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Steam News11 January 20265mo ago

January Dev Log: Harvesting & Inventory

What “harvesting” actually means in Luminids The goal is to have Luminids notice resources, decide to gather them, carry them somewhere, and then use them for the next thing, with this: the world changes.

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What changed

0 fixes0 additions7 changes0 removals
  • UI and audio
  • Gameplay
changedStorage: piles first, buildings laterBefore building a proper warehouse UI, I want the world to show what is happening.
changedStorage: piles first, buildings laterSo the first storage implementation is physical:
changedStorage: piles first, buildings laterItems land in visible piles.
changedStorage: piles first, buildings laterPiles merge when they are close enough, so clutter stays manageable.
changedStorage: piles first, buildings laterLater buildings will really just be piles with rules.
changedStorage: piles first, buildings laterYou can walk around the settlement and see where effort is being spent. That honesty matters to me.

What “harvesting” actually means in Luminids

The goal is to have Luminids notice resources, decide to gather them, carry them somewhere, and then use them for the next thing, with this: the world changes.

We are not aiming for a survival grind.

Harvesting in Luminids is closer to gentle world-tending. You shape the space, place a few incentives, and the Luminids respond. The loop is meant to feel:

  • legible, so you can usually see what is about to happen

  • soft, without frantic micromanagement

  • alive, because they make choices rather than just follow orders

The goal is not pressure. It is momentum.

Inventory: small pockets, big effects

The inventory system is minimal on purpose.

  • Luminids have a small number of slots.

  • Each slot holds a single resource type.

  • Stacks have a cap, so storage actually matters.

This does two things straight away.

First, hauling becomes a real activity rather than a teleport. Second, natural village shapes start to appear as piles form near where work is happening.

The world begins to organise itself without being told how.

Storage: piles first, buildings later

Before building a proper warehouse UI, I want the world to show what is happening.

So the first storage implementation is physical:

  • Items land in visible piles.

  • Piles merge when they are close enough, so clutter stays manageable.

  • Later buildings will really just be piles with rules.

You can walk around the settlement and see where effort is being spent. That honesty matters to me.

The part I care about most: intent

The difference between a task system and a living system is why something gets chosen.

The current implementation uses simple weighting, but it is already heading in the right direction:

  • Harvest because you are nearby

  • Harvest because the settlement needs it

  • Harvest because it is what you were already doing

Long term, that last one matters most. Continuity. Momentum. Habit. That is where characters start to feel real.

What’s next

To evolve this looop, the next steps are:

  • Crafting recipes that turn stacks into structures and tools

  • Priorities that act as gentle nudges.

  • Better storage rules around what goes where and why

  • UI that stays out of the way but still lets you read the flow

Thanks for reading. More soon.

Nick

Source

Steam News / 11 January 2026

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