Lacuna Passage is a story-driven exploration and survival game set on Mars, drawing inspiration from titles like Dear Esther, Gone Home, and even Pokemon Snap. You play as Jessica Rainer, the only survivor of the crashed Heracles mission, investigating the disappearance of the first ever manned mission to Mars. You have several tools at your disposal, but most important are your skills of observation. You will need to uncover mission logs, recorded audio files, and other physical clues left behind at critical mission locations in order to uncover the story. An interplanetary trail of breadcrumbs is waiting for you.
There are 25 square miles of open terrain around the crash site for you to explore, and in order to find the missing crew of the Hermes you won't want to explore blindly. You must carefully manage your vital resources or you will find yourself stranded in the great red wasteland with no food, water, or oxygen. Will you simply survive and wait for rescue, or will you risk your own life to find the truth? Time and nature are your enemies in Lacuna Passage.
We have returned from Steam Dev Days and boy did we learn a lot. We met some great people, attended some insightful sessions, and we have a new perspective on the remaining development for Lacuna Passage.
So, what did we take away from the experience? (Besides the amazing complimentary breakfasts and free Steam Machines...) More than anything else, we came away with a sense of reassurance. A sense that we are going in the right direction and that many of our fears are mostly unfounded. Here are some of the key points that we gained from attending Steam Dev Days:
Steam Dev Days was an incredible experience and we can't wait to take what we've learned and apply it in the months to come. Right now our next planned conference stop will be GDC where we will hopefully have a playable portion of the game. If anyone else is planning on attending, please let us know and we would love to meet up with you!
It is becoming apparent that we may not be able to provide as many behind-the-scenes details over the coming months as we have since the Kickstarter. This is due to many factors, but most importantly, we don't want to spoil things for our players. Since so much of Lacuna Passage revolves around the story we want to tell, we need to be careful that those story details are not revealed too early. We want many of our art assets and locations in the game to be a genuine surprise. What that means is that as we continue development there may be periods of time where we are unable to share what we are working on. A lack of updates will NOT mean a lack of progress. We will try to continue discussing our work as best as we can, but our visual updates may be fewer and farther between. We hope you all understand.
With that being said, we do have just a small visual preview of a large asset from our lead artist Cameron. Above is the nearly finished high poly render of the mobile drilling rig.
Back in April we posted about some of the Unity plugins that we are using to create Lacuna Passage. Since then we have started using even more plugins...
While we toil away on development of Lacuna Passage we thought we might give you a peek at some more concept art, a new shader, and our progress with...
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