Lumeborn: a side-scrolling fantasy MMO

Fight, tame and build in a side-scrolling fantasy MMO.

Skill-based combat with rolls, blocks and parries. Creatures to catch and raise, a homestead to build, dungeons for your party, and PvP wilds for anyone who wants the risk.

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Now in development

✦ The story

A god shattered into a world. Someone wants to put it back together.

Everything in the After, from the rain to the roots to you, is made from the light of a god that broke apart. Now one of its pieces has decided that separate lives only ever lose each other, and it's gathering everyone back into one.

You wake in Lanternroot just as the world starts to stop.

✦ What you'll do

One side-scrolling world. Everything worth doing in it.

Precise, punishing combat. Light you drop when you fall. Creatures you catch, raise and put to work. A house and a mine of your own. Dungeons built for a full party, and a PvP wilderness for anyone who wants the risk.

What makes it different

Lume

Die, and your experience stays where you fell

Every creature you defeat releases lume, the light that is your experience. When you die, part of your progress toward the next level is left on the ground where you went down. Go back and pick it up. Levels you've already reached are never lost.

Bosses

Bring friends to the big ones

The biggest bosses are the size of a hill and hit like it. One of you holds its attention, one climbs to the weak points, one keeps everyone standing. Break its stagger bar and the whole party piles in.

  • Stagger bars, not stun-locks.
  • Weak points you climb up to reach.
  • Every Calling has a job in the fight.

Fair play

No carries. No paid power.

Every road out of town checks your level. If you can't survive what's ahead, the gate stays shut, whoever is in your party. The shop sells looks, never strength.

  • Gear checks your Calling, level and stats.
  • Any mix of Callings can clear every fight.

The world

A side-scroller with a town behind it

You fight on one clear lane, so you always know what can hit you. Around it the world keeps going: stalls in front, people working behind, other players crossing further back, and routes that climb, branch and hide rooms.

✦ Combat

Precise, punishing, and yours to master

Every fight runs on the same core: roll through an attack, block it, or parry it on the beat and leave the enemy wide open. Your Calling's techniques sit on top of that, and the bosses test both.

  1. 01

    Roll, block, parry

    Roll through a swing and you're untouchable for a moment. Block it and it costs stamina. Parry on the beat and the attacker staggers open for a heavy punish. Every Calling has all three, and an empty stamina bar at the wrong moment is how fights are lost.

    A critical hit landing on a Root Tangle in Fernrift
  2. 02

    Redirect mid-strike

    A Vanguard opens with Dash Strike and, as it lands, presses again to cut into a second target: Second Vector. Returning Edge throws a sweep down the lane and brings it back, so you stand where the return will catch the whole pack.

    A spinning sword sweep hitting three enemies while an ally mends
  3. 03

    Hold the line

    A lot of fights are about protecting something. A crew is fixing a lift, a shelter is being fitted, a bridge is going up, and the pack is coming for the work. A Threadweaver stitches the rush in place outside the safe lane, or sets a straw Patchling in the gap. A Spellbinder raises a Mirror Screen and catches the caster's bolt in glass.

    A party spread across floating platforms holding off a horned creature
  4. 04

    Climb the boss

    Wear down the stagger bar, climb onto the body and go for the weak points: the joints of a shell, the winches on a storm ferry, the crown on the head of the thing that won't let the roads close. Each reach also hides a party dungeon with two wings, a mini-boss and a final boss.

    Fighting Cradleback, a giant moon snail, at a weak point on its shell
  • Parry windowsTime it right and the biggest swings become your best openings.
  • Four technique slotsChoose what goes on your bar. Everything else stays learned.
  • Solo or with friendsStory bosses scale from one player to four. Alone, NPC crews work the far switches.
  • Readable by designShapes, ground marks and sound carry every warning. Colour is never the only cue.

✦ Callings

Pick one. Mean it.

Your Calling is your combat profession, and it's for good: no second class, no swapping later. One teacher trains you all the way, in their own town, and partway up you choose the Path it takes. A safe passage from Lanternroot reaches all teachers early.

Dash Strike Second Vector Tempered Guard

Vanguard

Warrior · Weapon and shield, or a great weapon

Close the gap with Dash Strike, cut into a second target mid-swing, and carry force through the blade so the hit lands a step past its reach.

“Plant your feet. Hold the guard. Now push through the pad, not at it.”

Rovan · Foundry Practice Hall, Bellwake

Choose your Path

  1. Shieldbrand

    Masters as Anvilheart

    Weapon and shield. Takes the heavy hit and shares the guard.

  2. Sunderer

    Masters as Earthsplitter

    Greatsword, great axe or maul. Cracks the ground the fight stands on.

Shade Step Slip Cut Far Side

Veilrunner

Rogue · Daggers, sabers, throwing blades

Count the exits before the fight starts. Hook in, cut, and come out on the Far Side of an enemy before it turns.

“Choose your exit first. Then make the cut.”

Yani · The roof above The Low Hum, Highwire

Choose your Path

  1. Duskfang

    Masters as Shadowless

    Twin daggers and throwing knives. Through and gone before it turns.

  2. Razorsilk

    Masters as Silkreaver

    Curved sabers and hatchets that curve back. A flurry that keeps a crowd off.

Facet Lance Split Angle Clear Sight

Talonmark

Ranged · Bow, hunting spear, clockwork

Mark the target that matters, read where its guard is thin and put a Facet Lance through the gap. Split Angle sends a second line to its neighbour.

“Turn the sight. Put the bolt on the wooden mark, not my sleeve.”

Malco · Refraction School, Prism Harbor

Choose your Path

  1. Beastbound

    Masters as Wildcrown

    Bow and hunting spear, with a creature you raised fighting beside you.

  2. Boltwright

    Masters as Skypiercer

    Crossbow, then repeater, then crystal shooter. Clockwork, never guns.

Patch Ward Cross Stitch Briar Turn

Threadweaver

Healer · Crook staff, mender's mace, thrown needle

Patch a hit before it lands, stitch a lane shut so the pack has to go around, and tie a friend who agrees to it out of trouble.

“Hold the thread loose until you can feel where it pulls.”

Edda · Menders' Porch, Lanternroot

Choose your Path

  1. Lifestitch

    Masters as Neverfray

    Wards that soak a hit, and mends that reach two people at once.

  2. Stitchkin

    Masters as Marionarch

    Stitched Patchlings that hold the lane. A Master runs a whole court of them.

Even Tone Mirror Screen Paired Face

Spellbinder

Mage · Hand crystal, wand, crystal staff, mirror shield

Learn magic in an orchard where the rain falls upward. Hang a rune in the air, fire a bolt that strikes on the way up, and pin an enemy where it stands.

“Don't push the rain. Hold it where it is, then let it go where you meant it to go.”

Vesna · Raincatch Hall, the Lower Orchard

Choose your Path

  1. Runefall

    Masters as Worldrender

    Crystal staff. Runes rain over an area; a Master's cover the arena.

  2. Glassedge

    Masters as Mirrorsworn

    Mirror shield and hand crystal. Keeps a blow in glass and sends it back.

Reset your points or switch Paths with your teacher whenever you like. The Calling itself stays; another one means a new character.

✦ Alignment

Then give it an element

Every skill and weapon hit takes it on: the damage, the effect, the colour. You hold one at a time and can change it at your teacher, for a fee.

Fire

Cinder

Hits leave a burn.

  • Red-hot blade
  • Fire arrows
  • Fireball

Ice

Rime

Hits slow the target.

  • Frost-rimed shield
  • Freezing bolts
  • Ice lance

Lightning

Storm

Each hit jumps to one more enemy.

  • Crackling hammer strikes
  • Chain shot
  • Lightning arc

Light

Dawn

Shows weak points and hidden enemies.

  • Radiant ward
  • Piercing beam
  • Light beam

Dark

Umbra

Each hit draws a little health back.

  • Gravity slam that pulls in
  • Draining shard
  • Dark orb

Master your Path and the element goes into your title: Rime Anvilheart, Storm Skypiercer, Umbra Marionarch. Light and Dark aren't good and evil, and no fight needs one particular element. Bosses resist some and fold to others.

✦ Beyond the road

Catch it. Raise it. Bring it home.

Around the story's roads there's a whole life to build: creatures to win over, a homestead to run, dungeons that need a full party, and a wilderness where other players are the danger.

Creatures & pets

A partner that fights with its own tricks

The wilds are full of creatures, and most of them can be caught and brought home. Raise one as a pet and it fights beside you with abilities of its own, getting stronger as you train it. Every species brings something different, so the pet you raise changes how you fight.

  • Creatures to catch in every reach, from moon gliders to stone-backed calves.
  • Pets level up and learn alongside you.
  • The ones that would rather not fight have work waiting at home.

Homestead

A house, a field and a mine of your own

Build a home and put the creatures you've caught to work. They tend the crops, haul stone, dig ore out of your mine, craft at your benches and help build out the place itself. Every species is good at something different, so who you bring home decides what your homestead produces.

  • Farm, mine, craft and build.
  • Give each creature the job that suits it.
  • Furnish it however you like. It's yours.

The Deep Wilds · PvP

The deeper you go, the more it's worth

Past the last warded road lie the Deep Wilds, an open PvP wilderness. The ground is richer, the creatures rarer and the ore better. And the deeper you go, the wider the range of player levels allowed to attack you. Nothing in the story sends you there. It's for people who want the risk.

  • Opt-in. The main story never requires it.
  • Depth decides who can attack you.
  • High risk, high reward.

Party dungeons

Some doors only open for a party

Every reach hides a dungeon you can't enter alone: the Dead Letter Office, the Unlit Theatre, the Drowned Lighthouse and more. Each has two wings, a mini-boss, a final boss and a last choice that decides what happens to the place.

  • Built for 3–5 players.
  • Any mix of Callings can win. No fixed tank or healer.
  • Each one tells its own story.

✦ The reaches

reaches, one road home

Each reach has its own towns, wilderness, creatures and troubles. Some roads won't open until you're strong enough to come back from them.

Lanternroot: cottages and lanterns among giant roots and teal leaves

Levels 1–8 · Lamplighters' Undercroft

Fernrift

Your first home among the roots. Peach lanterns, upward rain, and a lamp-mender who'd love someone else to take the late shift.

Rain Orchard: domed halls among terraces of translucent fruit trees

Levels 8–16 · The Upside Cistern

Rain Orchard

Rain rises into translucent fruit. People tend trees, patch boats, and argue about who's allowed to touch a stored memory.

Prism Tides: a harbor of glass reefs and pearl steps

Levels 16–24 · The Drowned Lighthouse

Prism Tides

Glass reefs and coral workshops. Two villages describe the same stair differently, and both of them might be right.

Elsewhere Stair: paperwood roofs and hanging stairs around a market

Levels 24–32 · The Dead Letter Office

Elsewhere Stair

Paperwood roofs, parcel counters and stairs that hang from nothing. Even an impossible door needs somewhere to stand.

Clockwork Rings: Bellwake beneath a colossal broken bell

Levels 32–40 · The Bell Foundry Below

Clockwork Rings

Bellwake hangs beneath a colossal broken bell. Warm kilns, brass fittings, and an apprentice whose kettle won't whistle properly.

Velvet Eclipse: a dusky sanctuary of dark fronds and textile screens

Levels 40–48 · The Unlit Theatre

Velvet Eclipse

A sanctuary of dark fronds and warm private rooms. Some people here want company. Some want the curtains closed.

Gravity Gardens: pearl terraces and domes under a suspended sun

Levels 48–56 · The Inverted Conservatory

Gravity Gardens

Islands curve around attraction wells, and one beautiful city can't seem to finish breakfast.

The Fold: luminous mineral valleys under overlapping horizons

Levels 56–60 · The Crease Observatory

The Fold

Old observatories and narrow roads under folded horizons. That's all we'll say for now.

✦ Between expeditions

Lanternroot is home, not a tutorial

You'll keep coming back. Tavi will spot the scorch on your sleeve before you've said hello. Your Lunapuff wants somewhere to nap. The empty stall by the basket lift could be your shop. And the choices you make out in the reaches change who runs a shop, which road stays open and who's still speaking to whom.

✦ Devlog

Watch it being built

Combat tests, boss designs, painting the reaches, and the ideas we threw out. Subscribe on YouTube and you'll see each episode first.

Subscribe @lumeborn

✦ The Lantern Codex

Sign the Codex

Under Lanternroot lies a book with a page for every traveler, and whoever is written there comes back from every fall. Add your name and we'll write when the gates open, with a devlog now and then. Nothing else.

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