Planet of Lana cover
Planet of Lana screenshot
PC XONE Series X Steam
Genre: Platform, Puzzle, Adventure, Indie

Planet of Lana

šŸŒ NOVO NEWS #06: The Sound of Novo by Francesco Ameglio



Hello there,

Francesco here, sound designer and noise maker for Planet of Lana. I’m thrilled to dive into the sound of this beautiful journey and share a bit of the behind the scenes.

Where should I start? I was so lucky to jump on the project at the very early stage of production (that’s almost 4 years ago!), this is something that doesn’t happen very often in the game industry but the core team had a clear vision of the game and we found each other on the same page from day one.

Since I’ve joined the team during pre-production there was a lot of concepting going on while the gameplay was still very rough, but as soon as I saw the first arts of the game I was so inspired that I’ve started throwing ideas, sketching and recording sounds and planning possible interactive systems that might have come useful later in the production.

Me and Klas, the co-director and writer, had a lot of inspiring chats. Our main goal back then was to figure out what the planet of Novo would sound like. A few keywords were coming back very often such as Contrast, Alive, Breathing, all useful ingredients when sketching the ambience and setting up the general mood of the experience.

From day one it was clear that we would have had different biomes, each one with its own characteristics, both visually and sonically. Ambiences came to be one of the main pillar of the soundscape in Planet of Lana. Not only do they increase the immersion and enhance player experience, but they can also be used as powerful tools to tell a story. Sounds can go beyond the screen, they can tell what our eyes can’t see and that was crucial while building the soundscape of the game.

I was keep asking myself: ā€œWhat would Lana hear if she stopped here, sat down on that rock, closed her eyes and just listened?ā€. I’ve tried to identify myself with Lana as much as possible, especially on her sonic experience in that place and in that specific moment within the story. This also led to the design of one of the interactive audio systems of the game: the Listening to the World system. We wanted to make the environment feel alive but also dynamic, constantly changing but without being intrusive.


In real life, when we stop for a while and we just listen carefully we start hearing more details but also things that are very far away from us. So what happens if the player decides to stop for a moment, maybe to focus on solving a puzzle, or just to admire the surroundings? We have come up with this idea that if the player stops walking for more than a certain amount of time the ambience will slowly become richer, new layers will be added, particular sounds will get to the foreground, like a mosquito buzzing around or very distant explosions. Each biome has its own additive layers and the player can enjoy them by just stopping and closing the eyes. These are the little things hidden in the game that makes this experience so unique.

Something we also spent a lot of time on during the early phase of production was giving a specific and original sonic identity to the robots. They were inspired by insects but they also have a robotic side. It’s like having a mechanical structure containing an organic soul at the same time. How did we turn this into sound? We’ve recorded a lot of machines, press, tools, nails smashed on metal plates, scraping boxes on concrete, old cameras, broken gizmos and a long session with a double bass player making the weirdest sounds out of his instrument and of course insects such as flies, wasps, cicadas. All this material was then sent to a digital instrument that is able to morph sounds and gives a very expressive outcome.



None of this would have been possible without the help of my fantastic colleagues at Settete, Marco Furlanetto and Andrea Bo who joined the project in 2022 and crafted some of the most beautiful sounds of the game.

There are millions of other things I would love to tell you about the sound of Planet of Lana and all the small details behind it, but I don’t want to spoil the experience and I hope you will enjoy it as much as we do. Don’t forget to close your eyes sometimes and just listen to the story unfolding.

Ciao!
Francesco
settete.com


https://store.steampowered.com/app/1608230/Planet_of_Lana/

āœ… Verified for Steam Deck: Play Planet of Lana wherever you want!



Heya friends of Lana and Mui,

Right in time for the release in the coming week, Planet of Lana was reviewed and got verified for the Steam Deck. This is one of the big goals that we really wanted to achieve. ːsteamhappyː

And we did! āœ… This guarantees that you can accompany Lana and Mui on their adventure on the Steam Deck wherever you want: while relaxing at home on the couch, during you lunch break at work or whilst traveling - just about anywhere!

I don't know about you, but we are counting the days! In exactly one week Planet of Lana will be available. Ha ha, that's damn exciting, and scary at the same time.

You will hear from us real soon again! In the final issue of the "Novo News" this Thursday, our sound designer Francesco Ameglio will share some insights on designing the soundscapes of Novo.

Talk to you real soon, friends!
Adam & the Planet of Lana Team


https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸŒ NOVO NEWS #05: The Music of Planet of Lana by Takeshi Furukawa



Hi everyone!

Takeshi Furukawa here, proud composer of the original soundtrack to Planet of Lana. I’m very excited to share a little bit about the writing process with you today!

Someone recently asked how I came to work on this stunning little indie opus. It all started with me aimlessly scrolling through my twitter feed one night (as one does) and stumbling across this image that immediately caught my attention;



Rather than the so often missed mark of something approximating photorealism, the artist seemed to have gone for a more unique, hand-painted look that really stood out to me. Of course it reminded me of a classic Studio Ghibli film, but there was also this sprinkle of sci-fi mystery that really intrigued me.

So for the first time in my career I decided to reach out to a potential client and see if a composer had been assigned to this mysterious project yet. Adam StjƤrnljus, our creative director and lead game designer, gladly informed me they had not. So fast forward past some boring formalities and we started the journey of bringing musical life to Lana’s home world of Novo.

From the onset, our directors Adam and Klas had a fairly minimalist vision for the game, which they initially felt should include the music as well. But after a period of exploration, and some gentle nudging on my part, we all agreed that the scale of the story and the world really called for a big cinematic orchestral score and that this in turn would serve to reinforce, rather than impede the more minimalist aspects of the game.

Having grown up in the nineties with Hollywood adventures like Jurassic Park, I’m a real sucker for big John Williams-like scores, so this was (pardon the pun) music to my ears. What resulted is an organic, almost completely orchestra- and piano-driven soundtrack full of carefully curated set pieces designed to complement the natural sounds of this colorful world. Because of the sci-fi nature of the story some synth elements are present, which was an exciting challenge to me, but mostly we inhabit the world of the classic hollywood scores of the nineties which i grew up with and love.


The biggest challenge in finding the sound of a game is the thematic content. That’s always where the journey starts. Once you find that theme or motif, you’ve kind of written 80% of the score because the rest is just extrapolations thereof.

Now, I’m treading lightly here in order not to spoil too much, but in the case of Planet of Lana we knew that there was a strong musical element in both story, lore and gameplay and it was always the plan to return to this particular theme both non-diegetically in the score, and diegetically in the hidden corners of Novo. This is the opening piano and acapella motif (dubbed the ā€˜Progeny Theme’) that you are probably familiar with if you have seen some our trailers.

Finally, in May 2022 me and my long time collaborator Siobhan Wilson (who’s excellent vocals feature on several tracks in the score) met up in Budapest to record the final results. Recording orchestral scores with a live orchestra is something that I am extremely passionate about; The music is the soul of the game. It’s the emotion of the game. And you can’t create that with the computer, you need humans. And in our case about 90 incredible musicians brought the music of Planet of Lana to life by pouring their hearts out.

As parting words I would just like to say I really hope you enjoy Planet of Lana and its soundtrack as much as I enjoyed writing the music for it. It was nothing short of pure joy creating this game with the team at Wishfully.

For the next Novo News segment, I’m told our talented sound designer Francesco Ameglio will share some of his insights on designing the soundscapes of Novo.

Until then,
Takeshi


https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸŒ NOVO NEWS #04: The Language of Novo and how it came to life!



Tiai amodi!

It’s Klas again, writer and co-director of Planet of Lana. Today I thought we’d dive into an aspect of Novo we haven’t really revealed much of yet, the language of Lana and the rest of its human inhabitants. Now be warned; as the origins of the native Novo-ites play a part in the story and wider world building, I can’t really go into too much detail of the origins of the language itself, but rather I’ll focus on our internal process for concocting it.

Disclaimer 1: Neither myself nor anyone else on the team are linguists and definitely don’t claim to be. At the end of the day our goal was to make up a fantasy language that felt pleasant to listen to, and sounded like it could have evolved on an alien planet.

Disclaimer 2: While we did our best during the language process to come up with unique words and make sure they didn’t overlap with phrases in existing languages (especially potentially offensive ones), there are over 6500 languages spoken on earth. So please know that any such instances are wholly incidental and not intentional by any means.


Now, let the transparency-vs-spoiler-tight-rope-act commence!

The Language of Lana

As my co-director Adam wrote in the first edition of Novo News, the creative process that birthed Planet of Lana goes back to the very first key art that he painted almost 6 years ago:



What really struck me the first time I saw this image was all the questions it provoked in my head; ā€What is this place? Who is this girl and her little fur-ball friend? And what is the strange robot doing up on that rock? It doesn’t look like it belongs. Why isn’t the girl hiding in the grass or running for her life? Is that a subtle look of defiance in her body language? Curiosity?ā€

For a writer of course, that kind of visual provocation is gold. In my last post I touched briefly on the minimalist mindset that shaped the narrative of the game, but thinking back on it now, it really was the equal parts of ā€œsaidā€ and ā€œunsaidā€ in that picture that inspired this approach from the get-go.

For the first year or so of writing and pre-production that very approach meant that we planned on not having our characters speak at all, but rather just communicate with body language and perhaps some subtle grunts and noises. As the story grew in complexity however, we quickly realized that we would need one more layer of expression to tell the story effectively. Enter; The Novo-language.



The first part of building the language was to figure out who the people are that speak it. The planet’s inhabitants lead simple, and by modern standards, rather primitive lives. This in combination with the fact that we decided early on we would not include any subtitles but instead infer meaning from context and allow players to figure out key phrases to slowly piece together the language themselves, it felt logical to keep things fairly simple.

The easiest place to start was of course the one word we already had:

ā€œLanaā€


There is nice simplicity in the name of our heroine; A melodic consonant vowel consonant vowel structure that felt as good a place as any to start building on. From there we allowed ourselves the luxury of the inverse as well-meaning vowel consonant vowel etc. etc. So, we moved on with the words we knew we had to come up with to make the game work; The commands that Lana uses to control Mui. After a lot of just saying random words according to our arbitrary rules, the first one (that just felt right) ended up being:

ā€œImaā€ = Stay/Stop

And:

ā€œOlaiā€ = Come here.

And then a slight variation on both, but still in a way that made sense with the foundation we had:

ā€œKialoā€ = To do something/Perform an action

And finally:

ā€œPama Kiā€ = Go there.


Moving on from the Mui mechanics, we decided a natural next step would be a greeting phrase, that we just found melodically pleasing, positive, and something that would be hard to say without smiling (go ahead and try!).

ā€œTiaiā€ [tee-aye] = Hello


To begin laying a cultural foundation for the people and their language, we then added a more colloquial title that could be used to address a stranger in an affectionate, respectful manner. The idea being that there is an underlying cultural assumption of kinship/friendship with whomever you encounter:

ā€œTiai lang noā€ = Hello stranger/someoneā€


And then a simple introduction phrase,

ā€œOna Lanaā€ = I’m Lana.


Now, with these basic phrases at our disposal, we already had a pretty solid foundation to start building on. Throw in a couple of filler words for ā€œandā€, ā€œforā€, ā€œinā€ etc. and it’s amazing what you can start constructing. I was personally surprised how just coming up with a few basic phrases really opened the door to develop more. It felt almost like a musical exercise where once we had found the basic melody and rhythm, the rest came easy.

There is also something to be said about language and inferring meaning from sounds on a human level. Some words just seem to sound like what they mean, even if you don’t know the word per se. The word ā€œImaā€ turned out to be a perfect example of this, as someone pointed out in the comments of the first gameplay footage we released, that ā€œImaā€ actually means ā€œstopā€ in Zulu language. Of course, we had no idea, we just instinctively thought it sounded appropriate. Who knows, perhaps there is something innate to language that we don’t fully understand? 🧐



The Voice of Lana

So having found our basic language structure and sounds, we quickly discovered that we needed an actress that spoke an earth-language with a compatible melody to our made up one. We tried out a couple of very talented young Swedish actresses but to no fault of their own, there was just something in the two languages that didn’t gel. The accents were simply not compatible.

Luckily, our talented sound designer Francesco Ameglio lives in a land with a language so melodic you’d think Vivaldi himself wrote it. You guessed it, Italy šŸ‡®šŸ‡¹. So, one day Francesco strapped a field recorder on and went to the Liceo Coreutico Teatrale Germana Erba in Torino to hold some open auditions. And wouldn’t you know it, the geographical change was just what was needed! Listening to voice after blessed voice had us wondering if Fran had actually just gone to Novo itself to hold auditions. While everyone who participated did extraordinarily well, one young lady named Bianca Zoe Mantelli stood out for us.



She had never acted professionally before but both me and Adam just knew instinctively that she was our Lana when we got the recordings. Over the coming months, we spent several studio sessions working with Bianca to record the performance of Lana and we couldn’t be happier with the results. We also learned that the studio we recorded at were so impressed with her that they hired for other jobs as well!

OK that’s it for this time! Keep an eye out for our next "Novo News" that will focus on the ACTUAL melody of Novo, the soundtrack, and its creator Takeshi Furukawa.

Till next week!
Klas


https://store.steampowered.com/app/1608230/Planet_of_Lana/

Planet of Lana will release on May 23rd!



Heya friends of Lana and Mui,

Happy Planet of Lana Release Date Announcement Day to all of you! ːsteamhappyː

Since the idea of Planet of Lana grew in my head back in 2017, all of us at Wishfully have been working really hard on realising our idea of a unique, captivating, and appealing cinematic puzzle adventure. Here we are today, and we can wholehartedly tell you that we are unbelievably happy and proud to reveal to you that Planet of Lana will release on May 23rd!


That's right, from today it's only 20 days until you can set out on your own with Lana and Mui to embark on a rescue mission to save Lana's sister. Hopefully, Planet of Lana will be an unforgetable adventure for you as well - because for us it is already!

There are more issues of "Novo News" coming till the release, telling you more about the language of Novo, Lana's voice actress, the soundtrack, etc. To not miss any further updates please follow Planet of Lana and add it to your wishlist. This would really mean a lot to us! ā¤ļø

We are counting the days until the release, friends!
Adam & the Planet of Lana Team


https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸŒ NOVO NEWS #03: The Meaning of Puzzles in Planet of Lana



Hi friends,

This is Dan, and I’m the Lead Puzzle Designer for Planet of Lana. In this update, I'll shed some light on the creative process behind designing the puzzles for the game, touching on our inspirations, challenges, and design choices. Our goal has been to captivate players' imaginations while challenging their cognitive abilities in order to create a game that combines an immersive story with engaging puzzles.

Environmental storytelling is something that we are really passionate about at Wishfully, and to enrich our game's narrative and atmosphere, we designed puzzles that serve as opportunities to reveal more about the world, characters, and overarching story. To help us with this, we used visual cues, hidden details, and environmental elements to create a sense of discovery and wonder, encouraging players to explore and understand the world in which Lana lives. For the curious player there is so much to dig into here, with everything from strange creatures and plants to the language and culture that have developed on Novo.



To ensure there is a fun evolution of the puzzles, we crafted them around a core set of mechanics that gradually expand and intertwine throughout the journey of Lana. By layering new elements over existing ones, we create a sense of progression and mastery, keeping players engaged and motivated to overcome each new challenge.

I think one of the most exciting aspects of Planet of Lana is the ability to control animals and robots in fun and imaginative ways. We dedicated ourselves to creating unique interactions and mechanics that not only add depth to the puzzles but also infuse the gameplay with delightful surprises. Our focus here was on designing moments that spark joy and excitement, where expectations get turned on their head. Perhaps something that was once a deadly threat all of a sudden can become something useful and crucial to Lana’s progression in the game…



When designing puzzles, striking the right balance between difficulty and pacing is essential to ensure players feel challenged yet not overwhelmed. One could almost say designing puzzles is a puzzle in itself! Just changing the order in which one element or mechanic is introduced to the player can make a huge difference in how difficult a puzzle is to solve. Keeping this in mind, we carefully crafted our puzzles to maintain a steady difficulty curve, building on previous concepts while adding extra complexity. Our puzzles also balance logical problem-solving, reflex-based challenges and stealth sequences, catering to different player preferences and keeping the gameplay varied.

Game design is an iterative process involving constant testing, refining, and retesting. We used playtesting as a crucial tool early in the process. Using a very rough and simplified version of the game with rudimentary graphics early on in the process, we could gather feedback on puzzle design and difficulty before the real game environment was even developed. Since we built the puzzles in this more basic environment, we could also prototype more puzzles in a shorter timeframe and have a quicker turnaround between playtests. And by watching carefully how people were playing and incorporating the feedback during multiple iterations, it allowed us to fine-tune our puzzles to strike the perfect balance between challenge and enjoyment.



For me, seeing how players interact with our game has been one of the most interesting and fun aspects of the puzzle process. Everyone’s mind and experience is truly unique, and this is something I’m constantly reminded of every time I see someone play our game. And as the release for Planet of Lana is coming closer and we are about to share the game with the rest of the world, I’m eager to see even more players experience our epic adventure!

And a tiny spoiler: next weeks "Novo News" will address the language of Novo as well as the voice actor who lends her voice to Lana.

All the best!
Dan

https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸŒ NOVO NEWS #02: The Relationship of Lana and Mui



Hi everyone!

Klas here, co-director and writer of Planet of Lana. While you patiently wait to get your hands on our off-earth odyssey, I thought I’d share some details on the story of the game in general, and Lana and Mui’s relationship in particular.

If you’ve been following the Planet of Lana journey so far, you might know that the game kicks off with Lana’s home planet Novo getting invaded by a strange robot army, and in the ensuing commotion Lana narrowly manages to escape capture. Unfortunately, her big sister and fierce protector Elo, along with the rest of her village, are not so lucky. Scared and alone, Lana is left with no choice but to venture into the hostile Novo landscape in search of her sister. This marks the beginning of a perilous journey through lush forests, dingy swamplands, dark caves, pristine archipelagos, and bone-dry deserts full of native predators and alien machines.



Luckily, it doesn’t take long for Lana to enlist some help on her rescue mission. Enter Mui; Our tiny, furry, but mighty resourceful companion. When Lana finds Mui, the robots have put her in a bit of a rough spot as well, capturing her in a cunning trap. Sympathizing with this predicament, Lana decides to risk her own life to rescue Mui and after a very close call the pair narrowly escape and become inseparable from that point on.



In designing the narrative of Planet of Lana we wanted to tell a simple, but multi-layered story to which players can pay as much or little attention as they please. We didn’t want to spell things out, but rather let the player explore the planet and draw their own conclusions about some key questions that arise during Lana and Mui’s journey; Like who are these strange alien machines that fell from the sky? What do they want? What kind of a place is Novo? How did humans end up in this colorful world?

With this minimalist mindset as our guiding star, we decided early on to not use any intelligible dialogue, but rather invent our own simple language for the inhabitants of Novo, presented without subtitles. Meaning is instead inferred from context, action, and tone of voice, while observant players might slowly learn some key phrases through Lana and Mui’s interactions to fill in the gaps as the game unfolds (much more on this in a future blog post, so stay tuned for that!).



One of the key aspects where narrative and game design intersected early on in production was in building the relationship between Lana and Mui. From a game design perspective, lots of time and energy was spent on building a give and take relationship between them where one feels like the natural extension of the other. While both characters have their own limitations and strengths, together they complete each other.

On a narrative level, Lana and Mui coming together is a turning point where Lana starts her journey from helpless victim to active participant and protector. An important aspect of establishing this relationship of course is their communication. Since Lana controls Mui by issuing verbal commands (essentially bossing her around), lots of care was taken in the voice over recording process to make sure that Lana’s tone towards her companion remained loving and respectful, while at the same time ensuring we built a dynamic system that allows for their communication to adjust based on their current predicaments; Trying to sneak past a cunning robot or human-hungry dragon pig? Better whisper! Getting chased by a giant machine marauder? Time to yell at the top of your lungs to make sure Mui knows what to do!



While there is so much more that could be said for the work that we put in to bring Lana and Mui’s journey to life, I’m a firm believer in the ā€œLeave-them-wanting-more-philosophyā€, so instead of blabbering on further let me finish by saying how extremely excited we are to share the final result with you very soon!

I’ll check back soon with another post where we deep dive into the language of Novo and introduce the talented young voice actress who helped us bring Lana to life.

Stay tuned!
Klas


https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸŒ NOVO NEWS #01: How Planet of Lana's Idea and Art-Style were born!



Heya friends of Lana and Mui,

It's Adam again! A lot has been going on since our latest update in February, and I have some good news for you today: We'll be using the coming weeks to tell you more about our heartfelt project with some update postings on various aspects of Planet of Lana. And hopefully tickle your curiosity for our game even more.

So, lets dive into our very first "Novo News" and let me take you with me to the early days of the game. The whole idea for Planet of Lana started with this image that I drew in Photoshop back in 2017:



I wanted to create the game of my dreams; a cinematic puzzle adventure about a young girl and her cat-like companion that are forced out on this epic adventure on the distant planet of Novo. With a hand-painted sci-fi world with lot’s of lush colors and a compelling narrative.

Based on the reaction of family and friends as they saw the image I realized I was on to something special. I became dead-set on the idea and decided for myself that I would finish the game, even if I would have to learn programming and all the other things and do it all by myself.

Luckily several creative and extremely talented friends decided to join in on the project and ultimately we started Wishfully Studios in 2019.



Over the years a lot of people have added their talent, creativity and brilliant ideas to form the game to what it is today. I’m very proud to have planted the seed to Planet of Lana but it's the fantastic team at Wishfully who have watered the seed, made it evolve and grow by adding all their passion and creativity and craftsmanship.

The art style of the game has evolved over the years while still having that first image as our guiding star. The whole game started as a flat 2D game, much more retro inspired by old games like Another World and Prince of Persia. But we realized that with the vision of creating this immersive cinematic experience that didn’t work.



So then began the process of finding the in-game look of our game. We experimented a lot and landed a pretty good 2.5D look for the game. But it was really when the talented artist Jimmy Chan came on-board, as well as our Lead Level Designer Rikard Carlsson, that the visuals of the game was elevated to the next level.

Together with our brilliant Technical 3D Artist, Vargdis ƅslund, we were able to find our visual style together. We have a depth to the world, mixing 3D with hand-painted light and shadows, flat 2D sprites and dynamic lighting on top, while still staying true to the original hand-painted look.

Looking back at all these years since I drew that first image, all the obstacles, difficulties, ups and downs and hard work, it’s such a privilege to be able to work side by side with all the lovely people that has been involved. It’s been a very long road, and soon we will release our work of passion to you all.

And that's it for our first "Novo News" - I really hope you like it. There is more to come of course, next weeks "Novo News" will deal Lana, Mui and the story of Planet of Lana.

Talk to you next week, friends! ā¤ļø

Adam StjƤrnljus
Creative Director & Co-Founder


https://store.steampowered.com/app/1608230/Planet_of_Lana/

Thank you all so much for playing our Planet of Lana demo! ā¤ļø



Hey folks,

It's Adam again! Since yesterday the Steam Next Fest: February is over and it was a pure blast! So many of you peeps spent your time with Lana and Mui in our first ever PC demo of Planet of Lana. So, from the bottom of all of our hearts over here at Wishfully: thank you all so so much! ːsteamhappyː

We received a lot of feedback over the last 7 days, and that is incredibly valuable for us. It won't be too much longer before you can set off on your great adventure with Lana and Mui, but until then we want to make Planet of Lana the best possible gaming experience for you!

Therefore, if you have played the demo, please give us feedback HERE on how you liked the short excerpt from the game.

Oh, and a quick announcement, as we have received a lot of messages: we have decided not to deactivate the demo after Steam Next Fest. We want you all to continue to have the chance to try out Planet of Lana and see if you like it. And in case you do try the demo, please let us know what you think.

Talk to you real soon, friends!
Adam & the Planet of Lana Team


https://store.steampowered.com/app/1608230/Planet_of_Lana/

šŸ”“ Planet of Lana Steam Next Fest: February Stream #2 on Friday!



Greetings friends!

As promised, there will be a second stream with Julian and Tim plus myself playing the Planet of Lana demo in the broadcast. Feel free to tune in February 10 at 5pm CET / 8am PST and join us, Lana and Mui. We'll chat about Planet of Lana in general, about the development of the game, how the idea came about, and much more.

See you there, I hope! ːsteamhappyː

You already played our demo? Awesome! We've put together a feedback questionaire to offer you the best possible experience with the release - click HERE to open it. It would really help us a lot if you would share your feedback with us.

And in case you want to learn more about Lana's and Mui's adventure, please follow the game and add Planet of Lana to your wishlist. ā¤ļø

See you at the stream, folks!
Adam & the Planet of Lana Team


https://store.steampowered.com/app/1608230/Planet_of_Lana/