Light Fall: A long overdue update!

Hey folks! We hope you guys are doing well. The time has come for an update on the game and our activities. We know it’s been a while and we’re sorry about that… We had several things going on behind the scenes, things that we couldn’t talk about just yet.

Catapulte 2016

If you’ve checked our social media feeds recently, you may have seen several posts about us winning some sort of contest. Light Fall has indeed won the Catapulte program. It is a program to help the growth and development of a video game studio and its project. Basically, it is to catapult us right into the industry… The pun isn’t mine! In total, 16 studios from the province of Quebec applied, with quite a few big names in there too. Projects were evaluated on the following criteria: original and innovative content for the game, the team itself and a well defined distribution plan.

Light Fall won, and as such we were awarded 50 000$, a mentorship program and one year of free hosting at the brand new Le Camp’s workspace. Le Camp, an incubator issued from Quebec International, was one of the organizers.

The studio with all the sponsors, the organizers and the judges.

The studio with all the sponsors, the organizers and the judges.

Obviously, we are very happy about this surprising turn of events. The most important thing for us is having the confirmation from people in the industry that Light Fall is an amazing game. We had a good idea about its potential with Kickstarter, when YOU GUYS believed in us. Having a second positive opinion is just the cherry on top! We worked a lot on our application, and we also had to prepare a pitch for the game when we were announced as one of the five finalists. We never enjoy putting the game on the backseat, but for this one occasion the gamble paid out.

Applying to the CMF

In the past month, we have also worked on another business-related project. As of yesterday, we have officially applied to the Canadian Media Fund (CMF) for a production demand for Light Fall. The CMF is a well known organization in Canada that supports the video game and movie industry. We will have our answer probably during the summer, but being accepted by the CMF would be absolutely huge for us and for Light Fall.

The CMF can finance up to 75% of a video game project. That would allow us to make Light Fall exactly the way we want it to be and also get paid for it. We have already started to incorporate stretch goals from the Kickstarter into the development, some that we didn’t even reach with the campaign. The Speed run mode is one example. The consoles port is another. Light Fall has so much potential, we’d rather take our time and make sure it’s incredible than rush a poor man’s version of the game.

And the game…?

I can already hear your worries about the progression of the game with all that business stuff in the past months. Fear not! We have also spent considerable time working on our little baby. We always pride ourselves on making the universe of Light Fall immersive. We want you guys to be excited to dive into the strange world of Numbra. As such, we went back to the earlier levels of the game (Act1 : The Lunar Plain) and added some cool features to make the world much more alive.

Here’s a YouTube video of a few changes we’ve made, mainly when the player discovers the Shadow Core and the divinities in the second level.

We’ve also started to work on the third region of the game: the Vipera’s Forest. Here’s a little art test Math did and we think we will go in this direction. Hope you enjoy!!

So that’s it for now. Once again, thank you all so much for the support and sorry if we haven’t been very active in the past few months. We are still working hard on the game, we promise ;)

Cheers!
-BEN

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New in-game footage: The Marshlands of Sorrows

Hey everyone.

It’s been a while since our last update, so we’re pretty excited to show you what we’ve been working on lately.

The Marshlands of Sorrows: venture at your own risk

The Marshlands of Sorrows, the second region of the game.

The Marshlands of Sorrows, the second region of the game.

We have recently finished working on the second region of the game; the Marshlands of Sorrows. This region will kick it up a notch in terms of difficulty and will introduce several new enemies and in-game mechanics.

The Slimky encountered in the wild marshlands.

The Slimky encountered in the wild marshlands.

Above, the Slimky, a vicious slime creature made of an acid body. Just a brush is enough to burn your skin to the bone. To make things worse, its movements are quick and unpredictable. Be very careful when you see one lurking around!

Some parts of the region will challenge your mastery of the Shadow Core.

Some parts of the region will challenge your mastery of the Shadow Core.


The Marshlands will also test your ingenuity and your mastery of the Shadow Core in order to survive its many dangers.

Lastly, we know you love shortcuts and hidden passages, and as such, rest assured that the Marshlands are no exception in this aspect. Like in the earlier levels, this region will feature several hidden shortcuts allowing the player a safer and faster route, so be sure to look out for hints in the wild marsh.

That’s it for now, make sure to stay tuned for upcoming news as the development is progressing nicely.

Cheers!

-BEN

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PAX South 2016: Recap and catching up on Light Fall…

Hey everyone!

Two weeks have passed since our trip to PAX South 2016 and now that the dust has settled I figured it would be a good time to do a little recap on our event.

One year later…

It was only the second edition of PAX South ever, but we could see things had changed in one year. The event was bigger; it seemed more studios and fans were attending this time around. Once again, we met a lot of great people and even saw some familiar faces too. People that were there the first year came back to our booth and some also said they had supported our Kickstarter back in May. It was a great to chat with you all!

We were also thrilled to come back and show the changes we had made on Light Fall in the past year. We felt that our Speed run mode addition was very welcomed by the more hardcore fans. With both the Story mode and the Speed run mode, Light Fall now caters to most platformers fans. No matter if you prefer a more story-oriented approach or challenging and competitive gameplay, you can experience either. Whatever floats your boat as they say.

The weekend was busy as usual!

The weekend was busy as usual!

One year later... Steve, our PAX enforcer, was still there with us!

One year later… Steve, our PAX enforcer, was still there with us!

A friendly trip

It was our third PAX, and our second time at South specifically. We were very excited to visit San Antonio again, not only because it is a beautiful city, but also because it was here that we attended our first exhibition, one year ago.

This time, we rolled with three other studios from the Quebec area; Berzerk, Chainsawesome Games and Parabole. We rented two apartments for the trip and lived together for the week surrounding PAX. Our stands were all in the same alley, cornering the four spots. ”The French corner”, it was jokingly nicknamed by the PAX enforcers. We also met two other studios from Montreal; Spearhead Games and Clever Endeavour. It was really fun to hang out with these guys throughout the weekend.

It was great to see the beautiful Riverwalk once more.

It was great to see the beautiful Riverwalk once more.

Slowly gaining recognition

While we’re no pop stars, this PAX made us realize that we were slowly gaining recognition from the fans and the press. Our media bookings were rolling for the entire weekend and we even got approached by Twitch to be on the main stage on Saturday.

It was a stressful but fun experience. Light Fall had a 15 minutes segment where we showcased the game on Twitch while answering questions. We are starting to get used to media interviews, but being on the big stage in front of all the people is a different animal! In retrospect, I think the interview went quite well! At one point, I was too busy talking and answering questions and I didn’t have enough time to complete the last level of the demo! I remember explaining some thing about this particular level when I heard ”one minute” in my ear, only to die on my playthrough a few seconds later. Fun times!

You can check the whole coverage here (Light Fall segment starts at 06:16:30).

Ben on the Twitch Stage for the Light Fall feature.

Ben on the Twitch Stage for the Light Fall feature.

And Light Fall?

We will have a dedicated post to update you all next week, but what I can tell you is that the Marshlands, the second region of the game, will be absolutely amazing! We’ve been working really hard on that in the weeks prior to PAX and we are wrapping things up nicely. We hope you guys will enjoy what we will have to show next week!

That’s it for now, stay tuned and keep supporting us! It means the world to us!
-BEN

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