lightmatter studio · in development
Come What May
A survival sandbox in a large, quiet world. Terrain you cross on foot, weather that comes and goes, and wildlife that was here first.
A long way to walk.
Large-scale terrain — mountains, forest, coast, and a lot of ground in between. You cross it on foot, so it is built to be worth crossing.
Somewhere to come back to.
Make a place your own and head out from it. How far you get, and how long you can stay out, is most of the game.
Weather, and then more weather.
Rain, wind, and seasons that turn. The sky runs on its own and does not much care what you had planned for the afternoon.
Take your time.
It is a sandbox, not a corridor. Nothing is rushing you, and the world carries on whether or not you are watching it.
What it actually is
Large-scale terrain
Kilometres of it, built to be walked rather than fast-travelled past. What you can see from a ridge you can usually get to.
Weather and seasons
A sky and a climate that run on their own simulation, and seasons long enough to be worth planning around.
Animals with their own day
Wildlife that gets on with its own business whether or not you are there to see it. Some of it is worth stopping to watch.
The usual business of staying alive
Food, warmth, light, a roof. Familiar enough that you already know how to start, and not the part I am trying to reinvent.
The details
- developer
- Lightmatter Studio, which is one person
- engine
- Unreal Engine 5
- platform
- PC
- players
- single player
- status
- in development
- release
- no date yet. when there is one it goes here first
Nothing to play yet.
No store page, no build, no date. If you want to hear when that changes, send me an email and I’ll tell you. That’s the whole arrangement.
hello@lightmatter.studio →