Archive for Programming

Light Fall wins Best Hardcore Game at Game Connection!

Hey everyone, it’s been a while! We thought this news would be perfect to begin a new post with, so here we go… Last weekend, Light Fall won the ‘Best Hardcore Game’ award at Game Connection Europe in Paris! This win puts the cherry on top of a great few months of nominations and accolades for our game.

It’s Praise Season for Light Fall!

It all started at the beginning of this summer, when we submitted our game for the Game Connection Development Awards. We then attended the BitSummit in Japan, where Light Fall was named Title of the week in the world-renowned magazine Famitsu.

Shortly after, the game was selected in the Indie Arena Booth for Gamescom. A booth that gathered the 80 best indie games in the world. It was obviously a great honor to be among such a tremendous group of games.

After our event in Germany, we then traveled to Korea for the Busan Indie Connect Festival. There, Light Fall was nominated for Excellence in Audio, Art, Narrative and Casual, as well as for the event’s Grand Prix. Unfortunately, we didn’t end up winning in any category! However, it felt great to be nominated and showed that the game was on the right path.

Then, at the beginning of October, we got an email… We were nominated in two categories at the Game Connection Development Awards; Best PC/Console Hardcore and Best Hardcore Game. We ultimately won the latter. This means a lot to us as it is our first big award in the industry. It’s cool to see the game being well-received, even though it isn’t released yet.

David attended the gala to receive our award for Best Hardcore Game.

SFX/Soundtrack Update

We are currently finishing up our first pass for the SFX and soundtrack of the game. As we said in an earlier post, we are working with Peak Media, an agency specialized in this field. They have been very pleasant to work with and their talent truly makes the atmosphere of Light Fall much more immersive.

Right now, they are working on the remaining SFX for the last two acts of the game. After that, we will be left with the ambiance of the in-game cutscenes and a final pass to fix things here and there.

Complete PC Version Almost Done

Right now, the complete PC version of Light Fall is almost done. We are finishing up some stuff on the last boss of the game and entering the final polishing phase of production. We have been working on the game since March 2014, and it feels surreal to finally see it all in one piece. Without revealing too much, we have a few screenshots to share below.

The Vipera’s Forest: the dangerous and exotic third act of the game.

A magical elevator taking you somewhere unknown…

Puzzles… Did someone say puzzles?!

We will also need the help of our Alpha Agent backers on Kickstarter to test the entire game soon enough. A special update will be posted when we release the next beta build on Steam. You should definitely keep an eye out for that!

Starting Up Console Certifications

We decided to push back the release date to March 2018 because we wanted to launch across all the platforms at the same time. With the PC version almost complete, it’s now time to start working on the console certifications for Switch, PS4 and Xbox One. This is quite the tedious work but we are confident in our timeline and release date.

It’s an ambitious bet, but we want you guys to enjoy Light Fall on the platform of your choice! We also feel that having a multi-platform launch will help us with the press and the content creators. That’s it for today. Thanks for your continued support and stay tuned! Cheers!

Light Fall: Pushing the Immersion One Step Further

Hey everyone! First of all, we know we have been pretty quiet about the game for the past few months. It was an uncharacteristic behavior from us, as we usually try to keep the updates rolling every month or so. We’d like to apologize for the radio silence, but rest assured that it’s not because Light Fall is in jeopardy or anything of the sort. In fact, we have been quite busy with Light Fall!

We were working on so many different things at once that we didn’t have anything conclusive to reveal. But today, we’re ready to talk about several of these things. We also have news concerning the Kickstarter In-Game Rewards. You can read more about that in this Kickstarter update.

Pushing the Immersion One Step Further

Light Fall is all about immersion. We want our players to experience an emotional journey. We want them to travel to the mysterious world of Numbra and totally immerse themselves. That’s why the two core points of Light Fall have been designed for this very purpose.

Firstly, we have created the Shadow Core; a game mechanic that allows you to do as you please and explore as you want. In some way, the Shadow Core gives the players access to ultimate freedom. Secondly, we have developed an intriguing story, delivered by the grumpy narrator Stryx. The story and gameplay are both united in their immersive purpose. But we weren’t satisfied yet.

Light Fall has always been aesthetically pleasing. Now it feels alive as well.

Light Fall has always been aesthetically pleasing. Now it feels alive as well.

We went one step further and made the game itself feel much more immersive in its audio and visual aspects. The world of Light Fall has always been beautiful, but we wanted it to feel alive. Our goal has always been to make it react to the player. That’s why we have added multiple animations and interactions in the levels. Below are some examples of this new immersive world.


For the past months, we have also been working with Peak Media, an agency based locally. While Peak had mostly worked on films before, they were very excited about getting their feet wet in the video game industry. As such, they jumped at this opportunity and have decided to help us with the sounds of Light Fall. The in-game sounds are now much more professional and impactful. You can hear a few of them below.


We are very happy with the results so far and we believe these changes, when applied to the whole game, will make Light Fall much better.

Ironing Out the Last Details of Light Fall

Looking at the big picture, we are currently ironing out the last details for our complete alpha of the game. It means that, soon enough, we will be able to play the entire game from beginning to end. That also includes every cut scene, NPC and puzzle.

Last time we spoke, we said that we were working on the bosses of Light Fall. It’s with excitement that we announce that the bosses will be complete killers! Each boss brings its unique challenge and we can’t wait for you guys to face them.

For the cut scenes, we’ve also been working with the Sequence Group, based in Vancouver. With their expertise, we were able to plan the in-game cut scenes better and make them more appealing both aesthetically and story-wise.

All in all, Light Fall is progressing nicely! Right now our priority remains our Alpha version of the game, but soon enough we will start working on the console ports as well. Stay tuned as we get closer and closer to release!
-BEN

Light Fall Update: New Steam Beta!

Hey guys! It’s been some time since our last update about the game. The truth is we have been working on a new Steam build for our beta. Beta access was one of our Kickstarter rewards and it was a way for us to keep getting feedback with our fans throughout the development.

A big thanks to Ubisoft

A few weeks ago, we were offered a great opportunity by the Ubisoft team in Quebec City. They hosted two playtest sessions for our new material and it was a very awesome experience to see their playtest lab. We watched 16 testers play this new version and immediately spotted the glaring bugs and things that needed to be fixed. After the playtest, we went back to the studio and improved and fixed what needed to be done. If you were an Alpha Agent backer on Kickstarter, you can now directly test the new build in your Steam library.

We had a blast at Ubisoft's playtest lab a few weeks ago.

We had a blast at Ubisoft’s playtest lab a few weeks ago.

What’s new?

Obviously, we’re not going to leave the rest of you in the dark. Just so you know, the development is progressing nicely and the entire beta should be completed in December. Here’s a list of the new things in this version.

  • A beta version of the Prologue has been added in this build.
prologue

The prologue takes place in a mysterious setting.

 

  • We have improved several elements of the first Act, the Lunar Plain, ranging from the level design to adding new in-game narrations. All in all, this act hasn’t changed much but the changes will make it more fluid and immersive.
act1-level-design-change

Some parts of the levels have been redesigned to create a more adequate learning curve.

 

  • We’re presenting for the first time the second Act, the Marshlands of Sorrows. This act is a brand new region; new enemies, new game mechanics and new platforming elements will await the player.
act2

The player will be able to experience the second act’s beta version.

 

  •  We’ve also added in-game collectibles in every level. These in-game collectibles are not doing anything just yet, but will be lore-related in the final game. Do you think you can find them all?
collectible

Be on the lookout for hidden collectibles scattered across the levels.

 

  •  We have three brand new songs to share with you. We’ll post more about the soundtrack pretty soon but go find out in-game and you will not be disappointed!

We are excited to share this build with you guys. Your feedback, suggestions and bug reports can be sent at feedback@bishopgames.com! Your help and comments will be greatly appreciated; it will help us when we get to the polishing phase.

That’s all for now, stay tuned and thanks for your continued support.
-BEN