Hi all,

A few people have mentioned that they get Lume crashing one in a while on some devices, so I thought I’d post something to let you know one thing which should fix the issue.

It appears that this is an issue with the amount of memory some of the devices have.  So simply restart your device (this clears the RAM), make sure no other apps are open, and then play Lume, and you should be fine.

If you’re still having problems please email us via our contact page  and we’ll do our best to help you.

Also, if you’ve come across a bug where you can complete the game early, don’t worry, an update has been submitted to the App Store yesterday which will allow you to get the whole Lume experience!  Will post here when the update is live.

Thanks to all of you who are supporting Lume during it’s first forays onto the App Store!

Luke

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We are very excited to say that Lume has now launched on iPhone, iPod, iPad and the Mac App Store.

All the hard work has been worth it, and we are very proud of this new and exciting version of  the game.

A special mention to our fantastic Developer Roger, who made this version all happen.

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We’re very excited to announce that Lume will be launching on iPhone, iPod, iPad and the Mac App Store this Thursday 23rd February.

Following on from its Independent Games Festival 2012 Finalist nomination in Excellence in Visual Arts, and its huge success on the PC, Lume brings a fresh and beautiful approach to games and has a tactility and charm perfect for the iOS devices. The iPhone4 and iPad versions now have a higher resolution than the original and look gorgeous on the devices

Luke Whittaker, Director of State of Play Games says,

“We are extremely excited about launching Lume to the iOS market. We have had fantastic feedback from fans of the PC game, it’s been great to be able to bring it to a new audience. In fact we’d designed the original with iOS devices in mind and really delighted we can finally bring it to the handheld market, it feels like a perfect home for the game.


We really went to town with the style of Lume, building a model rigged with miniature lighting and placing the character in a real setting that just feels more tactile than any we could have created with 3D software. All this shines on on these devices.


We’ve also added plenty of additional detail for iOS, new sound effects and an improved interface for touch devices. To cap it all, the iPhone4 and iPad versions are now in a higher resolution than the original PC release, and look particularly spectacular.”

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Lume is included in Indie Royale’s Valentine’s Bundle!

For the next four days, you can purchase Lume along with four other games:

  1. Zeno Clash for: steam (pc)
  2. Hoard for: steam (pc and mac)
    *BONUS* Includes individual keys for two DLC packs.
  3. Lume for: windows, mac, linux, desura, steam (pc and mac)
  4. Soulcaster for: windows, desura
  5. BONUS: Soulcaster II

The Indie Royale Bundle is a fluctuating minimum price bundle, meaning that the minimum price goes up the more people that buy it! And if people pay more than the minimum price, it reduces the price for other buyers!

So grab the Love bundle at Indie Royale quick smart, and get a piece of the action!  And a piece of the Hoarding. And Soulcasting. And Luming, if that’s a word.

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Work on the sequel to Lume is afoot. And what a foot it is. This is like the Yeti of feet. I don’t think I’ve ever been as excited about a project. Thanks to the success of Lume and everyone’s fantastic support, we think we might be able to make the sequel the game we dream of, it’s going to be bigger, more beautiful and be more puzzling – in a good way *nods apologetically at those who tried for hours to solve Lume’s cupboard lock puzzle*.

 

There has been a lot of sketchbook work on the game so far, and one of the reasons I haven’t uploaded anything is that you don’t want to see scratchy doodles from the inside of my brain do you? You do? Well, okay here’s a little something.

 

I went to see the Russian Constructivism show at the Royal Academy in London – a fantastic exhibition full of wall-high photographs of powerful, sometimes almost abstract architecture, as well as small photos and drawings of little models. After a few minutes of awestruck wandering I realised I had no way of recording what I was seeing, no cameras allowed in there, and no sketchbook on me. So I raced out of there, checking first that they’d let me back in, and got my hands on a sketchbook and pencil from the gallery shop (it was difficult to find one that wasn’t a novelty bendy one, or oversized, or, bizarrely, covered in purple fur), then spent a happy few hours making sketches of things which interested me.

 

Hopefully you can see how we’re thinking of interesting shapes and dramatic camera angles – I seem to have scribbled ‘Imagine balancing here’ on one of them. So it’s been a lot of imagining, but we’ve also been translating these things into reality recently – we’ve been making some real models. I’ll post some pictures of them next.

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