prophet
o Attack: Standard attack now attacks all enemies

Dark Mage
o Mystery Medicine: Heal potency has been reduced. Scales slightly better with Spirit stat

Saint
o Revive -> Resurrect: Takes longer to cast, but restores more HP on raise

Monk
o (New) Soul Return: Raise one ally from KO with a decent amount of health. Shorter cast time than Resurrect, but not as much health restored

Brawler
o Brawler weapon power has been reduced. Still has excellent damage potential due to attacking twice

Dreamweaver
o Awaken: Faster cast time, but does not restore much HP on raise

??? (Omitted for spoilers)
o "Pride’s Rage" skill will give the effect 100% of the time (was inconsistent before)

If you have any questions, issues, or concerns about this patch or the game in general, please let me know in the forums. I love hearing from you guys and communicating with you.

Thanks so much for everything, friends.
-Matt

Version update coming soon (color blind friendly, fixes, improvements)

Within the next month I'll be releasing a new version update. There will be a few major improvements and fixes. Most of them were brought to my attention when I got direct player feedback when I was set up at MAGFest's Indie Arcade.

One thing that I wasn't even aware of until recently is that the icons for Pure and Veil are hard to distinguish for those who are color blind. I met two people at MAGFest who said they couldn't really tell the difference. I'm glad they brought this to my attention because I want everyone to be able to enjoy this game. I changed the icons' colors and added two extra distinguishable features on them.

Some other changes (there are more not listed here):
-HP bars and other info is now properly spaced above enemies' heads (some sprites were being overlapped by their own HUD).
-The name of the currently active party member is now highlighted in battle.
-Some dungeons have been improved or fixed up.
-Some skills are being balanced.
-Enemy difficulty is being tweaked.
-Amount of monsters on the map for dungeons have been decreased in a lot of areas.

Expect to see this update within the next month.

Thanks for all your support, friends.
-Matt

50% Holiday Sale! (And thanks)

First of all, I really want to just thank all of you again. It means the world to me that people want to play something I created. Thank you so much.

Lucid Awakening 2 is 50% off for the duration of the Steam Holiday Sale. Make sure to share it and tell your friends; word of mouth is a godsend for indie developers.

Also, remember to leave a review for the game once you've played through it. Good or bad, reviews are very important not only for people interested in the game, but for me as a developer as well so that I can grow and improve.

Thank you friends, and Happy Holidays,
Matt

P.S. Don't forget that there is now a free demo!

Lucid Awakening 2 Demo now available!

Hello, friends! I made a demo version of Lucid Awakening 2 that's free to download. It's a little late, but better late than never, right? (That saying is a game developer's best friend).

Get the demo here:
Demo Page

Be sure to spread the word and to post a review when you've played through the full game, that stuff helps us Indies out more than you might realize.

Thank you friends,
Matt