
đ Hello, Lightseekers! Our Journey Takes Flight!
Get ready, everyone! We got a lot of energy and excited to take you behind the scenes of what has been a truly whirlwind adventure for our little indie team. This devlog is all about the significant leaps we've taken recently, from interacting with players in Japan and Thailand to expanding into the digital world of Steam.
These events weren't just fun; they were crucial for a small team like ours. Think of them as us leveling up our developer stats!
Without further ado, let's dive right in!
Stepping onto the floor at TGS was a dream come true! This year was a landmark moment for us. With over 200,000 visitors pouring in, we knew it was going to be bigâbut we were blown away by the reality!
This year, we had our biggest booth ever, and we owe a massive shout-out to our awesome publisher, Red Dunes Games, for their support! They helped us create some seriously cool gifts for the fans who came to enjoy the new build. Thank you for making us look so good!
B2B vs. Public Days: The first two days were our B2B sessions, which our small team could mostly handle. But once those doors opened for the public... it was CRAZY! People just kept pouring in, eager to try the game.
Real-Time Reactions: We loved watching your faces light up (and sometimes scrunch up in concentration!) as you played the demo. Getting that instant, honest feedback was invaluable. The great reactions and genuine enthusiasm proved we're on the right track!
Global Connection: We took the chance to run a survey to understand what the Japanese market truly loves. Trying to communicate with our passionate players was a hilarious adventure in gestures and pointingâbut as we all know, gaming is a universal language, right? Thereâs truly nothing quite like seeing they play our game in person!
"While the wishlist number was modest, the experience of having our entire team understand what players truly want and how they interact with our game is priceless. This qualitative data is going to make the final game infinitely better."
We realized that even if a player doesn't understand the text, the storytelling needs to shine through the gameplay, art, and emotion. We are now committed to capturing the player's interest more effectively by prioritizing a clearer and more impactful visual/emotional narrative.
Observing all the different reactions gave us a better compass for player needs. We know exactly which moments in the game are naturally fun and how to guide players to those moments faster.

Steam Next Fest is the single shot an indie game gets on its path to launch, and it just so happened to overlap directly with our Gamescom Asia trip! Talk about a logistical boss fight!
The internal team strategy session was intense: we had to execute the "Great Split"âplanning exactly who would man the physical booth in Bangkok and who would lead the charge in the digital trenches of Steam. It was a stressful sprint, but we are thrilled and a little tired, since we can only do this once, we went all-in to maximize our exposure and traction
We committed to live-streaming our game throughout the entire event. This ensured we were constantly popping up on the Next Fest pages, giving players a chance to see the gameplay, ask questions in real-time, and feel connected to the developers.
Our team worked hard to prepare the best possible demo experience, clocking in at around 2-3 hours of gameplay. This length was strategic: it allowed you to fully grasp the:
The Intro & Atmosphere: Setting the mood and look-and-feel.
Core Concept & Mechanic: Giving you a solid understanding of what makes LightSup! unique.
Overlapping a physical event with the one-time Next Fest was a huge risk, but it paid off in visibility and critical mass. It confirmed that no matter how busy we are, we have to keep that direct line open to you, the players, through consistent streaming and a high-quality, memorable demo.

The end of the year turned into a massive balancing act! Since Gamescom Asia overlapped with Steam Next Fest, we had to pull a classic team move: we split up! Half the team managed the online event, while the other half headed to the convention floor.
We brought tons of fun giveaways for all the players. What really surprised us was how much everyone loved them! You guys really connect with the art style of LightSup!, and seeing your genuine excitement when you got a prize made us so happy and cemented your place in the world of our game.
We also made sure to improve the build from the Tokyo Game Show in September. We wanted the Gamescom version to be even easier to jump into, and for those who couldn't make it, you can now enjoy the same great improvements in the new demo available on Steam!
The build we brought to Gamescom was a hit, which made us so satisfied and happy! We loved watching everyone play. It's fascinating how different groups approach the gameâfor example, we noticed that Thai players have a slightly different play style compared to players from other countries, which is great insight!
We collected some truly valuable feedback, and hereâs the best part: we loved it so much that we already implemented a key change this month (November) based on it! We won't spoil it, but you'll have to jump into the game to find out what it is! đ
One major piece of feedback we got was about the pacing:
"The text speed on the story animations is too fast! We can't keep up and get lost in the story." that's a super important note, and we are working to make sure everyone can enjoy the narrative at their own pace!
This year was special because it was the first time Gamescom Asia was held right here in Bangkok, Thailand. We initially thought the crowd would be mostly Thai, but we were wonderfully wrong! About 40% of the visitors were foreigners!
This gave us fantastic exposure and revealed a few key things:
We heard from many Thai players who love the game and are passionately asking for localization! We hear you loud and clear!
Our game got a lot more eyeballs on it globally. We even got an interview from a Japanese press member who just walked up to our booth! He told us the art style was incredibly attractive and wanted to know everything about LightSup!
Moments like that really fuel us and prove we're heading in the right direction!

We are participating in Southeast Asia Games Onward 2025! Check us out from December 9th to December 20th, and don't forget to wishlist the game while you are at it!

A huge, THANK YOU to everyone who participated in Steam Next Fest, visited us at Gamescom Asia, gave us feedback, and shared a good time with the Bugblio Studio team! Your passion keeps the lights onâliterally!
Stay tuned for more updates!
The Bugblio Studio Team!
We have decided to remove Mac support from Usurp given certain problems we have encountered in regards to networking and Apple permissions. We understand that this might be an inconvenience to some and we appreciate all the support you have given us through this development process. Anyone who has purchased a Mac version of the game will be refunded. Going forward, Usurp will be only available on Windows.
-Mikey, Lead Designer
















This release is for compatibility with Dwarf Fortress 53.02.
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about. Some DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable". The in-game interface for running DFHack commands ( gui/launcher ) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools listed as "unavailable" in the docs do not compile yet and are not accessible at all, even when in dev mode. If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor ). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Core: added "gps" ("graphicst") to the set of globals whose sizes must agree for DFHack to pass initialization checks
Added new tutorial: Diskettes.
Introduced experimental 4K screen resolution options.
You can now send support requests directly from the Help panel.
Hello guys,
Physics Update :- I have fixed some bugs on some props. However some bugs are still present in other props. I am aware of it and I will fix it in coming updates.
Demo Released :- Demo has been released with 20-25 props. The save files in the demo will upgrade to full version seamlessly.
Since the game graphics is undergoing a major overhaul , some issues with props may arise which will be ironed out in next update 1.0 which is too be out soon. If possible i may do another update with this fixes before hitting 1.0. The Full release is almost round the corner so i appreciate your patience.
Thanks,
Agniv

Greetings Deckbuilders!
When the last spark of humanity flickered out, we asked ourselves: what if survival meant defending the final ember in a frozen world?
The main source of inspiration was Game of Thrones, especially its battle scenesâwhether between humans or against the White Walkers. Scenes like lighting the flames beyond the Wall to block the undeadâs advance left a deep impression on us. These moments helped define the gameâs tone: enemies far greater in number, the tension of defense and counterattack, the unity of mankind, and the ever-present winter setting.
In addition, classic RTS titles like StarCraft and Warcraft II shaped our early gaming memories. The thrill of commanding units, coordinating forces, and achieving that â1 + 1 > 2â synergy became a foundation for several core mechanics:
Troop synergy
Interaction between abilities and keywords
Complex, sometimes unpredictable âbattlefield chemistryâ
We didnât initially choose the card-game direction because everyone was a fan of TCGs. Instead, cards felt like an intuitive and flexible way to present strategy and decision-makingâthey could just as easily have been miniature soldiers on a battlefield. But once you introduce âcards,â you inherit a whole world of TCG-related concepts. As development continued, we explored and played similar titles to refine our understanding.
In early versions, FrostBound wasnât the grounded tower-defense game you see today. Players originally commanded a floating fortress. After completing the tutorial, the castle would literally rise from the ground and take flight. The concept was to explore how, after a great cataclysm, a lone ark could search for and preserve civilization.

Ironically, Iâm not a particularly seasoned or passionate card-game playerâat least not compared to our planners. Naturally, the gameâs rules were influenced by titles like Gwent and Slay the Spire.
That lack of deep card-game experience became both a blessing and a curse:
We werenât constrained by what card games âshouldâ be.
We spent tremendous effort later to make the logic intuitive for traditional card players.
It allowed us to create a subtle ânew genre,â blending roguelike, tower defense, and auto-battler elements.
For a long time, we jokingly called it âa card-based version of Plants vs. Zombies.â
As a hybrid between card and tower-defense systems, FrostBound delivers a unique âbattlefront tug-of-war,â where waves of enemies crash forward and soldiers hold their ground. Including structure cards (which act like relics or permanent effects), the total number exceeds 500 cards.
There are no deck restrictions by hero or classâeverything draws from a shared pool. Our goal was to give players extreme freedom and truly emergent strategies, letting each player find their own path to victory.
Beyond the roguelike randomness and vast card pool, one moment stands above all othersâthe defensive counterattack.
Just like in Game of Thrones, humanity starts under overwhelming pressure, then strikes back. During early demos, when players were pushed to the last line of defense and managed a desperate comeback, their excitement was unmatched. Weâve been chasing that feeling ever since.
We designed comeback mechanisms, tuned enemy waves, and refined difficulty pacing to encourage that reversal moment. When a player truly feels like âthe last bastion in winter,â retreating step by step until rallying to victoryâthat alone makes all the effort worth it.
Since many of us are huge fans of survival games, our early concept gave significant weight to management and survival aspects. It made sense, given that the player is a city lord.
Originally, the player commanded a floating fortress waging wars across snow-covered lands, ultimately to defeat the northern calamity.

A variant of this idea replaced the floating fortress with a hex-grid city builder, where building placement and adjacency created gameplay relationships.


At that time, the game loop was much longer than it is now. Players not only fought battles but also built farms, banks, and other basic infrastructure.
Eventually, we realized that these mixed systems didnât blend well. The roguelike structure required shorter, tighter sessions, while management systems demanded longer playtime and more complexity.
So we started simplifying. We redesigned the game into one where the player explores the world on a floating city, visiting points of interest, engaging in battles, and gathering resources from forests and mines, while a storm constantly pursued them from the west.


It sounded great on paper, and the initial prototype even worked. But over time, we found that the complexity wasnât matched by long-term fun. It was novel at first, but hard to balance.
Ultimately, we chose to focus on subtraction, removing the management systems entirely so players could fully immerse themselves in the combat experience. All metadata was reorganized into a clean and straightforward interface, making each run shorter and more focused. Thatâs how we arrived at the gameâs current form.
As for art direction, we experimented with multiple styles early on, but after considering development cost, team capacity, and visual consistency, we settled on the current look and continued refining it from there


Feb 2024 - Pre-production & research stage


May 2024 - First Demo
Our goal was always to make players truly feel the thrill of battlefield strategy. To achieve that, we went through countless iterations and hard lessons. Early versions were brutally difficult â during prototype testing among friends, the demoâs completion rate was under 5%.
In early builds, monsters had no attack limit per turn. Once combat began, it was a fight to the death.
Combined with higher base stats, this created an intense âlast standâ tone that became part of the gameâs emotional foundation.
Elite cards, now a key source of mid-battle progression, used to function just like regular defense cards â going to the discard pile when defeated and unable to earn reputation unless they scored kills.
Naturally, the overwhelming difficulty led to frustration. During a private playtest about two weeks before the Steam demo, a few hardcore card gamers loved the challenge, but most players were overwhelmed. The idea of âheroic comebackâ sounded thrilling, but being powerless against the enemy just felt cruel.
We reflected deeply and made immediate changes.
The root causes were complex mechanics, poor onboarding, unbalanced numbers â and most importantly, low tolerance for mistakes and excessive reliance on luck.
Beyond improving tutorials, we implemented two key changes:
Elite cards now return to your hand when destroyed or withdrawn.
Restart options were added, including replaying a turn and eventually replaying an entire battle.
After these updates, feedback shifted from âthis makes no senseâ and âitâs too hardâ to âI pulled off an amazing round!â and âThis game is awesome!â â reactions that kept us motivated.
Our 500+ cards have undergone at least 2,000 rounds of numerical tuning or reworks. At first, we treated balance like an equation â comparing costs (resources, timing, player decisions) against expected value or payoff.
For a long time, we tried to âbalance the math.â We built spreadsheets and ran analyses, but eventually abandoned that approach. In hindsight, there were three main reasons:
True balance takes years. With a small team and limited resources, we couldnât endlessly fine-tune like big studios.
Player behavior changes everything. The same card can feel wildly different depending on a playerâs build or timing.
Emotion canât be balanced. Players crave moments that feel beyond numbers â the thrill of risk and reward.
We learned that experience matters more than equations.
For example, thereâs a âcasinoâ event with huge variance: harsh penalties but enormous rewards. Players found clever ways to exploit it for massive gains and joked about âsmashing the casino.â It became a running community meme.
Thereâs no ârightâ conclusion here â weâre still exploring. But perhaps this spirit is why players affectionately call us âWheelchair Studio.â
Lyra Studio was officially founded in September 2024. It all began with a few old friends from across the country, people who had known each other for over a decade. Each had gone their separate ways, faced their own setbacks, but ultimately came together again, united by our shared love of games and a common belief.
Next time, weâll dive into how we built our first enemy faction - and why they freeze their own troops to gain power.
đ Support our journey:
Are you ready for some excitement?Â
The gamigo Steam Publisher Sale is live, and weâre turning it into a celebration you wonât forget!
Donât miss this chance to power up, grab some rewards, and enjoy the celebration with your fellow heroes.
The adventure awaits - are you in?
Level up your character and enjoy a 50% XP and Drop boost! Take advantage of this opportunity to grow stronger!
Duration: Active until November 12, 2025, 1 AM PST.
Redeem the code FO2025GAMIGOÂ via the in-game voucher system to receive the following items:
1Ă Maleficent Costume (7 Days) (+6% Damage, +6% Defense)
1Ă Black Bunny Masque (7 Days) (+6% Evasion, +4% Defense)
1Ă Frilly Black Bunny Eye Patch (7 Days) (+5% Crit, +5% Damage)
2Ă Quest EXP Booster 30% (1 Day)
1Ă \[Pickup] Chocaty Puffo (7 Days) (+25 Stats)
Duration: Active until November 12, 2025, 1 AM PST..
Join our Puzzle Event on Discord and get a chance to win 10,000 Slime Coins!Â
Visit our Discord server for all the details and participation instructions.
Ready to dive in? Log in, claim your rewards, and enjoy the adventure!Â
See you in Isya!