· Nick · 3 min read
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.

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 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
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