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Hello, Lovely LUNA The Shadow Dust Supporters!
Its 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, weve got some very exciting news wed like to share with yall.
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 - its 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, its 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, its 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. Were 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. Were 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! Were 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 youre 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, its 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 youre still with me, then youll notice the window of opportunity has been getting narrower and narrower. Lastly, and most importantly, we have to consider the quality of the latest build. We cannot and will not rush out a game that may still have bugs. We are determined to deliver the best experience to people. As a result, if we miss one release window, we will have to wait until the next one.
Challenge Three: The Global Release
As you may know, Lantern Studio is an all-Chinese dev team, with members scattered across three continents. Since our initial Kickstarter campaign, our global support has been matched with high expectations and support from our Chinese fans. Throughout this whole process, weve been really keen to bring LUNA to both the Western audience and our Chinese fans at the same time.
During recent years, however, publishing games in China has become increasingly challenging due to drastic rules surrounding game development. All game studios need to apply for official licenses. Considering the sheer number of game companies/studios across China (and the world), the queue is enormously long.
Trying to get ahead of the curve, we started the relevant procedures almost a year ago, with the help of our Chinese publisher, Coconut Island. It took us a lot of time to prepare the game for review while simultaneously managing development. Nearly eight months later, with a number of modifications and a lot of back-and-forth, we finally have the document that allows us to publish LUNA in China!
All this time, weve been facing one of the toughest decisions of the project:
Should we wait - with no update on the licences progress and no more budget left to burn - or should we release LUNA globally, with China to follow at a later date?
It killed us to think that as a Chinese team, we couldnt release LUNA in China at the same time as the rest of the world. There was a point at which we felt so hopeless about the situation, the spirit of the team dropped to an all-time low. Now with the biggest unknown out of the way, we cant help but feel the enormous relief that we no longer need to make this tough decision.
Combining all of these challenges together, weve been able to mark a clear time for launch. Unfortunately, this has pushed us into 2020. February will be the earliest available window. We sincerely apologize for the long wait, but it is now over - for us as well. For the exact launch day, we will announce once we are 100% ready, and it will come very soon. ;)
Hows The Game Going BTW? xD
All milestones for development have been met!!!
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