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Steam News22 November 20196y ago

November Update 2019 & Exciting Announcement

Hello, Lovely LUNA The Shadow Dust Supporters! It’s update time! So much has been going on over the past few months, we really appreciate everyone's incredible patience (all these years). Thanks for sticking with us!

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Full LUNA The Shadow Dust update

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Repeated intro

Hello, Lovely LUNA The Shadow Dust Supporters! It’s update time! So much has been going on over the past few months, we really appreciate everyone's incredible patience (all these years). Thanks for sticking with us! Now that the dust has finally settled, we’ve got some very exciting news we’d like to share with y’all.

What changed

0 fixes1 addition5 changes0 removals
  • UI and audio
  • Events
changedChallenge One: The Unexpected We never thought this would become a serious issue, but it did. During September, the collaboration with our previous sound FX co-worker suddenly ended. We’re not going to go into the details, but the fact that we were now suddenly lacking 50% of the required cutscene sounds at the very end of development, put us in a sticky situation.
changedDo we have the time and money to try and find someone to create that 50%? we asked ourselves, Or should we try free SFX libraries so at least there will be something in those scenes??
addedEither seemed like a grim solution. It would be a shame to compromise on the quality of the sound FX, so we decided to find a new sound professional instead of using free resources.
changedFatBard , a two-man audio team from St.Louis, Missouri, came to the rescue. We’re so thankful for Zach and Partick's quick production speed and professional work which really helped us against the clock, with no time to spare! We’re also super thankful to Fred, our composer Susie's husband, who helped us financially when the SFX budget was next to nothing. With the determination and the hard work of everyone on the team, we managed to produce a full set of SFX created for LUNA by October, with no compromise in quality.
changedChallenge Two: The Narrow Release Window When a game developer or publisher looks at the calendar, debating the best time to release their game, there are usually only a few months to consider - especially if you’re an indie team.
changedOne of the key survival (not even ‘big sell’) rules for an indie launch is simply, “do not clash with AAAs titles”. Secondly, landing in a key sales season would also be a bad option, and there are many! From Winter sales to Summer sales, the calendar is dotted with distracting discounts for every public holiday and festival. Thirdly, as a small team, we really need word of mouth. From the media, press and our fans, it’s vital that the news spreads as far as it can, given our limited resources. This means we also need to consider launching the game when people are not on holiday.

LUNA The Shadow Dust changes

changedChallenge One: The Unexpected We never thought this would become a serious issue, but it did. During September, the collaboration with our previous sound FX co-worker suddenly ended. We’re not going to go into the details, but the fact that we were now suddenly lacking 50% of the required cutscene sounds at the very end of development, put us in a sticky situation.
changedDo we have the time and money to try and find someone to create that 50%? we asked ourselves, Or should we try free SFX libraries so at least there will be something in those scenes??
addedEither seemed like a grim solution. It would be a shame to compromise on the quality of the sound FX, so we decided to find a new sound professional instead of using free resources.
changedFatBard , a two-man audio team from St.Louis, Missouri, came to the rescue. We’re so thankful for Zach and Partick's quick production speed and professional work which really helped us against the clock, with no time to spare! We’re also super thankful to Fred, our composer Susie's husband, who helped us financially when the SFX budget was next to nothing. With the determination and the hard work of everyone on the team, we managed to produce a full set of SFX created for LUNA by October, with no compromise in quality.
changedChallenge Two: The Narrow Release Window When a game developer or publisher looks at the calendar, debating the best time to release their game, there are usually only a few months to consider - especially if you’re an indie team.

February is a Real Month February is real. Yes it is. February is a real solid month on the 2020 calendar which is less than 4 months away from now. And most importantly - it’s the month we can finally confirm for the release of LUNA The Shadow Dust!! ╰(*°▽°*)╯

We were really disappointed to miss our previous release forecast (this Winter), and firstly, it’s important to apologise for the delay here. We know you are eager to play LUNA! Sorry! We wanted to share the full story behind the delay, and the real struggles that faced our small indie team in the wide world of game development. Hopefully, our supporters can understand the difficult situations detailed below. Thankfully, it’s now coming to an end and we can finally feel a bit more relaxed, free to share these stories with you.

Challenge One: The Unexpected We never thought this would become a serious issue, but it did. During September, the collaboration with our previous sound FX co-worker suddenly ended. We’re not going to go into the details, but the fact that we were now suddenly lacking 50% of the required cutscene sounds at the very end of development, put us in a sticky situation.

Do we have the time and money to try and find someone to create that 50%? we asked ourselves, Or should we try free SFX libraries so at least there will be something in those scenes??

Either seemed like a grim solution. It would be a shame to compromise on the quality of the sound FX, so we decided to find a new sound professional instead of using free resources.

FatBard, a two-man audio team from St.Louis, Missouri, came to the rescue. We’re so thankful for Zach and Partick's quick production speed and professional work which really helped us against the clock, with no time to spare! We’re also super thankful to Fred, our composer Susie's husband, who helped us financially when the SFX budget was next to nothing. With the determination and the hard work of everyone on the team, we managed to produce a full set of SFX created for LUNA by October, with no compromise in quality.

Challenge Two: The Narrow Release Window When a game developer or publisher looks at the calendar, debating the best time to release their game, there are usually only a few months to consider - especially if you’re an indie team.

One of the key survival (not even ‘big sell’) rules for an indie launch is simply, “do not clash with AAAs titles”. Secondly, landing in a key sales season would also be a bad option, and there are many! From Winter sales to Summer sales, the calendar is dotted with distracting discounts for every public holiday and festival. Thirdly, as a small team, we really need word of mouth. From the media, press and our fans, it’s vital that the news spreads as far as it can, given our limited resources. This means we also need to consider launching the game when people are not on holiday.

If you’re still with me, then you’ll notice the window of opportunity has been getting narrower and

Source

Steam News / 22 November 2019

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