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Light of the Locked World — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

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Alive!2026-10-13Hey all, Long story short, I've been back to development of this project after being forced to work in retail for almost a year - due to lack of other income. Last 3 months I've been slowly chipping away at V1.0 release to-do list. No release date yet, but, yeah, the project has a pulse.
LOTLW Devblog #40: Aura gear2025-07-05Hey all,Game development is slowly continuing. The news this time is that the release date will remain undetermined for another month. But the game is becoming more playable by the day!The featured change in this post is "Aura gear": shortcuts to quickly access the game's features. Here are the new options available to the players:Press (key) to consume the highest healing value consumable from the inventoryPress (key) + (key) to consume the highest aura replenishing consumable from the inventoryPress (key) to swap the current weapon with another from the inventoryPress (key) to cast a set primary spell from the spell ability listPress (key)
LOTLW Devblog #39: Quality of life2025-06-06Hey all!~ For over a month now, I have been very busy doing internal testing and fixing the game's most glaring issues! In this entry, I'll share favourite of the changes I made to the game.Glaring issue #1: Game's too hard!The game's original difficulty mode is balanced around my, a developer's, personal tastes.That means for many people, it will be a tough experience, to put it lightly.And so I set out to remedy this by introducing 'Origins' or a fancy way to describe difficulty modes. There are three 'Origins': Void's Chosen:Intended for people who want an undemanding experience, with interest mainly in the storyVoid's Chosen perks will en
LOTLW Devblog #38: A quick update2025-04-28Hey all, It's been a tough few months, but I'm happy to say I've managed to get through it! The final quest in Light of the Locked World's story campaign quest series is finished! It's been a main hurdle preventing the game from being released. I'd love to say that "LOTLW Launches Globally Month/Day 2025" - but first, I need to discuss the future of Light of the Locked World with the game's publisher. Meanwhile, I'm running tests with my friends and we got a ton of ideas of how to continuously improve the game! Hope to be back with more good news soon! EDIT: Here's a few screenshots!
LOTLW Devblog #37: Towards the finale2025-01-04Hey all, I’m now a couple of months more in developing the game’s endgame area. It’s taking longer than average area because I’m throwing all my ‘creative budget’ at this one: This is *The Finale* after all. That means the endgame area is receiving an entirely new tileset, with almost nothing being copied from other tilesets, fancy animations, dozens and dozens of assets, new mechanics, and new sources of XP... I am happy to report however, that the progress done since the last update has been immense, and the exteriors of the endgame are nearly finished, I’m currently working on implementing new gameplay features. Spoiler warning: From here,
Demo update: Version 0.7.0 - And development update2024-11-07Hey all, I've just pushed a small demo update. It has a new small tutorial to help people start the game properly, new music, and main menu artwork. Maybe more, I honestly don't remember =P Development update for the full version SPOILER WARNING: Endgame and story spoilers. It's been a couple of months since the last development update, so I want to briefly summarize what I'm working on. Since LOTLW Devblog #36: The Stronghold, I have fully implemented the 9th story quest: Ordinary Ways. This quest introduced a new area: Contingency Point No. 1, new consumable items, a "secret boss" with a very unique reward item, and a new ability. After all
New promotional artwork!2024-08-14Hi all, We're proud to unveil the new Light of the Locked World promotional artwork! The artist for this piece is Mango Lizard, who has been making artwork for my games since 2016. Check out his ArtStation profile here >> In other news The development of the 9th main story quest has begun, I am currently working on a new area: Contingency Point No. 1! Hope to have more news soon, until then!
Demo update! Version 0.6.7: Balance changes and new audio2024-08-03Hey all, I have released a small update to the demo today! Change list: Weapon rebalance: Changed weapon stats and doubled their damage to make combat more engaging. New audio: Ambient SFX, crafting SFX, achievement SFX, door SFX, ... Better faction rewards: Locul faction items now give more health. Minor faction reputation changes: Bigger penalty for kills, Chaos faction reputation. And there's probably more I've forgotten! It's been a long while since the last demo update... Since the Steam changes, the players can now review demos, so please do that! Also, a recently updated full version of the game is currently available on my Discord ser
LOTLW Devblog #36: The Stronghold2024-07-15Hi all, The development is progressing, and 8 of 10 main story quests have been implemented. Since the last post, I've been working on a key location for the latest story quest: Order Stronghold. It is sort of a 'bonus level' full of loot, lore, adventurer marks, and a new crafting station - a worthy reward after the challenge that is getting there and an entire seven-quest chain before it. The main entrance After battling the demons of Spellscarred Desert, the player will find themselves at the steel gate of Order Tempest. The key that opens it was given to them by a princess from the previous story quest. The main building Unfortunately, yo
LOTLW Devblog #35: Spellscarred Desert2024-03-11Hey all! Haven't posted an update in a while because I was struggling to keep productivity up and I'm going through a pretty turbulent period of my life. I'm recovering from depression that made it quite difficult to do anything so making updates was a low-priority thing for a while. Despite all that, I'm pretty proud of the progress I made in 2024, it may be some of my best work. Let's get into it! The initial idea It all started with me deciding to work on the 8th story quest - Shadows That Remain. This quest is supposed to take place in a stronghold somewhere in the lands ravaged by the King's Spell, So I thought it would be cool to create
The development resumes!2023-12-09Hi all, As Magic of Spring - my other game - is going on hold, I am slowly returning to the rhythm of working on Light of the Locked World. It's been two very long years and I'm excited to be back to this project! For the next few months, I will be making three final quests in the game's story campaign - this will include new items, new enemy types, one new large area, a final boss, and so much more! After the story campaign, the largest of the remaining tasks will be the Classes 2.0 update. I am planning to give every class a talent/perk/skill tree and fill them with interesting nodes. The development blog should also resume shortly, so keep
Happy new year!2023-01-03Hey all, Happy new year! It is sort of a custom at this point to write something about my plans for the upcoming year. So, this year I am planning to be finally done with the adventure that was the development of Magic of Spring. That means I am finally coming back to Light of the Locked World! My head is full of ideas for the game - I am planning to simplify the structure of the game's story campaign and squeeze several planned quests into one to finish the game faster. I also want to implement the Arena: A place for the players to duel. This will come with an entirely new way to play LOTLW: Arena Mode, in which players have to duel in the A
Small Moons: Beyond the Gate and other games2022-11-21Hey all, Just wanted to share links to games I am currently working on right now. Beyond the Gate I recently added this game to Steam: I plan to release it early next year. It's a small game I made years ago - I decided to update it and release it on Steam. https://store.steampowered.com/app/2152950/Beyond_the_Gate/ The graphics of Light of the Locked World are partially inspired by this game ^_^ It is an RPG (ARPG?) with loot and other procedurally generated content. Magic of Spring Magic of Autumn's sequel - a card game and RPG hybrid with a conjuring mechanic: Turn everything in the game's environment into playable cards. https://store.ste
Magic of Spring: Demo is now available!2022-02-21Hello everyone! As mentioned earlier, I am working on a new game, Magic of Spring. I'm happy to say that the development is going well and that a demo version is available now! The demo can be downloaded from the Magic of Spring Steam page: https://store.steampowered.com/app/1786910/Magic_of_Spring/ I am hoping to be finished with Magic of Spring in the coming months and come back to working on Light of the Locked World in the summer. Until then!
Magic of Spring: A new game by Small Moons2021-10-20Hi all, As I've mentioned earlier, the LOTLW development is paused at the moment. The reason for that is that I'm working on a different game. Normally I wouldn't start a new game while the previous one isn't finished, but I made an exception for that game because it's a "now or never" situation. Anyway, that game is Magic of Spring! It is what I've been calling a card adventure game - there is a story, a world to explore, deckbuilding, and a lot of card fights. I've been working on Magic of Spring with extremely skilled Minho Kim and Bert Cole. Bert Cole composed the music for Sector Six and Light of the Locked World, so you know he's good =
Demo update! Chinese and Japanese languages added, Tokyo Game Show 20212021-10-01Hey all, The big news is that Light of the Locked World has a publisher now - WhisperGames! Thanks to WhisperGames, Light of the Locked World's demo has been translated to Simplified Chinese and Japanese. WhisperGames have also brought the game to the Tokyo Game Show 2021! We hope that all of this will help the game reach more people than ever and we welcome the new fans. Have fun!
Small Moons, Zuurix's game studio + LOTLW development update2021-07-06Hi all! A small update for those wondering what's going on: Small Moons is a studio created by me, Zuurix a.k.a. Aivaras Klimas. I've created it in case I'll want to expand in the future and because saying that these games are made by me isn't entirely correct. Two of my biggest games are made with the awesome Bert Cole of Bit By Bit Sound. Please follow Small Moons creator's page to be updated about new game releases: Link >> Also, I have some bad news for those waiting for Light of the Locked World: The development of this game has been paused by at least 6 months. I will have more news about that in the future, and these will be some prett
We are at MGN!2021-05-28We are going to join the MGN Indie Game carnival online on May 31, 2021, at 5:00 (PST)! Steam event link: https://store.steampowered.com/sale/mgn Event Stream: https://live.acfun.cn/live/934542 MGN is an online conference focus on indie games, hosted by @Steamparty and collaborated between STEAM and ACFUN, we are aiming to bring more exciting games to Chinese players. Event process (PST): May 31, 4:30 – Warm-up phase May 31, 5:00 – Online conference May 31. 7:00 – Demo showcase Despite being streamed, all videos will be pre-recorded and edited to ensure the best performance. Don’t worry if you missed the show! We will upload all content on AC
Demo update! Version 0.6.0: Small changes2021-05-14Hey all, I've just updated a demo with a bunch of minor changes. For those who might have saves made in the previous demo version: Please start a new save. The old one will probably immediately crash because of engine changes in the new version. Have fun and see you all in July when LOTLW might have a big beta test =]
LOTLW Devblog #34: Adventurer class2021-04-18In this entry: Making Adventurer class. April 6 Before I start working on the new class, I still have a few unfinished things I have to take care of. Today I have been making final improvements to the town of Siw. The biggest change is that I've improved the contrast of Siw's tileset: April 7 I've been fixing glitches and minor issues today. Also done a few balance changes: - Reduced character starter health. - Reduced Mage equipment health bonuses. - Reduced "No Smoke Without Fire" quest class level requirement to 12 from 20. The health was reduced to speed up the combat. This will probably require further tweaking. April 8 I did some testin
LOTLW Devblog #33: Western settlements2021-04-04In this entry: Spore demons, making western settlements: Siw, Western Trilith. March 18 Started working on spores today: Made sprites for idle and attack animations. Spores originate from worker demons - occasionally they become aggressive and no longer suitable for their intended purpose. They are common near industrial centers that "employ" large numbers of worker demons. Thousand Towers in Rannah's Domain is such a center. Spores are encountered in Rannah's Domain events and they can spawn in swarms of up to six demons. March 19 Spores have been implemented! They are quite unique enemies: They only use the "Strike" ability to attack, but t
LOTLW Devblog #32: The West2021-03-13In this entry: Making western Rezelot areas - Rannah's Domain and Silver Fields. February 28 The work on western Kayos starts with an overworld area with an internal name of the West: An area that combines Lockfall, Rannah's Domain, and Silver Fields locations. Today I've made most of its graphics. March 1 Graphics are now complete, it's time to work on gameplay! The current plan is to have up to 6 overworld events active in the West: 3 in Silver Fields and 3 in Rannah's Domain. Events in Rannah's Domain will be for low-level players: They will contain rogues with timeworn weapons and low-level demons called spores. The reason why players wou
LOTLW Devblog #31: Story continues2021-02-22In this entry: Finishing work on Luma and resuming work on story quest chain. February 3 At the end of January, I was participating in Global Game Jam. After it was over, I took a few days to rest, and today I was back to development. I have implemented Luma city guards and merchants. February 4 Made little progress today - began implementing the rest of the needed NPCs. February 5 NPCs, new matter kilns, and a way to gain Luma's reputation have been implemented! All's that left for this part of development is to fix bugs and make some minor engine improvements. February 6 Today is the day! I have made a bunch of screenshots of the final Luma
LOTLW Devblog #30: New items2021-01-28In this entry: Adding 100+ new items. January 11 I've actually managed to make pretty much all of the required sprite sheets. I've expected to be making sprite sheets for a few days, but I've done it in a day. It's a good feeling - and it's twice as good when I know that for a while I will be doing only exciting tasks! Creating sheets is quite tedious. January 12 Added new items to the item database, so I could see how they look in the game. Looking at them in the game revealed many tiny graphical issues. January 13 Spent the day fixing the many tiny graphical issues. January 14 Finished working on equipment graphics! It's all looking correct
LOTLW Devblog #29: Items and interiors2021-01-09In this entry: Finishing Luma and starting the next task: Adding 50+ new items to the game. January 3 Added new city assets: - Decorative ferns. - Trash cans. - Merchant stalls. - "Store" sign. - Wall plaques. - Inn sign. It'll look better when NPCs will be added. January 4 With street numbers, sturdy benches, variations of pavement tile, and building shadows added, Luma's exterior is complete! Incredibly happy with how it looks! Now it's the for the interiors. Hopefully, it won't take very long - the interior space is much smaller than the exterior. The library interior is done: I've also finished placing the floor and wall tiles in all buil
LOTLW Devblog #28: Luma2021-01-02In this entry: Building Luma, Light of the Locked World's first city area, a high-level hub. December 18 Started the work on Luma. Just went through my notes about the city a couple of times, made a rough sketch of the place. Luma timeline: Year 90 First inhabitants come to the shores of the abyst-rich bay and begin lifting. A haphazardly constructed town of wooden buildings and dangerous abyst lifting docks appears. Year 103 First fire. Luma almost completely burned down. Year 104 Second fire. Year 104 The City Council established. The first constitution was written. The most notorious of the new laws was the Stone Law which prohibited the c
LOTLW Devblog #27: In the meadows2020-12-18In this entry: Eir Meadows, event system. December 8 Today I have finished implementing kill messages: They are important to show the outcomes of fights, especially when the fights are happening offscreen between NPCs. As a bonus, they show the character names. With that out of the way, I have uploaded version 0.5.4 to my Discord server and started working on version 0.5.5: Eir Meadows! To be able to make the city of Luma, I need to implement Eir Meadows first. Eir Meadows is going to be a large overworld area. With Eir Meadows I'll also add the encounter system which will make overworld areas very interesting. Basically, whenever the player
LOTLW Devblog #26: Quests2020-12-07In this entry: Quests! November 17 I've been working on the cutscene. November 18 The cutscene is finished for now. Today I've been fixing various bugs with it. This was the first full workday in a while, I'm feeling better now. November 19 Today I was improving When Luck Runs Out - the first quest. Here's a list of changes: - Archer's equipment crate now contains an arc instead of a bow. - Ria now moves to a more correct position when speaking with the player. - Made minor improvements to quest's dialogues. - Replaced old events with the new moment and encounter systems. - Added an encounter: A rogue that offers to show the player a shortcut
Demo update! Version 0.5.3: Improved quests and introduction2020-11-27This update adds an introduction cutscene and improves the available story quests. Other changes: - Improved Arrow Wall ability. - Added the overworld system. - Added Deserter Flat: An overworld area between Eastern Trilith and Moonrise Desert. - Improved the start of the game: Fixed bugs, improved graphics. - Gave interactive characters overhead icons. - Archer's equipment crate now contains an arc instead of a bow. - Ria now moves to a more correct position when speaking with the player. - Made minor improvements to quest's dialogues. - Replaced quest events with the new moment and encounter systems. - The second rogue player meets is no lo
LOTLW Devblog #25: The improved development plan2020-11-14In this entry: Overworld, new story content, and changes to the development plan. November 3 Let's get right into it! As I mentioned in the previous entry, I have to change the development plan in order to complete the game faster. I want to have version 1.0 in early 2022/late 2021. That means that I have to drop more content. The content that takes the most time is areas. I've dropped a lot of areas already but just making fewer areas won't help this time. If I removed more areas, I'd have to decrease the "size" of a story as well. Can't have a global conspiracy without areas from all over the world. Luckily, I came up with a solution: Inste