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Steam News29 September 20259mo ago

Lumiel the Awakening /// Semi-Annual Progress Report

So, let’s get to my semi-annual status update for the game. First, the progress so far: I’ve managed to carve out what I consider a significant portion of Act 1. About 70% of the act is now playable.

Full notes

Full Lumiel the Awakening update

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What changed

0 fixes2 additions1 change0 removals
  • Gameplay
  • Balance
addedI’ve also managed to rework the skill tree to match my vision. Only the skills themselves are still a work in progress… I have to admit I’m still figuring out some parts and need to consume more documentation. But the first new skills were added with the last update, and over the next few months I’ll continue expanding them.
changedThe skill tree is divided into several trees: one for the character , mostly passive skills or buffs, and skill trees for 1-Hand, 2-Hand, Off-Hand, and Bow . Two more skill trees are planned, but they aren’t functional yet, and their prerequisites in the game world are still missing.Steam post image
addedI’m also missing quite a few skills that I’d like to add this year to give the gameplay a bit more “punch.” Nevertheless, I’ll try to tackle a small part of Act 1 this year, because it includes the third Casandra piece , which is a key element for another puzzle already present in the current area, but unsolvable until this piece is added.

Lumiel the Awakening changes

addedI’ve also managed to rework the skill tree to match my vision. Only the skills themselves are still a work in progress… I have to admit I’m still figuring out some parts and need to consume more documentation. But the first new skills were added with the last update, and over the next few months I’ll continue expanding them.
changedThe skill tree is divided into several trees: one for the character , mostly passive skills or buffs, and skill trees for 1-Hand, 2-Hand, Off-Hand, and Bow . Two more skill trees are planned, but they aren’t functional yet, and their prerequisites in the game world are still missing.Steam post image
addedI’m also missing quite a few skills that I’d like to add this year to give the gameplay a bit more “punch.” Nevertheless, I’ll try to tackle a small part of Act 1 this year, because it includes the third Casandra piece , which is a key element for another puzzle already present in the current area, but unsolvable until this piece is added.

So, let’s get to my semi-annual status update for the game.

First, the progress so far: I’ve managed to carve out what I consider a significant portion of Act 1. About 70% of the act is now playable.

I’ve created a dialogue system that I’m happy with. Sure, one could argue it could look prettier, but I think it turned out the way I wanted. Through the dialogues, players can receive quests, which works very well. I’m satisfied with it and able to create multiple options. There was a small setback in terms of the scope of work required to create quests, which I hadn’t anticipated, but otherwise, I’m quite satisfied.Steam post image

I’ve also managed to rework the skill tree to match my vision. Only the skills themselves are still a work in progress… I have to admit I’m still figuring out some parts and need to consume more documentation. But the first new skills were added with the last update, and over the next few months I’ll continue expanding them.

Important: Please don’t expect a combat system like Diablo or PoE. I’m simply not capable of creating something of that scale. I will steadily improve it, but it won’t be comparable to major titles. Please keep that in mind.

The skill tree is divided into several trees: one for the character, mostly passive skills or buffs, and skill trees for 1-Hand, 2-Hand, Off-Hand, and Bow. Two more skill trees are planned, but they aren’t functional yet, and their prerequisites in the game world are still missing.Steam post image

There are now huge ruins that can be explored over multiple levels. I still have some challenges with camera angles. I had imagined rotating the camera and hiding chests in corners would be easier. I do like that you can walk through the castle and rotate the camera to move from room to room, but the effort is high. Running through the castle multiple times to test all angles so nothing blocks the camera is quite difficult. Additionally, making objects disappear efficiently is challenging. I’ve now extended this with another system, which is more effective and makes me somewhat more satisfied.Steam post image

Unfortunately, it looks like I won’t meet my original timeline. The area size is on track, but content-wise there’s still far too much missing in accessible areas. According to my plan, I should now start building the last 20–30% to stay on schedule. However, in the current area, four major planned Points of Interest and many quests are still missing. That’s why I want to focus first on finishing these areas so they meet my expectations.

Next, I’ll create the first waypoint, something a little different than you might think, but in the same spirit. You’ll be able to build the first of five waypoints, which will allow you to teleport there at any time.

I’m also missing quite a few skills that I’d like to add this year to give the gameplay a bit more “punch.” Nevertheless, I’ll try to tackle a small part of Act 1 this year, because it includes the third Casandra piece, which is a key element for another puzzle already present in the current area, but unsolvable until this piece is added.

The last area will most likely only be finished next year, which was originally when I wanted to start the first part of Casandria City. As a result, the integration of the first main story quest will be delayed this year, since the city is the central point. I might consider creating a starting point earlier, but I’m not sure yet, since the main story is intended to lead the player to the city.

Sorry about that! So, it’s quite possible that this year you’ll just be wandering freely as some stranded character in Act 1, doing side quests until I manage to create the first part of the city.

That’s the current status and the upcoming planned changes. I’ve probably forgotten some things I wanted to mention, but I think the text is long enough.

So... Greetings and kisses, yours… And never forget: Have Fun!

Source

Steam News / 29 September 2025

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