· Nick  · 3 min read

Luminid Design

Dev Log 1: Welcome to Luminids

I'm building Luminids because I want a world that feels alive. Just a place that grows, where tiny beings make choices and the world reacts.

Tier 3 Workshop - Industrial Age Development

I’m building Luminids because I want a world that feels alive. Just a place that grows, where tiny beings make choices and the world reacts.

I’m not rushing this. I’m learning what the game (and the community) want it to become while I put the bricks in the right order.

Screenshots

Dev Screenshot 1 Dev Screenshot 2 Luminid Character

Dev Notes

This is the foundation pass. Less “big features”, more “make the core feel solid”.

World core: Grounded the world. Streaming feels smooth with no chunky pop-in.

Textures: Tightened the tiles. Edges are quiet; it reads clean even when you pan fast.

Lighting: Locked three moods I like so far: glade, diorama, calm night. Bounce is still being tamed.

Luminids: Kept the bodies simple with a clean face plate. Expression slots wired and ready.

Save/Load: Worlds now persist. Auto save is doing its job.

Scenario model: First sketch of village life. Food, shelter, tools, gentle growth curve.

Agents: Local models on the bench. Starting with needs, jobs, and a small memory.

What’s next

  • Harden the mesher.
  • Finish expression states.
  • Ship a basic village loop.
  • Bring the first agents to life and watch what breaks.

How you can help

  • Tell me what feels good or off in screenshots.
  • Ask for a view you want to see.
  • If a clip or image gives you a feeling, name it. That helps more than you think.

Thanks for being here. More updates soon.

Nick

Wishlist Luminids™ on Steam

If this dev log clicked with you, the biggest way to support is a wishlist.

Back to Blog

Related Posts

View All Posts »

Dev Log 4: Building and Animating the Luminids

This week the focus was on the actual creation of the Luminids themselves. Model work, rigging, animation tests, and trying to lock down how these creatures look and move in the game. This is the first time Luminids have started to feel like real characters instead of placeholder blobs.

Dev Log 3: Sculpting a Procedural Forest

Procedural forests are easy to promise and tricky to deliver. This week I finally cracked it: Luminids now has full scale procedural trees that feel alive, anchored in a voxel world, and powered by our favorite space colonization wizardry.