<?xml version="1.0" encoding="UTF-8"?>
<urlset xmlns="http://www.sitemaps.org/schemas/sitemap/0.9"
        xmlns:image="http://www.google.com/schemas/sitemap-image/1.1">
  <url>
    <loc>https://luminids.com/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/hero/thumbnail.webp</image:loc>
      <image:title>Luminids Hero World</image:title>
      <image:caption>Shape one living island, help a growing colony of small luminous creatures make it home, then step into first person and walk the world you built together.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/luminids-share-card.jpg</image:loc>
      <image:title>Luminids Social Preview</image:title>
      <image:caption>Current Luminids key art used for social previews and link cards.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen30.webp</image:loc>
      <image:title>Colony Campfire</image:title>
      <image:caption>The colony gathered at camp in daylight, with the lake and the terraced hills of the plains behind them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen20.webp</image:loc>
      <image:title>Meet Astra</image:title>
      <image:caption>A first-person meeting with Astra, showing the companion name, mood, and care prompt in context.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen31.webp</image:loc>
      <image:title>Night Gathering</image:title>
      <image:caption>A night-time line-up in first person: mossy, mushroom-capped, frosted and ember-bright, every Luminid its own shape.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen26.webp</image:loc>
      <image:title>First Light</image:title>
      <image:caption>A quiet sunrise over open water, with haze, drifting fireflies, and no interface in the way.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen32.webp</image:loc>
      <image:title>Astra and Tansy</image:title>
      <image:caption>Astra and Tansy in a sunlit temple hall, one of the old places waiting to be found on the island.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen24.webp</image:loc>
      <image:title>Desert Oasis</image:title>
      <image:caption>A dry-biome shot showing palms, water, and far-off ruins for biome variety.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen33.webp</image:loc>
      <image:title>The Star Rudder</image:title>
      <image:caption>Astra at the temple: &quot;The Star Rudder. The ship steered by it. It shows you the way. It never chooses for you.&quot;</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen27.webp</image:loc>
      <image:title>Ember Coast</image:title>
      <image:caption>A volcanic vista with molten rock, cooled ash slopes, and the green coast still visible beyond.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen21.webp</image:loc>
      <image:title>Plains Meadow</image:title>
      <image:caption>A wide biome shot for terrain scale, layered landform, and draw distance.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen35.webp</image:loc>
      <image:title>Temple Companions</image:title>
      <image:caption>Two companions exploring a torch-lit temple: one covered in flowers, one glowing warm orange.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen22.webp</image:loc>
      <image:title>Open Plains</image:title>
      <image:caption>An everyday exploration shot with a companion, local wildlife, and a supply cache in frame.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen36.webp</image:loc>
      <image:title>The Flooded Hall</image:title>
      <image:caption>A misty sunken hall, lit mostly by the Luminids themselves.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen37.webp</image:loc>
      <image:title>Windmill at Dusk</image:title>
      <image:caption>Stepping out of the door on the first evening, with the windmill, fireflies, and the prologue objective on screen.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen34.webp</image:loc>
      <image:title>The Sealed Gate</image:title>
      <image:caption>A barred gate deep in an old temple, with something wheel-shaped waiting in the chamber beyond.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen25.webp</image:loc>
      <image:title>Mountain Pond</image:title>
      <image:caption>An early-morning water shot with terraced peaks, calm reflections, and foreground planting.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen38.webp</image:loc>
      <image:title>Meadow Walk</image:title>
      <image:caption>An afternoon walk through the Plains Meadow, with wildlife under the trees and waterfalls on the cliffs.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen28.webp</image:loc>
      <image:title>The Lavafall</image:title>
      <image:caption>A dramatic landmark moment with a single Luminid for scale against a wall of molten rock.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen23.webp</image:loc>
      <image:title>Coastal Ridge</image:title>
      <image:caption>A travel shot along the coast with the compass, map, and current objective on screen.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/press-kit/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/luminids-key-art.jpg</image:loc>
      <image:title>Luminids Full-Width Banner</image:title>
      <image:caption>Full-width Luminids banner artwork for press and coverage.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen30.webp</image:loc>
      <image:title>Colony Campfire</image:title>
      <image:caption>The colony gathered at camp in daylight, with the lake and the terraced hills of the plains behind them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen20.webp</image:loc>
      <image:title>Meet Astra</image:title>
      <image:caption>A first-person meeting with Astra, showing the companion name, mood, and care prompt in context.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen31.webp</image:loc>
      <image:title>Night Gathering</image:title>
      <image:caption>A night-time line-up in first person: mossy, mushroom-capped, frosted and ember-bright, every Luminid its own shape.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen26.webp</image:loc>
      <image:title>First Light</image:title>
      <image:caption>A quiet sunrise over open water, with haze, drifting fireflies, and no interface in the way.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen32.webp</image:loc>
      <image:title>Astra and Tansy</image:title>
      <image:caption>Astra and Tansy in a sunlit temple hall, one of the old places waiting to be found on the island.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen24.webp</image:loc>
      <image:title>Desert Oasis</image:title>
      <image:caption>A dry-biome shot showing palms, water, and far-off ruins for biome variety.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen33.webp</image:loc>
      <image:title>The Star Rudder</image:title>
      <image:caption>Astra at the temple: &quot;The Star Rudder. The ship steered by it. It shows you the way. It never chooses for you.&quot;</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen27.webp</image:loc>
      <image:title>Ember Coast</image:title>
      <image:caption>A volcanic vista with molten rock, cooled ash slopes, and the green coast still visible beyond.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen21.webp</image:loc>
      <image:title>Plains Meadow</image:title>
      <image:caption>A wide biome shot for terrain scale, layered landform, and draw distance.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen35.webp</image:loc>
      <image:title>Temple Companions</image:title>
      <image:caption>Two companions exploring a torch-lit temple: one covered in flowers, one glowing warm orange.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen22.webp</image:loc>
      <image:title>Open Plains</image:title>
      <image:caption>An everyday exploration shot with a companion, local wildlife, and a supply cache in frame.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen36.webp</image:loc>
      <image:title>The Flooded Hall</image:title>
      <image:caption>A misty sunken hall, lit mostly by the Luminids themselves.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen37.webp</image:loc>
      <image:title>Windmill at Dusk</image:title>
      <image:caption>Stepping out of the door on the first evening, with the windmill, fireflies, and the prologue objective on screen.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen34.webp</image:loc>
      <image:title>The Sealed Gate</image:title>
      <image:caption>A barred gate deep in an old temple, with something wheel-shaped waiting in the chamber beyond.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen25.webp</image:loc>
      <image:title>Mountain Pond</image:title>
      <image:caption>An early-morning water shot with terraced peaks, calm reflections, and foreground planting.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen38.webp</image:loc>
      <image:title>Meadow Walk</image:title>
      <image:caption>An afternoon walk through the Plains Meadow, with wildlife under the trees and waterfalls on the cliffs.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen28.webp</image:loc>
      <image:title>The Lavafall</image:title>
      <image:caption>A dramatic landmark moment with a single Luminid for scale against a wall of molten rock.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen23.webp</image:loc>
      <image:title>Coastal Ridge</image:title>
      <image:caption>A travel shot along the coast with the compass, map, and current objective on screen.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-20-fixing-the-first-two-minutes/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog20/astra-in-the-cave.webp</image:loc>
      <image:title>Dev Log 20: Fixing the First Two Minutes of Luminids</image:title>
      <image:caption>The first two minutes of the game, rebuilt: Astra&apos;s face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog20/door-from-the-corridor.webp</image:loc>
      <image:title>Dev Log 20: Fixing the First Two Minutes of Luminids</image:title>
      <image:caption>The first two minutes of the game, rebuilt: Astra&apos;s face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog20/morning-through-the-gate.webp</image:loc>
      <image:title>Dev Log 20: Fixing the First Two Minutes of Luminids</image:title>
      <image:caption>The first two minutes of the game, rebuilt: Astra&apos;s face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog20/the-ancient-arch.webp</image:loc>
      <image:title>Dev Log 20: Fixing the First Two Minutes of Luminids</image:title>
      <image:caption>The first two minutes of the game, rebuilt: Astra&apos;s face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog20/the-lantern-rises.webp</image:loc>
      <image:title>Dev Log 20: Fixing the First Two Minutes of Luminids</image:title>
      <image:caption>The first two minutes of the game, rebuilt: Astra&apos;s face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog20/before-the-flat-gate.webp</image:loc>
      <image:title>Dev Log 20: Fixing the First Two Minutes of Luminids</image:title>
      <image:caption>The first two minutes of the game, rebuilt: Astra&apos;s face fixed, a flat teal rectangle turned into a proper doorway, and a guide who now goes through first.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-19-the-light-already-lives-here/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen26.webp</image:loc>
      <image:title>Dev Log 19: Wild Luminids, and Why You Can&apos;t Tame Them</image:title>
      <image:caption>Wild luminid bands living out on the island, first contact as shyness rather than taming, and the morning one of them chooses you.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen19.webp</image:loc>
      <image:title>Dev Log 19: Wild Luminids, and Why You Can&apos;t Tame Them</image:title>
      <image:caption>Wild luminid bands living out on the island, first contact as shyness rather than taming, and the morning one of them chooses you.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen17.webp</image:loc>
      <image:title>Dev Log 19: Wild Luminids, and Why You Can&apos;t Tame Them</image:title>
      <image:caption>Wild luminid bands living out on the island, first contact as shyness rather than taming, and the morning one of them chooses you.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/godot-profiling-one-line-one-second/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen20.webp</image:loc>
      <image:title>One Line of Godot Cost Us a Second Per Frame</image:title>
      <image:caption>A recursive node search in the thinking loop, a physics engine we were not running, and a face that only existed near the wrong camera.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen22.webp</image:loc>
      <image:title>One Line of Godot Cost Us a Second Per Frame</image:title>
      <image:caption>A recursive node search in the thinking loop, a physics engine we were not running, and a face that only existed near the wrong camera.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/island-instead-of-infinite-world/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen21.webp</image:loc>
      <image:title>Why We Threw Away an Infinite World</image:title>
      <image:caption>An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen24.webp</image:loc>
      <image:title>Why We Threw Away an Infinite World</image:title>
      <image:caption>An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen27.webp</image:loc>
      <image:title>Why We Threw Away an Infinite World</image:title>
      <image:caption>An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen23.webp</image:loc>
      <image:title>Why We Threw Away an Infinite World</image:title>
      <image:caption>An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen28.webp</image:loc>
      <image:title>Why We Threw Away an Infinite World</image:title>
      <image:caption>An infinite procedural world goes on forever and is never anywhere in particular. So we replaced it with one island you can walk across.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-18-an-island-with-nine-souls/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen21.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen24.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen27.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen23.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen25.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen28.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen29.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen20.webp</image:loc>
      <image:title>Dev Log 18: We Deleted the Infinite World</image:title>
      <image:caption>We threw the infinite world away and built one island with nine realms, then put it in front of players and found the wall.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-17-they-left-a-space-for-you/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen20.webp</image:loc>
      <image:title>Dev Log 17: They Left a Space for You</image:title>
      <image:caption>Deleting the behaviour tree, giving a luminid&apos;s life a beginning and an end, and building the ceremony that notices when you walk up.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen22.webp</image:loc>
      <image:title>Dev Log 17: They Left a Space for You</image:title>
      <image:caption>Deleting the behaviour tree, giving a luminid&apos;s life a beginning and an end, and building the ceremony that notices when you walk up.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen26.webp</image:loc>
      <image:title>Dev Log 17: They Left a Space for You</image:title>
      <image:caption>Deleting the behaviour tree, giving a luminid&apos;s life a beginning and an end, and building the ceremony that notices when you walk up.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-16-a-colony-that-feels-something/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen15.webp</image:loc>
      <image:title>Dev Log 16: A Colony That Feels Something</image:title>
      <image:caption>Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen14.webp</image:loc>
      <image:title>Dev Log 16: A Colony That Feels Something</image:title>
      <image:caption>Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen1.webp</image:loc>
      <image:title>Dev Log 16: A Colony That Feels Something</image:title>
      <image:caption>Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen2.webp</image:loc>
      <image:title>Dev Log 16: A Colony That Feels Something</image:title>
      <image:caption>Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen17.webp</image:loc>
      <image:title>Dev Log 16: A Colony That Feels Something</image:title>
      <image:caption>Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen16.webp</image:loc>
      <image:title>Dev Log 16: A Colony That Feels Something</image:title>
      <image:caption>Moods you can read at a glance, caring for a Luminid by name, and the first bonds forming between them.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-15-a-world-that-changes-with-the-light/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen10.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen13.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen11.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen19.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen8.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen18.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen9.webp</image:loc>
      <image:title>Dev Log 15: Reworking Luminids&apos; Day, Night and Weather</image:title>
      <image:caption>Fixing a dusk that fell off a cliff and moonlight that turned the grass grey, plus sunless storms, softer fog and a proper night sky.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-14-the-build-system-rebuilt/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen3.webp</image:loc>
      <image:title>Dev Log 14: The Build System, Rebuilt</image:title>
      <image:caption>Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen6.webp</image:loc>
      <image:title>Dev Log 14: The Build System, Rebuilt</image:title>
      <image:caption>Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen5.webp</image:loc>
      <image:title>Dev Log 14: The Build System, Rebuilt</image:title>
      <image:caption>Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen4.webp</image:loc>
      <image:title>Dev Log 14: The Build System, Rebuilt</image:title>
      <image:caption>Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/screen7.webp</image:loc>
      <image:title>Dev Log 14: The Build System, Rebuilt</image:title>
      <image:caption>Cutting abstract shapes from the build menu, fixing the three problems that made building a fight, and letting the colony raise what you lay out.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-13-water-that-finally-belongs-to-the-world/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-52-55_887.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-49-59_918.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-50-50_765.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-51-36_713.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-52-08_689.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-49-37_218.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-53-08_154.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-53-59_900.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-55-02_553.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-56-36_345.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-57-00_440.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-57-32_829.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-57-44_040.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-58-25_327.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-58-29_277.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2014-58-41_109.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog13/godot%202026-04-23%2015-00-16_834.webp</image:loc>
      <image:title>Dev Log 13: Rebuilding the Water, From 0.7 to 110 FPS</image:title>
      <image:caption>The water passed its checks but looked broken in the game. Rebuilding it took average frame time from 1461 ms to 9.08 ms.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-12-building-a-community-around-a-feeling/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/luminids-new-706.webp</image:loc>
      <image:title>Dev Log 12: Growing Luminids From Zero to 19,000 Followers</image:title>
      <image:caption>How I&apos;m using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/luminid-cambridge.jpg</image:loc>
      <image:title>Dev Log 12: Growing Luminids From Zero to 19,000 Followers</image:title>
      <image:caption>How I&apos;m using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l3-optimized.webp</image:loc>
      <image:title>Dev Log 12: Growing Luminids From Zero to 19,000 Followers</image:title>
      <image:caption>How I&apos;m using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/luminids-3.png</image:loc>
      <image:title>Dev Log 12: Growing Luminids From Zero to 19,000 Followers</image:title>
      <image:caption>How I&apos;m using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/ai-camp-optimized.webp</image:loc>
      <image:title>Dev Log 12: Growing Luminids From Zero to 19,000 Followers</image:title>
      <image:caption>How I&apos;m using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l11-optimized.webp</image:loc>
      <image:title>Dev Log 12: Growing Luminids From Zero to 19,000 Followers</image:title>
      <image:caption>How I&apos;m using socials, storytelling, and the wider world of Luminids to grow the community towards 20,000 followers.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-11-building-in-godot-4-6/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/hero-river-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l2-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l3-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l4-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l5-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l6-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l7-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/ai-camp-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l8-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l11-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog11/l12-optimized.webp</image:loc>
      <image:title>Dev Log 11: Building Luminids in Godot 4.6</image:title>
      <image:caption>What a voxel colony sim actually looks like inside Godot: what the engine made easy, what it did not, and what is playable so far.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-10-the-evolution-of-luminids/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminids-world.jpg</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/Luminid-1.png</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/Luminid-2.png</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/luminids-3.png</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/dev2-optimized.jpg</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/cloud1-optimized-optimized.jpg</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/devlog10/cloud1.jpeg</image:loc>
      <image:title>Dev Log 10: The Evolution of Luminids</image:title>
      <image:caption>From a sphere on a grid to creatures in a world that feels like a place: what actually changed across the first ten dev logs, and in what order.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-9-a-sky-that-carries-the-world/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/cloud1.jpeg</image:loc>
      <image:title>Dev Log 9: Reworking the Sky and Day/Night Cycle</image:title>
      <image:caption>One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/skysytem_luminids-optimized.jpg</image:loc>
      <image:title>Dev Log 9: Reworking the Sky and Day/Night Cycle</image:title>
      <image:caption>One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/cloud2.jpeg</image:loc>
      <image:title>Dev Log 9: Reworking the Sky and Day/Night Cycle</image:title>
      <image:caption>One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/cloud4.png</image:loc>
      <image:title>Dev Log 9: Reworking the Sky and Day/Night Cycle</image:title>
      <image:caption>One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/cloud3.png</image:loc>
      <image:title>Dev Log 9: Reworking the Sky and Day/Night Cycle</image:title>
      <image:caption>One controller for time, clouds, fog and weather, so the sky blends between states instead of switching.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-8-how-luminids-think/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminids-speech-bubble.png</image:loc>
      <image:title>Dev Log 8: How Luminids Think</image:title>
      <image:caption>Three behaviour axes, habits that form through repetition, and relationships that build slowly: how each Luminid decided what to do in early 2026.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/Luminids%20Icons.png</image:loc>
      <image:title>Dev Log 8: How Luminids Think</image:title>
      <image:caption>Three behaviour axes, habits that form through repetition, and relationships that build slowly: how each Luminid decided what to do in early 2026.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/ingame-luminid-thinking.jpeg</image:loc>
      <image:title>Dev Log 8: How Luminids Think</image:title>
      <image:caption>Three behaviour axes, habits that form through repetition, and relationships that build slowly: how each Luminid decided what to do in early 2026.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-7-harvesting-inventory/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/chopchop.png</image:loc>
      <image:title>Dev Log 7: Harvesting &amp; Inventory</image:title>
      <image:caption>Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-6-the-luminids-formula/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/media/luminids4.jpg</image:loc>
      <image:title>Dev Log 6: Building Terrain in Layers, and Why the Order Matters</image:title>
      <image:caption>A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/media/luminids6.jpg</image:loc>
      <image:title>Dev Log 6: Building Terrain in Layers, and Why the Order Matters</image:title>
      <image:caption>A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-5-luminids-branding-preview/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminids-splash-7-optimized.jpg</image:loc>
      <image:title>Dev Log 5: Designing a Visual Identity for Creatures Made of Light</image:title>
      <image:caption>The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminid-splash-test-optimized.jpg</image:loc>
      <image:title>Dev Log 5: Designing a Visual Identity for Creatures Made of Light</image:title>
      <image:caption>The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminids-splash-3-optimized.jpg</image:loc>
      <image:title>Dev Log 5: Designing a Visual Identity for Creatures Made of Light</image:title>
      <image:caption>The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminid-platform-2-optimized.jpg</image:loc>
      <image:title>Dev Log 5: Designing a Visual Identity for Creatures Made of Light</image:title>
      <image:caption>The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminid-platform-optimized.jpg</image:loc>
      <image:title>Dev Log 5: Designing a Visual Identity for Creatures Made of Light</image:title>
      <image:caption>The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminid-splash-6-optimized.jpg</image:loc>
      <image:title>Dev Log 5: Designing a Visual Identity for Creatures Made of Light</image:title>
      <image:caption>The visual identity, and the reasoning behind it: why the palette is mostly dark, why interface animations breathe instead of bounce, and what glow is actually for.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-4-journey-of-luminids/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/Luminid-1.png</image:loc>
      <image:title>Dev Log 4: Building and Animating the Luminids</image:title>
      <image:caption>Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/Luminid-2.png</image:loc>
      <image:title>Dev Log 4: Building and Animating the Luminids</image:title>
      <image:caption>Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-3-sculpting-forests/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/proc-forest.jpg</image:loc>
      <image:title>Dev Log 3: Growing Full-Size Trees in a Voxel World</image:title>
      <image:caption>Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees at real-world heights that sit properly in a voxel world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/trees-1.png</image:loc>
      <image:title>Dev Log 3: Growing Full-Size Trees in a Voxel World</image:title>
      <image:caption>Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees at real-world heights that sit properly in a voxel world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/trees-2.png</image:loc>
      <image:title>Dev Log 3: Growing Full-Size Trees in a Voxel World</image:title>
      <image:caption>Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees at real-world heights that sit properly in a voxel world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/space-colony.png</image:loc>
      <image:title>Dev Log 3: Growing Full-Size Trees in a Voxel World</image:title>
      <image:caption>Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees at real-world heights that sit properly in a voxel world.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-2-living-world/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/cloud-log-optimized.webp</image:loc>
      <image:title>Dev Log 2: Why Generated Worlds Look Generated</image:title>
      <image:caption>Terrain that reads as shaped rather than generated, and a cloud system rebuilt to sit inside the world instead of on top of it.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/cloud1.png</image:loc>
      <image:title>Dev Log 2: Why Generated Worlds Look Generated</image:title>
      <image:caption>Terrain that reads as shaped rather than generated, and a cloud system rebuilt to sit inside the world instead of on top of it.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/clouds2.png</image:loc>
      <image:title>Dev Log 2: Why Generated Worlds Look Generated</image:title>
      <image:caption>Terrain that reads as shaped rather than generated, and a cloud system rebuilt to sit inside the world instead of on top of it.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://luminids.com/dev-log-1-welcome-to-luminids/</loc>
    <image:image>
      <image:loc>https://luminids.com/images/blog/dev1-optimized.jpg</image:loc>
      <image:title>Dev Log 1: Welcome to Luminids</image:title>
      <image:caption>Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/dev2-optimized.jpg</image:loc>
      <image:title>Dev Log 1: Welcome to Luminids</image:title>
      <image:caption>Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://luminids.com/images/blog/luminid.png</image:loc>
      <image:title>Dev Log 1: Welcome to Luminids</image:title>
      <image:caption>Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.</image:caption>
    </image:image>
  </url>
</urlset>