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Light Odyssey News

Light Odyssey - Devlog

[h2]Hello, everyone![/h2]

We’re excited to share the latest development updates for Light Odyssey.

Following the world-optimizing work we mentioned in our last post, we’ve now completely overhauled the game’s UI system. This includes a full redesign of all interface elements, including the HUD and more, which brings significant changes to the entire gameplay experience.


[h3]HUD Optimization[/h3]
We’ve been optimizing the game world for better performance and immersion. Now, with the new UI system in place, both visual and functional aspects of Light Odyssey have evolved to offer a more refined and engaging experience.

In the earlier version of Light Odyssey, players noted that the character appeared relatively small on screen, making it difficult to receive real-time combat information.
This issue was particularly noticeable with ranged weapons, which were initially balanced by adding elements like aim time. However, this system made it harder for players to assess their status during combat.


To address this, we’ve redesigned the HUD to dynamically respond to weapon status and combat situations. This allows for a more intuitive and immediate understanding of in-game conditions.

We’re also currently working on the upcoming Overdrive system. This system will be fully integrated into the HUD and clearly display its status and duration once activated.


We’ve added a new Quick Popup feature to allow faster weapon switching during combat.
Now, you can instantly swap weapons to suit the situation and continue your strategic play with greater speed and fluidity. Additional unlockable weapons and effects are also currently in development.


[h3]Main UI Optimization[/h3]

Many players who tried the demo shared that they wanted to see more of the main character, Bandi, up close. Based on this feedback, we’ve completely overhauled the main UI to better highlight the character and bring her personality to the forefront.


In this updated UI, core functions like inventory, mission objectives, and settings are now easier to access. We’ve also enhanced Bandi’s visual presence with expressive animations, improved lighting, and smooth camera transitions to add more depth and life to her character.


[h3]Monument UI Optimization[/h3]

The Monument system, which many players were curious about but also found difficult to understand, has been completely revamped.

Originally designed as a crucial checkpoint and hub in the game, the monument plays a key role in Light Odyssey. During the demo, some of its features were locked making it hard to experience the system in full.

With this update, we’ve redesigned the Monument UI and camera transitions to make the system more intuitive and visually engaging.
We’ll be sharing more details about the additional features of the Monument system in our next devlog—stay tuned!


Light Odyssey is undergoing many changes to bring you the best possible experience.
We’ll continue sharing our progress through upcoming devlogs as we move forward, step by step.

Thank you for your continued support!



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Light Odyssey - Devlog

[h2]Hello, everyone![/h2]

We’re back with exciting new development updates for Light Odyssey!
To create a more refined world and a smoother journey, we’ve revamped our systems and content from the ground up.


[h3]Game World Optimization[/h3]
We’ve completely overhauled the resource structure that was originally built for development convenience and replaced it with a more stable and optimized system. As part of this process, the loading system was rebuilt from the ground up, leading us to redesign every scene from scratch.

Each scene in Light Odyssey is crafted as a cohesive experience—combining terrain, obstacles, visual effects, background music, player spawn points, and cinematic camera work into a single seamless moment.

However, as development progressed, some scenes accumulated outdated or unused resources, leading to inefficiencies. With this update, we’ve taken bold steps to clean up these redundancies and deliver a lighter and more polished gameplay experience.


We have rebuilt the core systems to be more stable and robust. Along the way, we addressed visibility issues in some stages, particularly around player navigation. In Phase 2, for instance, we’ve added new vfx guides to help reduce confusion and make the direction of progression more clear.


We have also improved the overall boss cutscenes, enhancing our cinematic direction and making the transitions more seamless and cohesive.


[h3]Tutorial Combat Revamp[/h3]

As we’ve added new systems, the game has become richer—but also more complex. To reflect these changes, we’ve fully revamped the tutorial, making early gameplay learning feel more intuitive and natural.

We’ve also reinforced the overall structure so players can begin engaging with various challenges more quickly and smoothly.


[h3] New Theme[/h3]

This new space allows you to store precious collectibles discovered throughout the game world—or uncover secret gateways leading to new locations.


We are constantly working to improve Light Odyssey and create an even more enjoyable experience for all players.

We hope you’ll look forward to the many exciting changes we have yet to reveal.



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Light Odyssey - Devlog

[h2]Hello, everyone![/h2]

We are excited to share some development updates for Light Odyssey.

We've been working on various improvements to address visibility issues that occurred during offline game conventions and shows.
We have taken some time experimenting with the visual balance of the game while keeping gameplay considerations in mind, and we have decided to prioritize playability as the key direction for improvements.


[h3]Visibility Improvements[/h3]

We found it difficult to gauge the range of the boss's close-ranged attacks, especially the vertical strikes which forced players to dodge based on general intuition. In the improved version, damage areas are briefly displayed, and particularly dangerous and powerful attacks now flash in red.


We also improved the readability of the boss’s area-of-effect patterns so that they are no longer obscured by the boss’s body. Attack area indicators are now clearly divided into a safe zone (outer area) and a must-evade zone (center) with the latter always rendered above the boss’s body for clarity.


[h3]UI Improvements[/h3]

The in-game HUD has also been refined to feel more game-friendly.
We’ve added weapon information and a forthcoming feature called “Form of Light,” which will allow players to immediately see weapon changes during gameplay.


We’re also working on a redesign of the main menu, where players can view game objectives, status, and collectible elements (like collections) at a glance. Alongside this, we're adding gamepad support, localization, and more refinements to improve game convenience.


[h3]Boss Weaknesses[/h3]

While boss 'weakening' mechanics already existed, they weren’t intuitive.
Now, when the weakness gauge (representing the boss’s defense) is completely depleted, the boss enters a temporary “staggered” state, making them vulnerable to attacks.


In conjunction with the previously mentioned “Form of Light” system, we’re also developing elemental features that grant additional advantages during battles depending on materials that have been equipped or selected. This will further enhance the strategic depth of combat.


Lastly, we are diligently improving many aspects of Light Odyssey to bring you a more enjoyable experience.
Please stay tuned for the upcoming changes—we hope you look forward to them!

Thank you!



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Light Odyssey - New Key Art

[h2]Hello, everyone![/h2]

We are thrilled to share some exciting updates about Light Odyssey!
To kick off the new year, we’ve had the pleasure of collaborating again with the talented artist Artem Chebokha. Through this opportunity, we’d like to share the process behind the creation of Light Odyssey’s new key art.


[h3]What were the most important aspects behind the new key art?[/h3]

Sun: Light Odyssey is a game that highlights the contrast between small characters like Bandi and imposing, massive bosses. Capturing this visual contrast while emphasizing the central theme of light was crucial.

Key art plays a pivotal role in shaping the game’s first impression, so it was essential to encapsulate the theme and convey a sense of vibrancy and light in the design.

As avid fans of Artem Chebokha’s work, we already understood his strengths, which enabled us to swiftly begin discussions about the details of the art.


[h3]How did it begin?[/h3]

Sun: We wanted this key art to feel entirely different from its predecessor. While the previous version featured an intense, cool blue tone, this time, we aimed for warm tones, focusing on a colossal boss that exudes a threatening feeling.


[h3]How was the collaboration carried out?[/h3]

Sun: Having worked on key art together once before, we quickly finalized the initial sketches, and from there, we exchanged feedback via email, gradually refining the art.

Although several ideas were scrapped along the way, the process also sparked new inspiration that helped the design evolve further.


[h3]What challenges did we face?[/h3]
Sun: The biggest challenge was adapting the key art to Steam’s varied aspect ratio requirements.
Each banner on Steam has different horizontal and vertical dimensions, and we feel it is essential to maintain balanced visuals across all formats. We tackled this by fine-tuning the main colors, action depictions, and details through multiple rounds of feedback.


[h3]An Exciting Journey[/h3]

Creating key art that encapsulates the essence of Light Odyssey was no easy feat, but it was an incredibly rewarding journey.

As we move closer to launch, we look forward to showcasing even more creative and innovative work.
Stay tuned for more updates soon!



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Light Odyssey - Taipei Game Show 2025



[h2]Hello, everyone![/h2]

Light Odyssey will be participating in the Taipei Game Show 2025 from January 23rd to 26th.

We are thrilled to again showcase brand new gameplay in Taipei following last year’s event. We’re also eagerly looking forward to meeting passionate gamers at the Taipei Game Show and are excited for the wonderful time ahead.

At this year’s event, we will be unveiling a demo which features new bosses and themes for the first time. We invite you to experience the game firsthand on-site and would greatly appreciate your valuable feedback on the demo.

You can find Light Odyssey at Booth S01 in the Indie House on the 4th floor of Hall TaiNEX 1.

See you in Taiwan!


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