The Birth of a Butterfly..
Hello everyone, In this post we're going to round up recent development activity. We'll take a look at some new game play updates, take a deep dive into what we're up to behind the scenes , and revisit our advertising plans to try and give you guys a glimpse of our strategy moving forward.
It's been a busy month for everyone here at Lunar Studios, and we're just getting started. With all the love we received on our last development update, we're excited to continue to unveil some of the behind-the-scenes processes, and really lean into the amazing community you've all helped us put together. Stay tuned to the end of the post, where we go in to detail on a bit of the grander vision for Lunaris the game, and the team behind it, Lunar Studios.
Right now, however, it's time to take a look at some cool new in-game updates!
Iron Men Update
The many members of the community have reached out to us recently in regards to Iron-Men accounts. Players expressed their concerns and frustrations with the iron-man game play. The overall response being that iron-men is fun, but... too easy. The community is hungry for more of a challenge and are lusting for a true grind. We took note and considered the suggestions of everyone who took time out of their day to give us feedback, to those people we say thank you. So, here the iron-man changes we've made to better the playing experience.
We have taken the time to extremely limit the iron-man shop privileges throughout Lunaris. Bare essential shops and items will still be obtainable, however all of the "good stuff" will be up to the player to obtain! Some of the biggest shop changes to note are the home consumable shop, Range shop, mage shop, and melee shop. These shops were offing Iron-man players too much of a luxury start, and was widely expressed among iron-men enthusiasts to be unwanted. Players will notice that many of the other shops have followed suit, restricting valuable obtainables.
We will also be adjusting the iron-man purchase permissions in the donator store. Iron-men accounts will no longer be able to purchase any items or gear that will cut content, hindering the overall iron-man player experience. Iron-men will still have access to Cosmetic outfits, cosmetic rare bundles, and exp boosters ( this includes vote party scrolls ). We hope to accomplish the donator store iron permissions in the near future but is not included in this update.
Better late than never! We are excited to release Abyssal Sire. Clean, fun content that normal players and iron-men alike can appreciate. This boss has some tedious mechanics code work behind the scenes however we finally feel like we've gotten them to a respectable place to release. We know how much you guys wanted this boss, undeniable content explosion incoming... XD. Seriously tho, we are proud to finally fill that void and provide a fun boss for you guys! Abyssal Sire can only be accessed currently by using the Fairy Rings teleport system, with the code D.I.P. This boss is no slump, so make sure to watch a thorough player killing guide! There are multiple different gear setups to slay this big demon, from welfare to end game gear.
Here is a simple guide you guys can look at if needed.
Vet'ion code and mechanics have been polished. This skeletal champion has been a topic of discussion for a while now and we can finally present to you guys a better experience. We tried our best to provide accurate mechanics to give players the experience they are hungry for. Remember, pray melee and dodge those magic attacks! Vet'on can be found roaming the deep wilderness right under the Lava Dragon Isle, roughly 45 wilderness level. Vet'ion is an undead skeleton so the Salve amulet does work. Wilderness weapons are a good choice to fight this boss, particularly the Viggora's Chainmace.
Bugs & Quality of life
All slayer ring charge variants and the eternal slayer ring now give slayer experience boosts.
Added teleports to the eternal slayer ring.
Added in-game staff zone area.
These crafting recipes have been migrated to our newer crafting system -
Crystal shield (i)
Crystal bow (i)
Crystal halberd (i)
Dragon Sq Shield
Magic shortbow (i)
Ultra swag partyhat
Cap and goggles
Godsword blade 1&2
Added multi-combat zone to Fight Caves.
Revenant Ether absorption should now function when using the option on a charged bracelet.
Removed dragon key from Glod's drop table.
Deployed a potential fix for players disconnecting at the Revenant Caves.
Changed the coal bag id sold within the Motherlode Mine shop to the proper id. If you purchased it prior and have the old one contact an Admin to trade it for you.
Re-added Fight Caves to the list of multi-combat zones.
Re-coded in-game skill guides so that they can be custom configured without the need of a programmer. No skill guides have been made and pushed to live with the new system yet, with this being said the old in-game skill guides that were available are now not available.
Note: All of these changes are made with the intent to please the community. We encourage constructive criticism and would love to hear everyone opinions, questions, and concerns. Post on the forums and we will be sure to read it. Thanks again guys.
Behind the Scenes
Today, we're announcing some cool IRL updates that will impact the future of Lunaris, and the team behind it, Lunar Studios.
TLDR: The Lunar Studios team is growing, and we're committed to bring the community the best player experience imaginable. To get there, we're going to have to take a few steps back to really focus our foundations. This is going to take some time, and we hope you guys stick around for the journey. Continue reading for an in depth look at what exactly this entails.
We’re immensely grateful for the enthusiasm and creativity of the growing Lunaris community, and we’re committed to delivering a game that lives up to your expectations. That means doing everything we can to ‘level up’ as a studio, from bringing in new talent, to improving our processes, to seeking out partners who understand our mission. It’s absolutely vital to us that we act in the best interest of our team, our project, and our players.
Lunar Studios has a new home! Brandon, Sam and I (Ray) have made a huge jump to all move in together and convert my house into a Studio! We are kicking up progress and efficiency to the next level.
The goal is to spend our time as efficient as possible with the least amount of delay in order to get Lunaris where it needs to be quicker than ever before. In the near future we will start to document ourselves and our progress in the studio on our YouTube and Instagram. The team is getting the equipment and resources ready to be able to do Q&A live streams, live Dev log posts, and podcasts. We're really excited to bring you guys along with us on this journey. Stay tuned on Discord, our upcoming development logs, and our other socials for updates / content releases.
Our objective is to enhance the player experience in every field possible, and the website is a big contributor in first impressions for new users and for existing users to navigate our platform. We are moving away from the cookie cutter website templates that ourselves as well as our competition continue to use. Lets face it, they are bland and generic and the only way to improve them is by getting better art and graphics.
From the ground up, we're building a new website landing page, forums page, and donator store. This is a huge investment that will turn into an asset, and overall will enhance the new and existing player experience further than we can comprehend. Our objective is to create a smoother log-in system and build a cohesive ecosystem within the game and the website. In the next development log we should have some sneak peaks on the early build of the website and the current progress. We are working at a steady pace on this project and will be taking feedback from players as we release previews of the content so keep an eye out!
The team is taking a step back from live game-play updates to strengthen and build out our core infrastructure. This will allow us to scale up production by smoothing out the developer on-boarding experience - allowing us to create a cohesive ecosystem that encourages quality content across the board.
Our main objectives are:
Improve the core code base
Optimize development environment core & content development
Build out documentation / tooling
This will be by far one of the biggest contributors to enhance the overall success of Lunaris, from quality production, game play, and updates. With that being said this is no small task, we have countless hours of planning and strategy into the building plans and deployment plans of a system of this stature. As always we will keep the community updated and informed on the progress of these changes as time goes on. In-game updates will still be present, however we will be shifting the majority of our man power to the development of this new system. In that, we can confidently hire developers of all skill levels and be sure that they have the best experience possible to perform.
We've recently paired up with an Art Studio to help level up the creative bar of the Lunaris ecosystem. Here's just a few of the things we have planned:
Social Media posts for Instagram, Twitter, etc.
Custom 3D models
Thanks for reading our latest progress update! We know that the process of build a quality game does not happen over night, a lot of blood, sweat and tears get put into building the foundation of a great game. We are working harder than ever to transcend past the rest, and evolve from the caterpillar we are into the butterfly you all want us to be! You can expect our next blog post on Thursday May 21st. In the meantime, keep an eye on our official Discord , and social media feeds over the coming days - this blog isn't the only place you can see some new Lunaris material!