Author Archive for Benoit Archer – Page 2

Light Fall: Free Update and Changes Coming up

Hello everyone!
Light Fall has been released for two weeks already on Nintendo Switch and Steam. Since then, we have been monitoring the feedback, reactions and comments from the public and the press alike. While we are pleased with the overall reception and the reviews, it is apparent that some things need to be improved to be on the same level as the rest of the game. In this case, we feel like the last boss and the way the yellow collectibles are presented both need to be changed. Let’s talk about our next Light Fall update.

While we are happy with the overall review score of the game, it indeed has flaws that need to be improved.

The Infuriating Last Boss

Let’s talk about this guy. While we will avoid spoilers for those who may not have faced the last boss yet, what we can say is that… we hear you. We agree with you. Yes, the last boss can be infuriating. Yes, he can be unfun. He takes exactly what makes Light Fall cool and throws it out the window. Simply put, the last boss in his current state does not reflect the vibe and the gameplay of Light Fall. A last boss is supposed to be the epitome of a game; it is supposed to be fulfilling, challenging and fun. Right now, it’s not. This is why we have decided to rework it completely. You read that right, we’re not merely gonna add a checkpoint or alter some values… We will bring a totally different boss to the table.

We’ve gathered a lot of feedback and also had our own ideas. Expect a much cooler fight this time around. And for those who actually liked the boss, you will still be able to challenge him in a special level in the Level Selector menu. So nothing is lost there!

The Memory Shards (Yellow Collectibles)

We’ve also received a few complaints about the way the yellow collectibles are presented in-game. A lot of people found that the text would scroll too slowly when you brought back a shard to a checkpoint. Previously, at PAX, people claimed it was going too fast… Others simply didn’t like being disturbed in-game by lore texts popping up on the screen. It became apparent that it would be impossible to please everyone with our current implementation. That is why we are thinking of a new way to introduce the lore texts.

We are still evaluating different scenarios, but we’re leaning towards the ‘Extras’ section of the menu. We would add a Collectibles section to this menu, which would allow you to scroll and read through the pages at will. In-game, a pop-up could appear on the checkpoint when you bring back a shard, telling you to hold a button to jump directly to the ‘Collectibles’ menu section. This way, people who don’t really care about the story are not impacted and people who do can easily access the pages before returning to the level.

Minor Fixes

We’ve also fixed a few minor issues already. Most of these changes will be available right away or soon on Steam. For the Switch, we will probably wait to do one big patch. You can check the patch notes below.

Version 1.0.1
– Integrated a new option in the menu to invert the sprint functionality (hold button to walk versus hold button to sprint). This way, you won’t get finger cramps while playing the game!

– Integrated a new option for windowed mode. Because, it’s 2018.

– Steam avatar and username is now properly displayed in the menu (1.0.0c5).

– AZERTY keyboard support is now available in the Options (1.0.0c4).

– Improved the framerate with VSync enabled. We’re not sure who uses VSync, but there you go!

– Fixed an infinite loading issue when a player would push to start a level multiple times. You can now spam at will…

– Removed a hole in the ground in Act 1 – Level 2 where the player could get stuck. We also fired our previous level designer because of this (we really didn’t).

– A complete revamp of the final boss (as mentioned above). Last boss should be fun and will be fun.

– A new way to read yellow collectibles in-game (as mentioned above).

– An improved and more consistent Speedrun by reducing RNG element, e.g. The blue crystals that spawn on the second boss will always spawn in the same order in Speedrun. RNG Gods have no place in Light Fall, only the Kamloops’ ones.

– Game support for more aspect ratios than 16:9. Once again, because it’s 2018.

This is it for now. Thanks for the support and if you have any feedback, please do not hesitate to get in touch with us. Light Fall remains our first game, and as such, it is far from perfect. We will continue to improve and your opinion will always be welcome.


Light Fall is Now Available on Steam and Switch!

Hello folks. Today is the big day for our small team. After four long years of work, Light Fall is finally available on Steam (PC/Mac) and Nintendo Switch. It wasn’t always easy, but we did it. At last, we can share our game with you all and it’s quite the surreal feeling. It’s a mix of excitation and numbness. I think it hasn’t sunk in yet for most of us.

The game is available worldwide for the price of 14,99$ USD (or its equivalent). We hope everything goes smoothly, but we will be actively monitoring the launch on both Steam and Switch just in case. So if you encounter any problem, please do not hesitate to reach out.

We also ask for your support one more time. If you could help us spread the word, that would be greatly appreciated. Anything helps; a review on Steam or a retweet here and there. We sincerely hope Light Fall meets your expectations, as we know you have all been waiting for a long time. It’s finally here, so go enjoy it!

If you are a Kickstarter backer, we would like to remind you that the Rewards Survey has been sent earlier this week. To receive your rewards, we need to have your survey back with all the answers. So go fill it out, if you havent already.


-The Bishop Team

OFFICIAL: Light Fall Comes Out April 26 on Switch and Steam!

Welp, there it is folks. After 4 long years of hard work, we can finally say that Light Fall will release on April 26 (next Thursday) on both Steam and Switch. It took more time than we anticipated but now it’s official: no more obstacles stand in our way. With just a week left, it’s time to spread the word, so do not hesitate to share the good news with your friends!

The wait is over: Light Fall comes out April 26 on both Steam and Switch!

Every bit of help counts and the support from the community has shown its effectiveness on numerous occasions, so please join us in our effort to raise awareness for the game. For example, you can share the release trailer below:


Turning Light Fall into a reality was not an easy task. It was our first project, and for 2 of the 3 founders, it was also our first steps in the video game industry. In hindsight, we truly had no idea what we were getting ourselves into before we embarked on this adventure. It was a roller-coaster ride but we’re very glad to have lived such an experience.

And while we had too many delays and drawbacks to our liking, we were committed to making Light Fall the way we envisioned it. Porting to a console like the Nintendo Switch, building another game mode totally dedicated to Speedrun (online leaderboards, in-game ghosts of other players, etc.) and shaping up two game difficulties obviously took a lot of time and energy. But we wouldn’t have it any other way. These things are what makes Light Fall great; they allow you to experience the game to the fullest no matter your skill level or the type of platformer you usually enjoy.


On a technical level, the game will be available on the Steam Store and the Nintendo eShop for the cost of 15 USD (or it’s equivalent) on the 26th. The game will be downloadable only, although we do have some physical copies as Kickstarter rewards. Another important thing to note is that Nintendo America will do a pre-launch sale of the game starting tomorrow (April 19)! So, if you really can’t wait to get the game on Switch, you can always pre-purchase it.

Light Fall will be available for pre-purchase starting April 19. This only applies to the NA eShop.


If you are one of our Kickstarter backers, we encourage you to pay close attention to the updates coming up until the 26th. We will do a Kickstarter survey to address the rewards as soon as we have more information on the Switch/PC versions. We still do not know if it will be possible to have a Switch-version of Light Fall for the backers, but it is an avenue we are currently exploring and working on closely with Nintendo.


There’s not much else to say than thank you, really. Your support and kind words throughout the years have been of tremendous help. We know first-hand that we’ve had quite a few delays and that things rarely went according to plan. We learned a lot on this journey and you guys honestly made it easy for us. Not once have we felt pressured by the community or have received any form of backlash for not meeting a prior deadline. For your understanding and patience, we remain eternally thankful.

We sincerely hope Light Fall meets your expectations, as we have put our heart and soul into this game. Thank you and have fun exploring the Forgotten World of Numbra.