It's been a while since our blog posts at late. We have been knee deep in finishing ongoing client projects, contemplating the future of Lume 2, and generally being very busy, as is the way for a small indie team.
Good news to tell. For a limited time only Lume is part of The Steam Summer Camp Sale, you can grap a copy here and save 66% off the price. Go get it!
Friday, 1 July 2011
Monday, 23 May 2011
The Lume Soundtrack now available to download free
Thanks to everyone who's been in touch with comments on the game, it's great to hear feedback and it'll all help to improve future instalments!
We've had a fantastic response to the music too, and there have been people wondering how they can get hold of it. So we've decided to offer the Lume Soundtrack as a free mp3 download.
Good for chilling out, working on your computer, or aiding in any puzzle solving activities you might encounter in day to day life.
You can get hold of it by heading to the official site or by clicking here.
Luke
Wednesday, 11 May 2011
Lume love and no more power!
Wow, so it's been abit of a whirlwind since launching Lume everywhere this week, and we are so pleased with everyone's positive responses. It's all abit overwhelming. People seem to completely get where we are coming from with the concept, art and gameplay of the game, and we couldn't be more chuffed. The guys at Rock, Paper Shotgun have given has a lovely review, as well as many others.
At the height of promoting the game yesterday and us beavering away at State of Play towers. We had a power cut across the entire row of studios. Now, I find that quite strange that we make a game about turning the power on, and we are plunged into darkness! It looks set to continue for a few days while the electricity company digs up the road....Now if only there was a simple solution........!
In other news, Lume now has it's own facebook page that you can find here.
Kath
Tuesday, 10 May 2011
Lume is Live!

It's the moment we've all been waiting for. You can now buy Lume on Steam, Direct2Drive and GamersGate.
Steam has a 10% discount for one week only, so get on over and fetch yourself a Lume-shaped bargain while it lasts.
We really would love to hear what you think of it, so let us know any comments here or via our website.
There will be more posts here very soon, with reviews, interviews, walkthroughs and feedback. In the meantime, happy puzzling!
Monday, 2 May 2011
Lume is Looming

We're nearly there, just a few more publishing details to thrash out and you can get your hands on it.
The trailer's now up on Vimeo too http://vimeo.com/23154447
Watch this space, will give you all a shout soon with details of where you can download it.
Tuesday, 5 April 2011
The making of Lume - Part 1
We've had quite a few people asking about how the game has been made and, well, we'd be delighted to let you in on all the details. Over the next few posts we'll take you through the processes we went through, the trails, tribulations and nervous cuts with a craft knife.
Way back, before the game even had a name and the plot wasn't written, we developed a little test to see if our little character would sit nicely in a model scene. We made this little video to make sure the idea was workable...

We also created a few other miniature sets which we photographed and filmed:


Once we were happy that the style was going to work, and we'd developed the plot outline, we set about the design of the house. This developed alongside the game design, as all the puzzles had to neatly fit into this space. You can see how we went from something more traditionally house-like, to the more intersting wedge shape, which made the roof a logical place for solar panels, and would also make it easier to make in one section. At least, that's what we thought. After some hefty measurement work and many checks to make sure the angles were right when cutting, we discovered that perhaps there's a reason most houses are squarer.


Next post we'll look at how we went from this to a proper model, with lights and all that jazz.
And for those who are eager to start playing, rest assured we're working hard to get the best publishing and distribution system in place, and we're nearly there.
Way back, before the game even had a name and the plot wasn't written, we developed a little test to see if our little character would sit nicely in a model scene. We made this little video to make sure the idea was workable...

We also created a few other miniature sets which we photographed and filmed:


Once we were happy that the style was going to work, and we'd developed the plot outline, we set about the design of the house. This developed alongside the game design, as all the puzzles had to neatly fit into this space. You can see how we went from something more traditionally house-like, to the more intersting wedge shape, which made the roof a logical place for solar panels, and would also make it easier to make in one section. At least, that's what we thought. After some hefty measurement work and many checks to make sure the angles were right when cutting, we discovered that perhaps there's a reason most houses are squarer.


Next post we'll look at how we went from this to a proper model, with lights and all that jazz.
And for those who are eager to start playing, rest assured we're working hard to get the best publishing and distribution system in place, and we're nearly there.
Friday, 25 March 2011
Is this thing on?
We've been interviewed about Lume by John Polson for GameSetWatch and Gamasutra, check out the insider information here.
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