
Dev Log 8: How Luminids Think
Three behaviour axes, habits that form through repetition, and relationships that build slowly: how each Luminid decided what to do in early 2026.
Browse all posts tagged with 'Game Design' in our Luminids development blog.

Three behaviour axes, habits that form through repetition, and relationships that build slowly: how each Luminid decided what to do in early 2026.

Chop, carry, store, repeat. A first pass at harvesting and inventory that turns the world into a playable loop.

A high-level look at the layered terrain pipeline behind Luminids, and why the order of operations matters as much as the noise itself.

Model work, rigging, and animation tests: the week the Luminids stopped being placeholder blobs and started to feel like real characters.

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.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to sit inside the world instead of on top of it.