The Saga of Lucimia: INTO THE LIGHT – 2016 SITREP <------ Check out this new sandbox!



A whirlwind of the past few months, and here we are, early April, already four months into 2016. We’ve been hard at work since our last public build in November of 2015, and we’re pleased to finally be able to share with you some of the things the team has been working on while in our “dark” mode.

The biggest thing is obviously our April 30th build for the Early Access testers. If you haven’t been paying attention for the past month, we’ve been loading the YouTube channel and social media pages with plenty of teasers and previews from the internal tests, showcasing a tiny portion of what you’ll all be able to explore once we turn the servers on for the community on the weekend of the 30th.

One of the best parts of our documentation process is the fact that we can easily step back and look at where we were even just a few months ago, and check our progress. If you look at the latest internal test build from April 2nd and compare that to some of our videos from September, October, and November of 2015…well, I don’t know about you, but that’s a huge difference to me.

Leaps and bounds, folks. We’ve got an amazing team on board who bust their asses day in and day out, outside of day jobs and families, and there’s no one I know who could do a better job than them. This is blood, sweat, and passion.

Keep in mind that it’s still early alpha, but we’ve got most of the core functionality there, plus a whole lot of extras that we were able to sneak in. Compared to the last build in November, this one is the difference between using a flint and steel to light a fire, and having a modern-day lighter.

Speaking of light…are you up to speed with the Darkness series?

We’re starting to finally bring some of our core mechanics to the light of day (yeah, I went there), and while we aren’t revealing the full details just yet, it should whet your appetite for what’s ahead in the future…and tease one of the things we’re revealing to the public on April 30th.

Some of you may have heard, but we’ll be in Austin, Texas having a team get-together on June 3rd – 5th, 2016, and we’ve invited the public and community to join us. Some of you have already sent us your intent to come along, and we’ll be getting in touch with you shortly regarding hotel details so that we can all bunk up near or in the same place.

Remember, it’s not a ticketed event. It’s just an informal hangout. We’ll be getting together for a weekend of gaming, D&D, pub crawls, good eating, and probably some lake time while we’re at it. So for those of you who live in the area or just want to come hang out with some of the developers and a few of our community, you’re more than welcome to come along! We’ll have more information out in the coming weeks regarding our schedule and where we’ll be meeting and what we’ll be doing, so stay tuned.

2016 is a big year for us. We’ve moved into the full-stage production of the game, and alpha builds are expected throughout the year. We’ve still got some back-end work to do, so the May/June builds might not show huge differences compared to the April build coming up (in comparison to last November), but we’re ramping up and looking forward to starting to show you guys some of the full game systems, mechanics, skills, and more as we move into the later part of the year and then into 2017 and further ahead towards launch.

Huge shout-out to the team here. This is a group effort, and everyone does amazing work. They deserve 500% of the credit for what we put out every month. It’s truly a blessing to be able to work with such talented people, and have a damn good time while we’re at it.

See you all on the 30th, and then in June as well!