It’s been a while since the last update and we still can’t show too much off just yet but we would like to just tease that you might want to keep an eye on WIRED DIRECT, a show by Wired Productions, which will be taking place on Monday 29th March at 12pm PDT / 8pm BST. Hit the bell in the link to get notified when it goes live:
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Why you might ask? No reason :)
/Kyle
What happend to Lumote?
Hi there!
You may have noticed that Lumote is no longer for sale on Steam. We're currently working with a publisher to rerelease with some new content and improved performance. We intend for Lumote to be available again with a bunch of new stuff on PC along side a console launch in 2021. I can't give you any more details quite yet but there will be an announcement soon. Hopefully we'll be able to make a bigger splash releasing with more stuff on more platforms all at the same time!
Be sure to give us a wishlist and pop by our discord and say hello!
If you really need Lumote in your life right now, try your hand at crochet! We've designed a pattern for everyone to make their own custom Lumote plushies. You can ask for help on our discord as well if you get stuck.
Thanks for keeping tabs on us!
/ Kyle
Lumote Mini Update! v1.1.3
Hi friends,
Some of you may have noticed a few patches pushed over the last few weeks. It's well overdue for us to tell you what has been done in that work!
SteelSeries Engine Integration
We've partnered with SteelSeries to support their beautiful LED powered peripherals, check it out!
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Linux (Proton) Support
Shortly after releasing the demo, we were contacted by a Linux user who was having difficulty getting the game to start under Proton. Together we tracked down 2 bugs preventing Lumote from running.
Big thanks to Sojiro84 for the helping us track these down via discord!
We now include d3dcompiler_47.dll in our package - While all our shaders are shipped percompiled, we still use the shader compiler to generate some stubs at runtime so this is necessary for the game to run.
Fixed thread mutex assert - Our engine's thread mutex wrapper was reading an uninitialized critical section structure. Turns out those structures are reset differently on Windows vs Proton when you destroy a critical section. This caused an exception under Proton which we never encountered on Windows!
Going forward we will continue to provide bug fixes and support for Proton users. Please just reach out, we take pride in our software and we want to fix things!
General Bug Fixes
Resolved issue where users were getting the Don't Die achievement after finishing the game, even though they had died a lot.
Fixed crash due to slow responses from Steam's achievements server. Part of developing and debugging games requires inserting special markers that cause the game to crash in known places so that we can spot potential issues. Generally, this stuff is disabled in a build released to the wild but it wasn't. So a number of non-critical checks were causing the game to crash. Sorry about that, it's fixed now :)
Thanks!
/ Team Lumote
New Languages, a Demo and a Soundtrack!
Hi everyone,
We hope you are all safe and healthy in these unprecedented times! We want to first throw out a very big and long overdue THANKS to all the PAX East attendees that came by and said hi. It was great talking with everyone, and so much fun seeing people taking pictures with our pile of crochet Lumotes!
Due to the fact that we've been required to stay in side as much as possible since the release of Lumote on Steam in February, we have been hard at work in a few new things!
Patch v1.1.0
Added a puzzle name so everyone can refer to the puzzles by 1-1, 1-2, 2-1 and so on rather than just 10%, 15%, 30%, etc
Fixed the time recording issue which caused speed runs to be slightly inaccurate according to the puzzle stats
Fixed a handful of bugs that have been popping up related to puzzle exploits. Certain puzzles at the beginning of the game were very easy to circumvent which was causing confusion later in the game as players didn't learn the right things. We have made a few small tweaks to eliminated these shortcuts. - Sorry speed runners you'll need to find new routes!
The game should no longer crash if you have your Steam library in a location that contains a non-Latin symbol which seemed to be quite common for our Russian players
SPEEDRUNNERS
We want to support you and make Lumote the best speed run experience we can. Please stop by our discord and share your thoughts!
We've finally released the highly requested and long overdue Lumote - Original Soundtrack by Paul Ruskay. We had intended to release this along with the launch of the game, but circumstances prevented that from happening. With that in mind, the Soundtrack + Game Bundle is available to all existing Lumote owners. That means that even if you already bought Lumote, the bundle discount to add on the soundtrack will be available to you, not just for new purchases. Now you can sip on the sweet ambient sound of Lumote anywhere you go!
Lumote Now Speaks 17 Languages!
While Lumote doesn't have a lot of text, the English only menus are still a barrier for some. To improve our usability world wide we have added support to the menus and Achievements for 16 new languages. - Simplified Chinese, Traditional Chinese, Czech, French, German, Italian, Japanese, Korean, Polish, Brazilian Portuguese, Portuguese, Russian, Latin-American Spanish, Spanish, Thai, Ukrainian. Thanks everyone, stay happy and healthy!
It's finally happened we're OUT ON! Excuse our yelling but we're just so excited it's been 5 years of hard work but the day is finally here! Right now, we've just launched for PC Windows, but don't think we've forgotten you console lovers. We're going to be hopping on that next and hopefully be out by the end of the year so stay tuned.
Not going to lie, we don't really have anything else to say. The fact that we're out has totally overwhelmed us. Please enjoy Lumote and let us know what you think on discord.gg
Also please help us spread the word! We usually don't endorse pyramid schemes, but tell your friends and have those friends tell some friends. Spread the news Lumote it out in the world!
Don't Forget Lumote @ PAX East
If you're at PAX East this year February 27th to March 1st. We've once again been graciously let in by the IndieMegabooth and will be eagerly waiting for you at our booth #23039 so please stop by and say hello!
Lumote's coming to a Steam store near you Feb 20, 2020
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LUMOTE IS ACTUALLY COMING SOON! WOW! 2020/02/20
Hey gang,
Lumote started its life in a game jam with actual development beginning almost 5 years ago to the day! It's gone through countless evolutions over that time; visually, mechanically and even technically when we moved from Unreal 4 to our custom game engine... And now, after all this time, it's finally coming out!
Thanks to everyone for throwing us mountains of support over the years. From visiting our booths at PAX and numerous local events to hanging out on our discord and everything in between. It's all enormously appreciated and it helped us stay buckled in on the roller coaster ride of game development!
We'll be launching on Steam on Feb 20, 2020 for Windows and for our South American friends without access to Steam, a little bit later on the Hype store (we'll send out more information about the Hype Store soon).
If you haven't tossed us a whishlist yet, please do. It'll be very helpful to our launch visibility. The same goes for any other fun indie games you're following. One of the best ways to support them before they release is a simpleAdd to your wishlist.
We'll be at PAX East this year February 27th to March 1st in Boston. So if you're attending, stop by booth #23039, say hello and try out the finished game!
We've created a crochet amagaumi Lumote! There are 2 sizes to choose from and we provide some links to videos and information for those of you who want to learn! If you'd like to create your own, you can download the pattern here
Join BeeYoo, on mixer for #EXPLOREMOREMONDAYS as she explores the world of Lumote and talks with devs Michelle and Kyle Monday, November 3rd @ 2:00 pm EST!
Come say hello, ask some questions, share a joke!
https://mixer.com/Whitethorndigital
Lumote is going to PAX West 2019!
Lumote will be bio-luminescing at PAX West with the Indie MEGABOOTHon Friday, August 30th and Saturday, August 31st. We've got cute buttons to give away and a almost finished game to show you!
So swing by booth #741 in the main expo hall, say hello and give Lumote and all the other great indie gamesa try!
https://www.youtube.com/watch?v=cZfRUHPQMAk Lumote is a game about two opposing energies. Blue energy controlled by Lumote and red energy controlled by the Mastermote. You play as Lumote in this 3D puzzle platformer with only the ability to jump and possess. Possession allows you to take control of the world's inhabitants, the Motes, and use their abilities. Depending on who's energy controls a Mote their behaviour will either help or hinder Lumote to travel below and take control from the Mastermote.
In the gif below you can see and example of Lumote possessing a mote called a Dumbat, they act as batteries for the last power to possess them and can be used as your proxy to take permanent control of lightwires.
The lightwires are the veins of the world and whoever controls them controls everything. Send your power through the lightwires to fully turn the Motes to your side. Unlock towers to gain access to the next region and travel deep in the world to confront the Mastermote.
The world of Lumote is broken into three biomes you will need to gain control of all the towers in a biome before you can descend to the next one. Each tower marks the completion and mastery of a mechanic, and the start of new challenges for you to explore. They will also contain pictographic blocks that will tell the story of the world of the Motes.
The Tech
Originally built on the Unreal Engine we've moved away and Lumote is now powered by a ground-up custom game engine called rEngine. The world is built using a unique voxel engine which allows us to quickly craft puzzles with very low resolution voxel grids, while keeping a high level of visual fidelity in the final game. Our goal is to have the flexibility and creative control of a voxel game without looking like a voxel game.
What's left
After working on the game for 5 years it's really getting down to the wire where we need to ship or get of the pot. Our goal is to be in Alpha and ready to ship by the end of Summer. We've not set a solid release date as dependent on the market we want to have the flexibility to choose when is best. No point in putting our all in only for it to be overshadowed by something from AAA.
We've tried to do a devlog in the past with little success I'm hoping in these final dev months we'll be able to show our progress in small snippets here. We've also recently started streaming some development on Twitch for anyone that would like to keep up with our development.