Archive for Programming – Page 2

Marshlands of Sorrows OST preview, CMF-approved and more!

Hey guys! Today we have an update of what we’ve been doing these past two months. First of all, the CMF (Canadian Media Fund) announced the 14 projects selected for the Production Experimental-Innovation program across Canada and we are happy to announce that Light Fall is one of them!

This is a big deal for us, for the game and ultimately for you, the future players. Being approved by the CMF does a lot of great things for the game. Firstly, it allows us to have a salary for the entire duration of the production. This means that in the near future, we will be able to quit our part-time jobs and solely and completely devote our time to Light Fall.

It also gives us the means to have extensive QA, a marketing budget, to travel to several expos and hire another programmer on the team to speed up the production. All good news for the game! You can find more details here.

A huge part of our recent success belongs to you all. Most of you were truly the first ones to believe in us and put us on the map. So once again, thank you all so much!

Marshlands of Sorrows soundtrack preview

Now that the business stuff is out of the way, let’s get down to the interesting part of the update; the game. The second Act of the game, the Marshlands of Sorrows, is progressing tremendously well.

We have a playtesting session set in Quebec (thanks to Ubisoft Quebec for the access to their playerbase and lab) coming up in August and we will be testing the second Act there.

Recently we have been working in collaboration with our musician, Jupiterion, for the music of this act. He’s the same mastermind behind the demo’s soundtrack, by the way.

Here’s what we have in mind for the Marshlands, pretty eerie right?

The upcoming soundtracks will be shared with our Alpha Agent backers (40$+) on Kickstarter, as part of their rewards, and Jupiterion is eager to hear the feedback from you guys. So, if you supported the Kickstarter back then and are part of this bracket, stay tuned!

Mictlan’s Fanatics

After the Corrupted Ancients that we showed you a few months ago, here’s another big guy that will surely cause many problems for the player: Mictlan’s Fanatics.


The Fanatics are entirely devoted to their God and will do anything in their power to block your way and protect their leader. Better watch out for them, unless you want to end up as a snack!

Well, that’s it for today. We hope you enjoyed this update and we’ll update as soon as possible.


Speed Run Mode Announcement

Hello everyone! With Christmas coming up in a few days, we’d like to share some good news with you all.

In case you have missed our most recent Kickstarter update, we are here to tell you more about the Speed Run Mode for Light Fall.


Not all of you might be aware, but the idea of a Speed Run Mode has been around for a while. The idea came about naturally, back at PAX East in Boston, last year. Back then we put a timer and death counter in the playable demo so we would have a general idea of the average time the fans took to complete our levels and how many times they died. To us, it was a measuring tool to balance things out.

What we didn’t expect was that quite a lot of people liked to challenge their friends in a race, playing on two stations next to each other. We also had a group that played the entire afternoon trying to beat the time of the devs (and one of them did).

Going back to the cold winter of Quebec City, we decided to ponder on how to implement this game mode and make it a cool feature. Simply put, once you launch the game, a menu will pop up and you will have the choice between the Story Mode, which is the game’s campaign, and the Speed Run Mode. In Speed Run Mode, you can play any level that you want from the start, there is no linear progression like in the Story Mode.

The in-game menu.

The in-game menu.

The main idea is obviously to get the best time possible to get a higher score, but that’s not all. You will be able to add Difficulty Multipliers before every level to boost its overall challenge but also to increase your potential score.

Right now, we’ve thought of 5 Multipliers and have implemented 2 of them in the demo, to test things out.

Our ideas so far:

You Only Live Once: No checkpoints. If you die, you start from the beginning.
The Sky is Falling: Deadly particles falling from the sky throughout the level.
Embrace the Darkness: The level’s visibility is greatly reduced.
Crystal Clear: Additional crystals are inserted into the levels.
Beast Mode: Additional enemies are inserted into the levels.

We have other cool ideas in mind but they are a bit funky, and as such, require more time to polish. To give you a better idea, we made a few GIFs comparing exact same spots in the levels being played in Story Mode versus Speed Run Mode.

The water mills in the Lunar Plain.

The water mills in the Lunar Plain.


The Lost Lagoon.

The Lost Lagoon.

As you can see, the level can become quite hardcore.

To conclude, we’d like to remind you all that we will be attending PAX South once again this year! Hopefully we meet some of you there. We will post an update just before PAX to tell you what’s coming up.

Cheers and we wish you all a happy holidays!

Light Fall Intro Cinematic Revealed

Hey everyone, how have you all been?

We know, we know… it’s been quite some time since our last devlog update, sorry. In the past, we tried to do at least one update every month, but the reality is sometimes you simply don’t have much to say when you are working on different things simultaneously. We also can’t reveal everything, we have to keep some surprises for when the game launches! Anyways, we are here today with several good news to share with you.

New demo coming up for our Alpha Agents backers (Kickstarter)

In a couple weeks, a Steam key will be sent to our Alpha Agents backers (Beta access) to download our newest demo. We are excited to share this new content with you guys, but also a bit nervous. We’ve introduced several new in-game mechanics and your feedback will be extremely important. We are eager to receive your opinions on the things we’ve been working on lately.

The demo itself is ready, we are simply waiting to have our US tax number activated by the IRS (we’re based in Canada) to complete the Steam process. We spoke with the IRS last week and they told us it would take 2 to 3 weeks for the whole thing to be completed.

Why Steam? We have always said that Light Fall would be available on Steam but also DRM free, and it is still true to this day. When Light Fall will be released, you will be able to either download it via Steam or directly from our website. But for security purposes and to be fair to our Alpha Agent backers, who paid to get the beta access, providing the demo on Steam is the best choice for us.

Previously, we would toss a .exe demo file to whoever wanted to try our game. The issue with this approach is that it’s quite easy to copy/access the game’s code this way and make a clone. It’s been done in the past to other games, and it will happen again, unfortunately. From now on, it will be safer for us to provide our upcoming content through Steam while the game is still in development. It’s also easier to control who actually has access to the demo this way. We hope you understand and we apologize if you dislike DRM.

Light Fall’s Intro Cinematic now on YouTube

We’ve also been working on the game’s intro, and while we’re not totally satisfied yet, we are pretty happy with this version. We hope you enjoy it and, once again, your feedback is greatly appreciated.


We also have some exclusive screenshots of our most recent level; the Lost Lagoon. This level will be playable in the upcoming demo for our backers. Hope you enjoy!

The Lost Lagoon is situated atop the highest summit in Numbra.

The Lost Lagoon is situated atop the highest summit in Numbra.

Not your typical boat ride...

Not your typical boat ride…

You will be able to control the boat with the Shadow Core.

You will be able to control the boat with the Shadow Core.

Light Fall at PAX South

Likewise, we have the pleasure to announce that we will be participating in this year’s PAX South. It will be the second edition of PAX South and we had such a blast last time that we definitely had to attend once more. PAX South was our first big exhibition and it was truly a magical experience for us so we are excited to go again. Hopefully we meet some of you guys there, don’t be shy and come say hi!

Throwback to the first edition of PAX South.

Throwback to the first edition of PAX South.

To conclude this update, we have to say that the overall development is going nicely. We have many other cool levels in the works, but hey, we can’t spoil everything right?

We will try to resume our monthly updates, and for our Alpha Agents, expect an update as soon as the Steam process is finished (2-3 weeks) linked with a key for the demo.

Cheers and have a great week!

– The Bishop Squad