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Hey everyone!
Im working on adding modding support to Dawnfolk! Soon, you'll be able to create your own buildings, maps, and more to shape the game your way.
I've made great progress, and I'll soon be giving early access to modders to help troubleshoot issues and start creating mods before the update goes public.
If you're interested in modding Dawnfolk, join our modding community on Discord and grab the Modder role! You can do this by replying to the onboarding question or heading to "Channels and Roles" in Discord.
If you have any questions, please leave them below.
Looking forward to seeing what you create!
Take care,
Darenn
Hey everyone!
I just added a new level to the "Curious Expeditions" to celebrate April Fool's Day.
You're warned, this level is completely crazy.
I hope you like it, let me know if you managed to beat it!
Take care,
- Darenn
Hey everyone!
To celebrate the City-Builder Fest, I've added two new levels for you to enjoy:
Hey everyone!
Some of you have been asking for Steam Community Items for Dawnfolk since day one, and Im excited to finally bring them to you!
Why werent they available from the start?
Not every game gets access to Community Items right away. A game needs to reach a certain level of popularity before unlocking the feature: and Im proud to say that Dawnfolk made the cut! I gained access about two weeks ago and got to work on it immediately.
Here's what you can unlock:
Bug fixes: [olist]
Hey everyone, Today I'd like to share with you the new improvements I added to Dawnfolk based on your feedback. Check out the video to see them all in action! [previewyoutube=pMnc6GNBsuE;full][/previewyoutube] Improvements: [olist]
Dawnfolk is finally Steam Deck Verified!
Verification usually takes much longer, so I'm thrilled it happened so quickly!
If you'd like to know more about the Steam Deck Compatibility, check out this video.
[previewyoutube=sxFGXCbpiYM;full][/previewyoutube]
Who's excited to play Dawnfolk on the Steam Deck?
I know I am.
- Darenn
Ive fixed a lot of minor bugs reported by the community! While I didnt track every single one, heres an approximate list of whats been addressed. If youre still experiencing CRASHES, please reach out to me at darenn@dawnfolk.com. These are often tricky to fix because they can be specific to your system, and I may not be able to reproduce them on my end. Your reports really help, and I want everyone to have the best possible experience with the game. Thanks for your support!
Hey everyone, Right after release, I received a lot of requests from the community to add mouse controls to the game. So I did! You can enable it in Options > Controls > Enable Mouse. If you refunded the game, you can still try it in the demo. I crunched hard to implement this as quickly as possible, so I didnt have much time for thorough testing. Please let me know if you run into any weird issues! Check out the video below to see everything you can do with the mouse and why it wasnt included before release. [previewyoutube=F7UPeAkhwTA;full][/previewyoutube] Thanks again for all the feedback: this game keeps getting better thanks of you! I also want to heartily thank everyone leaving reviews. Its such a delight to read them, and they give me the energy I need to keep working hard and making you happy. Take care! - Darenn
My game Dawnfolk is finally out! Thank you so much for sticking with me until the end.
Are you ready to rebuild your realm and bring light back to the world?
I released the game during a live stream, answering tons of questions about the game, about me and the future. You can watch this here.
Ready for some fun facts about the development of the game? Read more below!
I made the whole game on my own at this desk for the past two years. I dont even want to imagine the total hours Ive spent here. And YES, Im using only one screen.
I completed 1,678 different tasks while making this game. But dont take that number too seriously; One of those tasks was literally Add 99 achievements. Quite the task.
This is the LAST thing I added to the game, five hours before release: the control scheme in the options. This task had been sitting there for about a year, but I just kept pushing it back.
Heres the most up-to-date wishlist graph before release. More than 35k wishlists! I'm so grateful to all those player believing in my game and waiting to get their hands on it.
The first version of the game was made during LowRez Jam, where my goal was to make a minimalist city builder that fit within 64x64 resolution. Kind of crazy to look back on that after two years.
The original name of the game was Lueur, which means glimmer or low light in French. But I had to change it. Why? If you don't speak french, go do something else for 5 minutes, then try to write the name back in the replies of this post. You'll understand!
Meet my project manager, Oro (or "Loulou" for family and friends)! His main job? Forcing me to take breaks by sitting on my keyboard and demanding hugs.
One of the beta testers actually beat the game before release: all 99 achievements completed in 40 hours (and he rushed!). Thats crazy.
[previewyoutube=i4nD8r3jVI8;full][/previewyoutube]
For two years, this was the only music in the game. I have no idea how testers put up with it all this time, because I know I couldnt. Two weeks before launch, I finally added seven more tracks.
Thanks for reading the thread, I hope you had fun!
Please share the game with your friends, and take care.
- Darenn
Hey everyone! Im Darenn, the solo dev behind Dawnfolk, a quirky arcade strategy builder. And guess what? The game runs perfectly on the Steam Deck. No tweaking, no weird workarounds. Just install and play. Lets go over why it's such a great fit for the Deck! Definitely check out the video below if you can, otherwise read more below. [previewyoutube=sxFGXCbpiYM;full][/previewyoutube]
I really don't have anything else to say, just a huge thank you! (oh and share with your friend so they can wishlist too)
SURPRISE! Another playtest. It's so close to release, and I still need your precious feedback! Very few Beta Testers had the time to play the Expeditions and puzzles. I know they work, I know they're beatable and supposedly fun. But I'm not sure about the difficulty. I'll add to the credits anyone who can play all of the expeditions (reply to this post if you did and I'll verify it and add you). You can join the playtest directly on the steam page. Send your feedback right below or in the steam forum. Let me know which ones you've beaten, how hard it was and which levels are your favorite. Thank you!
Hey settlers! For scientific research, Id like to know if Dawnfolk players also happen to be Civilization players. Are you? Let me know in the comments of this post please! Are you not? Let me know too, otherwise I can't really use the results for research. If you like discord, join the discord server and reply directly to the poll with one click in #announcements. Thank you, take care!
Big news: Dawnfolk finally has a release date! It feels surreal to see the light at the end of the tunnel after 2 years of creating this game all alone in my bedroom. Time to buckle down and bring it across the finish line. [previewyoutube=a6W0z3lX5go;full][/previewyoutube] To celebrate, I added even more content to the demo. You'll have access to:
If you did not try the new demo, now might be a good time to do it! I'm keeping the Indiecade version for the duration of the carnival.
Have fun and take care!
Darenn
B-Type: Space Builder is a strategy builder shoot'em up in Deep Space. Explore the galaxy aboard you B-Type Star Ship. Shoot down your foes to expand your territory. Build planetary facilities, collect resources and raise an Intergalactic Defense Force. Can you save the world from a robotic alien invasion across dimensions? [previewyoutube=11z1UEL3_j4;full][/previewyoutube] Please add it to your wishlist to support the developement! https://store.steampowered.com/app/3290310/BType_Space_Builder/ Take care.
To participate, just play the demo, click here and reply to the 3 questions!
IndieCade Europe was the first game development event I attended as a student. Meeting incredible developers there motivated me to pursue game development as my career. I'm deeply honored that my game has been nominated for IndieCade 2024.
For the occasion, I'm updating the demo with the version the jury will play until November 16th!. It features:
[previewyoutube=jvqIiXK5oOY;full][/previewyoutube] I analyzed the playtest feedback during last livestream! You can watch the VOD or read the summary.
[previewyoutube=PWESwfPPy3s;full][/previewyoutube] I've been working non-stop on Dawnfolk. New levels, new modes, new buildings, new everything! So, its time for a public playtest to see if I'm heading in the right direction. And you can participate too, but more about this in a bit. This test will include one level from each of the new game modes + all the bug fixing and tons a little improvements. The Story mode guides you through the games narrative, introducing new mechanics and challenges as you go. You'll play the first level, Last Hope, which serves as both a tutorial and story introduction where youll build your first city and defend it from the darkness. Puzzle mode focuses on logic and optimization. The first puzzle called Industrialist, will challenge you to produce as many materials as possible on a tiny map but with unlimited resources and time. Youll earn a medal based on your production. Let me know if you get Gold, because you really need to think outside the box for this one! I love the Puzzle mode because it pushes you to experiment with game mechanics in ways that aren't possible in Story mode. Even though I'm the developer, Ive discovered new strategies for using terrain and buildings while trying to solve my own puzzles. The Challenge mode is similar to a regular Dawnfolk game but with two key differences: it has a unique gameplay twist and its procedurally generated, offering a new map every time. In the first challenge level called Bad Fever, the main character, Lueur, is sick. So whenever you try to illuminate a tile, another one lights up at random, making exploration trickier. The Endless mode, features a huge procedurally generated map where your goal is to survive as long as possible. The Progression in Dawnfolk has changed a lot. Instead of unlocking levels linearly, you now earn Blue Light by beating levels or optional objectives. You can spend that Blue light to unlock any level in any order. Plus, you can also buy modifiers, visual options, cheats, and other extras. I think it's pretty fun that you even have to illuminate the main menu of the game. Btw you can also earn Blue Light by playing the daily puzzle, which changes every day. Here's a small tip: I will make all the other levels unavailable, but you can actually still play some of them if you're willing to collect enough blue light for it. So do you want to give this new version a try? It would help me a lot and I'm sure you're gonna have fun. You can join the playtest by going to the steam page and clicking on this request access button here. I'll put the link to the page in the description. When you start the game, it will open a google form with all the explanations you need and a survey to fill in after you played the game. You have until the 1st of october 2024 to participate. I'm looking forward to your feedback. Thanks, and take care! Darenn
Early playtests of my city-builder indie game, Dawnfolk, revealed it needed more "exciting moments", so I came up with a unique solution that challenges traditional game design: collecting mini-games! [previewyoutube=tee2AoyshO4;full][/previewyoutube] In this devlog, I'll walk you through why I added them, the design challenges, and how they transformed Dawnfolk from a perfectly predictable city-builder into something more surprising. Try the free demo on Steam and experience it for yourself. Let me know in the comments what you think of the mini-games! Take care! -Darenn
Hey everyone! I wanted to take some time to say thank you to the wonderful organizations who have helped highlight Dawnfolk this year and last year! Dawnfolk has been featured in:
[previewyoutube=lunkj_56Htc;full][/previewyoutube] Why did I need a publisher? How do you actually "get" a publisher, and what does it mean exactly? Find out in this new devlog!
It's time for the community contest #3! Industrialist Puzzle
To participate, please join the discord, choose a team (Lueur or Nuit) and get yourself the Contestant role.
More information about contests can be found in about-contests
Get at least the bronze medal on the Industrialist level of the current Steam Demo (v0.111.1).
You need to beat the first level "Last Hope" to unlock the puzzle mode!
The coveted Champion Of Light title will be bestowed upon the player who has the best score (if equality, the first to send is the winner). The other winners will get the Lightseeker role. Winners will bring points to their team:
Bronze: 1 point
Silver: 2 points
Gold: 3 points
Winner: 5 points
You have 1 week (next friday at 14:00 CEST) to send a screenshot of your game where we can see the whole map (feel free to de-zoom) to this mail: darenn.gamedev@gmail.com
Feel free to share your score in the discussions, but don't share your solution! Feel free to submit multiple times.
You can talk with the other participants in contestant-talk
Let the games begin!
After MONTHS of hesitation, I finally decided on a new game title. Believe me, it was not easy. I've been calling that game "Lueur" for a year and half (and I'm sure I'll still do for a few weeks) so it was just natural for me. I was also anxious - Will the game community like it? - but so far feedback has been overwhelmingly positive.
You can thank my publisher Astra for this, I think I might have given up on changing the name without their help. They also hired Adrien Cantone to make a new key art. I wanted something more colorful and showing the tiles you'll find in the game. He nailed it!
I also edited a new trailer, check it out on the steam page of the game.
So what do you think? Let me know in the comments below!
I'm gonna write a detailed post about the process of changing the game title and identity, and why I did it. If that sounds interesting, you can become a free member on my patreon to get access to it when it's out!
Hey everyone! The Endless Replayability event just started on steam. What better time to introduce you to the Endless game mode of Lueur? The goal is to survive as long as you can! Maps and events are procedurally generated, so every run is unique. It's still a prototype and it will be way different at release, but I thought it was fun enough to share it with you in the demo. It will be available least until the end of the event! There's a contest going on right now! Join the discord and share a screenshot of your best score in the #contest channel. The winner will get a unique vanity role and will be immortalized in the hall of fame! Play the demo here.
Hello everyone! If you are just finding my game from Turn Based Thursday Fest, welcome! Im Darenn, the developer behind Lueur and the Dim Settlers; a miniature survival builder perfect for short and relaxing gaming sessions packed with surprising mechanics (won't spoil, you'll have to play the demo to see them yourself!). Here is a devlog I published last year to explain my vision for the game and its origins. [previewyoutube=xCB-JrcixkM;full][/previewyoutube] Lueur and the Dim Settlers will be participating in the Turn Based Thursday fest until April 8th, so now is a great time to check out the demo right here on Steam! And if you like the game, be sure to wishlist it so youll be notified when the game launches in full - it's also the best way to support me. Cheers! Darenn
That's insane, thank you so much! It's always very hard to get visibility when working alone on a game without a publisher. So again, THANK YOU!
There is a second vote going now to get to first place, be sure to vote for Lueur!
Check out Lueur and the Dim Settlers new demo! Stylish visuals, revamped balancing and more mechanics.
I made so much progress that I can't wait to see you guys play the new version!
This new demo will be available on Steam on October 26th!
But you can get access to it and the next versions right now by claiming a press steam key. Just reply to this mail and I'll send you one (if you don't have a key already!).
I'm finally ready to create more levels now that the basics are ready, so stay tuned!
[previewyoutube=6zMir3IWRZY;full][/previewyoutube] Replayability is the ability for the game to be played again and again and still have fun. Player Agency is the ability for the player to make choices in the game. Whether you're a game developer or a gaming enthusiast, this inside look at game design is sure to spark your interest. Watch now to learn how I've taken my game to the next level!
It's time for the first epic community contest! Delusions Of Grandeur More information about contests in general can be found here. Build the castle in less than 100 days in Last Hope (Settler game mode) with the Steam Demo. Winners will be awarded the Lightseeker role on discord, as recognition of their skill. The coveted Champion Of Light title will be bestowed upon the player who conquers this challenge in the smallest amount of in-game days. Who will become the very first champion? Your name will be immortalized in the Hall of Fame for YEARS TO COME (I'm not exaggerating, promise). Which team will get the first point? THIS IS SO EXCITING! You have 1 week (next wednesday at 14:00 CEST) to send a screenshot of your game with the castle selected in the comments. Feel free to submit multiple times. I'll ask the winner some log files (to keep things fair and square). For the best experience, I suggest you join the discord. Let the games begin!
Update your demo and try all of the new Science Buildings!
Collecting games are evolving, show us your dexterity!
Hey everyone!
It's time for the Steam Strategy Fest!
At this occasion, I'm updating the steam demo with a new demo!
This new demo greatly improves the player agency and game replayability thanks to brand new buildings and a science system. Don't worry, it's still a very simple game! However, you now have even more unique ways to customize your city and find the best way to victory!
By upgrading your encampment, you'll get science points. Use your science points to upgrade your buildings into powerful specialized buildings!
Science points are rare, so you can't build every upgrades; Choose wisely!
Do you want to try the next levels and update before anyone else? Do you want more detailed new about the game? Join the discord!
You wondered how the game could renew after this first level? It's time to see for yourself! A new and challenging level will be available to everyone in the demo during a limited time period in August at the occasion of the Cerebral Puzzle Showcase. You will be able to check out all the games from the showcase here.
Hey everyone!
Thanks for the huge amount of feedback, I improved the demo a lot (UX, bugs, visuals, balancing...).
Feel free to play again and beat those challenges!
Join us as we play the latest demo of Lueur for the Steam Next Fest!
I really want to see how Lueur's pixel art would look like on an original game boy with those famous 4 shades of green and 160x144 resolution. Let's draw that during a chill live stream together tomorrow!
https://www.youtube.com/live/VXozaH0JJqc
I am working on a better demo version for the steam next fest with quality of life improvements and bug fixes.
I'm hoping people will love the game and that it will get more wishlists. So far 1700 players wishlisted the game, which is great! The minimum amount of wishlists I need to launch the game safely would be around 7000. Still a long way, but we're getting there.
I can't wait for this event! Any cool games you are waiting for during the festival?
A Journey Fulfilled: A Game Demo Release TLDR: Thank you so much for your help! This demo contains one playable level in 3 different game modes for about 3h of playtime. Can you beat all of the challenges? Don't forget to share it with your friends and let me know what you think. Dear friends and fellow builders, Today, I stand before you with equal parts excitement and gratitude as I unveil the long-awaited demo of my game. This moment represents the culmination of relentless dedication and the support of an incredible community. It has been an arduous journey, filled with sleepless nights and daunting challenges, but with your unwavering feedback and bug-spotting prowess, we have made it to this remarkable milestone together. I want to express my deepest appreciation to all those who have contributed their time and expertise to shape this game into something truly special. Your feedback, enthusiasm, and unwavering support have breathed life into every line of code, every intricate detail. In the face of doubt and adversity, your encouragement has ignited a fire within me, propelling me forward even when the path seemed impassable. Today, as the demo takes its first steps into the world, I invite you to join me in this adventure. Explore its depths, unravel its mysteries, and let its melodies resonate within your soul. This game is a labor of love. Your continued involvement and passion will guide its future. Thank you so much, for being an integral part of this journey. With heartfelt appreciation, Darenn
Can Strategy and Management games really be enjoyable with a Game Pad or Handheld console? Well it can! If you design them with that in mind from the beginning. Let's see how I design my builder game to be played with gamepads and handheld consoles like the nintendo switch and the steam deck. [previewyoutube=aaclbiv7d6Y;full][/previewyoutube]
Hey everyone! Enjoy my first devlog about Lueur. In this devlog, I talk about my career, the origins of the game and main principles behind it. Enjoy! [previewyoutube=xCB-JrcixkM;full][/previewyoutube]
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