To light the candle is to cast a shadow
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Available: 2019年春


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October 24

Dev October Update

Hello LUNA supporters,

How are you guys? It's Beidi here!
With the leaves slowing turning to yellow, we thought it was about time to give you guys another update on LUNA! Can’t believe these two months have flown by like an arrow. We’re heading closer and closer towards our production deadline. The past few weeks have been intensely busy for us (as usual) so let’s see what we have accomplished so far.

Optimization of the Walking System

We’ve been focused on optimizing the walking and interaction system recently and have upgraded it to a better, smoother one with some improved new animation sets. Instead of doing it the most common way, by moving a flat character walking animation between two spots, which usually might appear like sliding/floating on the floor while moving, we have built our walking system with a more realistic, handcraft look. We added more frames between the idle post and the walking cycle to give it a nice transition. With the variation of 8 different set of walking animations, our character is now able to stop on a very specific spot to interact with an object, each step firmly on the ground without sliding when walking.

The demonstration of the new walking system

We wrote a dev log about this issue, if you’re interested in the details you can read it here from our website.

Cinematic production

Knowing the storytelling will largely rely on the cinematics, we’ve been working on the story for a long time before finalizing our storyboard. Even so, there're still many details, the motion design of each scene that needs to be done along with the animation.

Background - draft animation - line drawing - clean up - coloring. This was and still is the ONLY way for traditional 2D animation nowadays. The magic button I am ever longing for to automatically create the in-between frames still waits to be invented. Until then, keep calm and keep animating.

We have in total about 15-20 min footage of hand-drawn animation in LUNA. Now we've done half of it, basically, 5-10 sec per day is our aim. Our plan is still to finish all the animation before the end of this year. It is a very tight schedule but we intend to keep up the pace! We’re really excited about it and can’t wait to have them all in the game as a whole.

Here are some sneak-peek footages of the animation we’ve done so far

Music and sound Fx

This is the desk where LUNA's music is born

Two-thirds of the levels now have music. We have to tell you, the music adds so much more emotion immediately felt when you play the game. It makes a huge difference.

Instead of each room having an individual background track, our music composer Wang Qian took a broader approach. Each character/chapter has its own melody, each with a distinctive emotional tune. By changing the instruments, key, or tempo, we apply subtle variations that blend nicely with each level or cinematic music track. So the overall album of the soundtrack of LUNA will sound more like one big complete work.

It’s not always a straightforward production process on the music side. Music is such an abstract form of art that within the team we had many differences along the way, sometimes even arguments! But the final result you’ll hear in LUNA is the best that came out of us.
You can listen it here and here

Adventure X and Weplay 2018

As some of you might know already, we will be attending this year’s Adventure X in London on Nov 9-10th. The game conference will be held at one of my favorite places in London, the British Library! If you already bought tickets, please do come and say hi, ask us questions or just chat! For those who can’t be there in person, please follow our Twitter, Facebook, and Instagram, we will have the live updates during that weekend to make sure we share our moments with you all!

Players will also be able to try out LUNA at Weplay 2018 in Shanghai on Nov 3-4th. Some of our team members in China might be there to greet you too!

Next few weeks’ plans:

From now until the end of this year we will be aiming to complete 90% of the animation (if everything goes super smoothly, we might even finish all of them, fingers crossed!), then complete three quarters of the music and soundtrack. Meanwhile, we will continue to have industry internal gameplay testing and debugging. We’re also about to start preparing the marketing and publishing / legal business.

So that’s all for this update, See you guys very soon with more news!

Lantern Studio Team
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August 17

Dev August Update

Hello everyone!
We plan to post dev update here every two months. It’s Beidi here, artist from Lantern Studio, hope you guys are well?

Please read it while all the text is still in shape. With the heatwave still lingering around Europe and most of UK, we can’t guarantee this post won’t melt before it reaches all our lovely backers! With the great help of good old electric fans, (I’ve got two working 24/7 - one pointed at the laptop the other pointed at me) LUNA’s development is moving forward at a good speed. We’ve accomplished a lot of work in the past month, now let’s break it down in details.

First of all, we’re really happy to announce in this update that :
We reached our 2nd Milestone!

ALL the level design and background art for each level have now been completed!

This is a great accomplishment in our development, it means no more temporary mock-up blocks or shapes lurking around in the game anymore, and for the first time in the last two years of development, we get to looking at LUNA in the way we imagined it should look like. In HD quality and vivid color!

The other reason why hitting this milestone is so significant for us is, now that all the gameplay related objects have locked on their final position, we can then kick off the task of precisely tweaking all the animations/interactive movement for each level. Here’s one example of an animation - before we decided on the best position for the stool and the table in the house, the mouse move distance couldn’t be finalized. But now we can push with these types of jobs. Below is the final version for this small animation.

Because we can now truly visually experience the game in the same way that all players will experience it, we can also start working on adjusting the storytelling part of the game design. Between animations and cut scenes, there will usually be a transition period. It might seem like just a simple fading in or out or 1-2 short pause, but in order to give the best storytelling result, we need to treat this timing as an “editing job” like in a post-production movie. eg. Inside a dark room, do we want the players to feel excited or a bit uneasy? According to that, should we then increase or decrease the time they remain inside the darkness? Many of these nano-adjustment might seem unimportant in a puzzle game, but subconsciously, what we see and hear for a split sec will influence our emotion at different gaming stages. We could only start to play around these adjustments once we got the final artworks and animation in place.

Last but not least, this is also extremely important to our Musician, Wang Qian and Sound artist, Mr.F - by looking at each level in full detail then they give the best SFX designed for LUNA. Here is another music demo piece from LUNA.

Next (few) months’ plans:

The next milestone we are heading towards is to build a complete beta demo. We will be aiming at two major tasks in the next few following months.

1) level gameplay optimization.

From all the exhibition experiences and a few private playtest results, we already gathered quite a lot of valuable feedback. That includes major bug reports/fixes and user experience improvements, so the characters can walk, climb, perform the way players think they should. Anything that’s confusing or leads players in the wrong direction will have to be taken out. This part usually takes a quite bit of back and forth, testing to get a perfect balance.

2) Cinematic production.

All cinematics need to transform from storyboard mockups to animated scenes with music. There’s really no shortcut for that, I just need to put my head down and start to draw. We’re planning to complete at least 80% of them by when we have our level optimization done. So when we send a demo for the formal playtest by professional QC and QA ppl, they should be able to have a very complete experience of LUNA.

Steam Community / Newsletter / more social media platforms are now available!
We can’t leave our marketing side-quest neglected. A huge thanks to everyone who has been spreading the word for us and please continue to do so if you can! Now, you can not only follow us on Twitter and Facebook , we’re also on Instagram and Tumblr !

We’ve also set up a Lantern Studio Newsletter , just choose your favorite media, we will make sure to update on all these platforms with our latest news! Sign up now and you’ll get some exclusive desktop/phone wallpapers to say thanks!

So that’s all for this update this time, we’re getting there slowly but steadily!
See you guys very soon with more news!

Beidi + Lantern Studio Team
3 comments Read more

About This Game

To light the candle is to cast a shadow.

Behind the veil of reality, lies an enchanted world. When the world lost its balance, it fell upon a boy to take on an unexpected journey. Until the moon rises again, the order of the world will not be restored. One cannot go back in time to correct his mistake. Whatever happened is irreversible…or is it?
Together with our main character and his mystery friend, players will experience a unique adventure that requires both courage and determination. Enter the ancient tower that stands at the edge of world, help the character bring back his lost memories and find out the darkest secret beyond the tower itself.

LUNA - The Shadow Dust is a story driven point & click adventure puzzle game
  • Game Platform:
    The game will be available on PC / MAC / Linux.
    Its mobile version will be available on iOS and Android

  • Traditional frame by frame character animation
    Who can resist not using this time consuming, expensive and bonkers animation technique in a game?! People might say we are crazy. We agree.

  • Single player mode with Dual character control
    How many things can go wrong when you need to control 2 characters at the same time? Yes, a LOT. But double the difficulty means double the fun... and... double the difficulty.

  • Think outside of the box of the box
    In order to solve the puzzles, not only your logic will be challenged but also your reaction speed, music sensibility and, most importantly, your imagination.

  • LESS reading, MORE cinematics
    We replaced the dialogue system with a series of stylized cinematic animations. No matter where you're from, human or Martian, you will have fun playing this game!

  • Interactive Original Music
    We are so serious about the music that our musician has sold her soul to the game music devil.

System Requirements

    • OS: Windows 7, Windows 8, 8.1, Windows 10
    • Processor: Intel core i5 2557M
    • Memory: 4 GB RAM
    • Graphics: GeForce GT440 or HD5570
    • Storage: 4 GB available space

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