Lumis

Devlog

The first week of Lumis

October 21 to 27, 2026. One developer, day by day.

Progression and hands

The tool gets a classic glass container, and tips you swap through upgrades. Everything your hand points at gets an outline and a card with no text. A holographic research tree you tap with a finger. The fabricator, tool modules and the complete layer 2: Phaetonium, Cratenium and the Cratenium drill. Printer, forge and fabricator get a floating menu of holograms. Cables become 3D tubes, and the plug twists to lock, with a click and a vibration. Early Access scope: locked.

Going down

The material flow is decided: fuels, ores for each layer, forge, fabricator. A combustion generator arrives, and cutting plants now gives Biomass. The forge makes Steel and Glass. The underground gets layers: a 150 m crust, veins of Coal, Siderium and Quartz, halls, shafts, sinkholes and fissures, and a hard shell between layers. Each layer has its own look and sound: glowing fungi in layer 1, giant violet crystals in layer 2. And the single tool is born: a drum with physical tips.

The world comes alive

Structures show a hologram before you build them. Terrain comes in large regions: plains, plateaus, canyons, basalt. Global wind, clouds that cast shadows, sunsets, swaying grass, birds, fireflies, small critters and dust storms. Painted terrain textures and stepped lighting. The game becomes Lumis, and the studio, Cansi Software. A design decision: zero text in the world. Signs, the printer, the terminal and the tutorial now speak only with icons, bars and a ghost hand. A wrist watch with a compass. A loading screen. Ground streaming moves to the background, and the stutter when walking is gone.

The planet grows

A step-by-step tutorial. Research into VR best practices. A planet with a 1 km radius, and caves worth visiting. Wrecks with beacons and technology samples. Solar panel and battery. A mode for placing dirt. Body sounds: footsteps, teleport, breathing when air runs low. Plants drawn in batches, and foveated rendering for performance on Quest.

The longest day (53 changes)

A backpack you pull from behind your head. A printer with a physical button that sinks under your finger. The first structures: platform, material rack, base module. Terrain now loads in chunks as you walk, with biomes, mountain ranges, stone spires and mesas. A planet sky, plants, procedural sound for the tool and the wind. A start screen with a world creator. Power through cables, oxygen with an air bubble and a hose, death, day and night, saving. And the first build running smoothly on a standalone Quest 2.

A planet you can dig

The first prototype: a voxel planet built with marching cubes, gravity pointing to the center, and walking around the sphere. The first tool already digs the ground with the trigger and collects resources by color. The first material cartridge you can grab with your hand.

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