Blizzard, Epic Veterans Announce New RPG Studio, Lightforge Games

In the last year or two, we've seen a surge of new studios founded by long-time Blizzard veterans. Though their teams and projects are different, companies like Dreamhaven, Frost Giant, and Warchief Gaming have plenty in common beyond their Blizzard connections: a love of fantasy worlds, interest in games that bring players together, and a desire to work in a small team. Now, former Blizzard and Epic engineer Matt Schembari is joining that collective with a new endeavor: Lightforge Games.

Schembari spent over eight years at Blizzard, followed by another five at Epic Games, and his four Lightforge co-founders also represent a blend of those two company cultures. Opened alongside former Epic programmer Dan Hertzka, former Epic producer Nathan Fairbanks, former Blizzard artist Glenn Rane, and former Blizzard and Epic marketing director Marc Hutcheson, the studio opened about a year ago but has been working quietly since. It now has 11 employees, many of whom come from the same, or similar, industry backgrounds.

What is Lightforge working on? Schembari isn't saying just yet, apart from that it's something in the RPG genre. What he will say is that the team's collective experience with making social, creative games at their past companies is being put to good use:

"When you look at anything from Minecraft to Dungeons & Dragons, these are games where people come together, they have shared connectedness, they're creating a world together, they're creating a story together in a very emergent together kind of way. These are the kinds of games that we love, and we've got experience and expertise working on games like this. We all came together with a shared vision that we can rethink RPGs through the lens of social and creation."

LightforgeGames_LightRiver_Banner

One dramatic difference between Lightforge and the big studios its employees hail from is its structure: Lightforge is fully remote. Schembari tells me that this is in keeping with one of the studio's values, "Embrace empathy." Remote work, he says, is one way in which Lightforge can ensure its employees are healthier, happier people.

"There is nothing more disruptive to a person's life than to ask them to relocate for a job. We are now culturally and technologically at a point where we don't have to do that anymore. And so we made a decision from the very beginning, because most of us have relocated for jobs lots of times; it's been very disruptive. We don't want to put people through that. Let people live wherever is best for their life situation, wherever they want to live, and let's build everything from the ground up to be all remote."

So Lightforge was built with remote work as a pillar, with everything rigorously documented, video chat open all the time (but only if people want to participate), and asynchronous communications between its members, who are based in locations ranging from Hawaii, to the US east coast, to Scotland. Everyone works the hours that make the most sense to them.

[poilib element="quoteBox" parameters="excerpt=There%20is%20nothing%20more%20disruptive%20to%20a%20person's%20life%20than%20to%20ask%20them%20to%20relocate%20for%20a%20job."]

"As a silly example for myself is that when the weather is nice outside, I'll go swimming,” says Schembari. “That's just a fun thing to do. We'd go gardening on my lunch break. Having people being able to adjust their schedule based on their life situation, whatever it might be, I think is something that is very valuable to people."

I ask Schembari to dig in a little more on the "embrace empathy" mission. After all, it's a nice mission statement, but plenty of studios with harmful policies have very nice mission statements talking about caring for employees. He tells me another element of the studio's focus in this area is an interest in mental health and wellbeing.

"We wanted to make sure that everything we built was healthy and that people loved what they were doing," Schembari says. "When you've got a team of smart, creative people, they're going to be at their best when they are healthy, when they're psychologically safe, when they're able to be creative and free. We wanted to make sure from the very beginning we were building a culture that was really focused around that."

And, he continues, it goes further than that. Beyond just adhering to the "Golden Rule," he adds that incorporating empathy into Lightforge also impacts how it approaches game development, including design and accessibility.

[poilib element="quoteBox" parameters="excerpt=This%20is%20like%20the%20Seattle%20rock%20scene%20where%20you've%20got%20all%20these%20groups%20that%20could%20be%20competitors%2C%20but%20instead%20we're%20working%20together."]

"For example, UX design is a form of empathy," he says. "When you're thinking through the UX from the user's point of view, what is the player thinking? What are the players' motivations? Why are they doing this kind of stuff? So that's a form of empathy… It's really about having this focus on everything you're doing, [asking] who is the other person that's going to be impacted by this and why they are using this or why they care.

"I'm a big proponent of accessibility in games. A lot of the games I've worked on I've directly worked on the features for accessibility. Heroes of the Storm was actually a DAGER's award-winning game for accessibility and I was the lead UI engineer at the time. Of course, community is a big part of this too, so what is the community feeling? Why are they talking about a particular topic? Things like that."

Lightforge's reveal comes alongside its announcement of a $5 million funding raise supported by studios including Galaxy Interactive, NetEase, Maveron, 1UP Ventures, and Mike Morhaime's post-Blizzard endeavor, Dreamhaven. Schembari says that while Lightforge isn't a part of the internal studio network Dreamhaven is building, he speaks daily with the Dreamhaven crew.

In fact, he adds that the growing group of former Blizzard employees who have been striking out in recent years and starting new studios are becoming, effectively, their own startup community. And even though they all have similar roots, he banishes the thought that they're all competing with one another. Rather, the relationship is wholly supportive.

"Something that was a surprise to me and probably shouldn't have been a surprise is just how positive this community is," he says. "It can be really scary as a small studio, and what we've got now is, instead of just being lonely in this dark scary place, we've got this crop of all these different studios that are all starting up right now. And everyone is super collaborative and super supportive and super helpful and we're talking to each other in a very open way and a very helpful way.

"I've heard the analogy a couple of times, this is like the Seattle rock scene or something like that where you've got all these groups that could be competitors, but instead we're working together to create something better and bigger than all of us."

 [poilib element="accentDivider"] Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Blizzard, Epic Veterans Announce New RPG Studio, Lightforge Games

In the last year or two, we've seen a surge of new studios founded by long-time Blizzard veterans. Though their teams and projects are different, companies like Dreamhaven, Frost Giant, and Warchief Gaming have plenty in common beyond their Blizzard connections: a love of fantasy worlds, interest in games that bring players together, and a desire to work in a small team. Now, former Blizzard and Epic engineer Matt Schembari is joining that collective with a new endeavor: Lightforge Games.

Schembari spent over eight years at Blizzard, followed by another five at Epic Games, and his four Lightforge co-founders also represent a blend of those two company cultures. Opened alongside former Epic programmer Dan Hertzka, former Epic producer Nathan Fairbanks, former Blizzard artist Glenn Rane, and former Blizzard and Epic marketing director Marc Hutcheson, the studio opened about a year ago but has been working quietly since. It now has 11 employees, many of whom come from the same, or similar, industry backgrounds.

What is Lightforge working on? Schembari isn't saying just yet, apart from that it's something in the RPG genre. What he will say is that the team's collective experience with making social, creative games at their past companies is being put to good use:

"When you look at anything from Minecraft to Dungeons & Dragons, these are games where people come together, they have shared connectedness, they're creating a world together, they're creating a story together in a very emergent together kind of way. These are the kinds of games that we love, and we've got experience and expertise working on games like this. We all came together with a shared vision that we can rethink RPGs through the lens of social and creation."

LightforgeGames_LightRiver_Banner

One dramatic difference between Lightforge and the big studios its employees hail from is its structure: Lightforge is fully remote. Schembari tells me that this is in keeping with one of the studio's values, "Embrace empathy." Remote work, he says, is one way in which Lightforge can ensure its employees are healthier, happier people.

"There is nothing more disruptive to a person's life than to ask them to relocate for a job. We are now culturally and technologically at a point where we don't have to do that anymore. And so we made a decision from the very beginning, because most of us have relocated for jobs lots of times; it's been very disruptive. We don't want to put people through that. Let people live wherever is best for their life situation, wherever they want to live, and let's build everything from the ground up to be all remote."

So Lightforge was built with remote work as a pillar, with everything rigorously documented, video chat open all the time (but only if people want to participate), and asynchronous communications between its members, who are based in locations ranging from Hawaii, to the US east coast, to Scotland. Everyone works the hours that make the most sense to them.

[poilib element="quoteBox" parameters="excerpt=There%20is%20nothing%20more%20disruptive%20to%20a%20person's%20life%20than%20to%20ask%20them%20to%20relocate%20for%20a%20job."]

"As a silly example for myself is that when the weather is nice outside, I'll go swimming,” says Schembari. “That's just a fun thing to do. We'd go gardening on my lunch break. Having people being able to adjust their schedule based on their life situation, whatever it might be, I think is something that is very valuable to people."

I ask Schembari to dig in a little more on the "embrace empathy" mission. After all, it's a nice mission statement, but plenty of studios with harmful policies have very nice mission statements talking about caring for employees. He tells me another element of the studio's focus in this area is an interest in mental health and wellbeing.

"We wanted to make sure that everything we built was healthy and that people loved what they were doing," Schembari says. "When you've got a team of smart, creative people, they're going to be at their best when they are healthy, when they're psychologically safe, when they're able to be creative and free. We wanted to make sure from the very beginning we were building a culture that was really focused around that."

And, he continues, it goes further than that. Beyond just adhering to the "Golden Rule," he adds that incorporating empathy into Lightforge also impacts how it approaches game development, including design and accessibility.

[poilib element="quoteBox" parameters="excerpt=This%20is%20like%20the%20Seattle%20rock%20scene%20where%20you've%20got%20all%20these%20groups%20that%20could%20be%20competitors%2C%20but%20instead%20we're%20working%20together."]

"For example, UX design is a form of empathy," he says. "When you're thinking through the UX from the user's point of view, what is the player thinking? What are the players' motivations? Why are they doing this kind of stuff? So that's a form of empathy… It's really about having this focus on everything you're doing, [asking] who is the other person that's going to be impacted by this and why they are using this or why they care.

"I'm a big proponent of accessibility in games. A lot of the games I've worked on I've directly worked on the features for accessibility. Heroes of the Storm was actually a DAGER's award-winning game for accessibility and I was the lead UI engineer at the time. Of course, community is a big part of this too, so what is the community feeling? Why are they talking about a particular topic? Things like that."

Lightforge's reveal comes alongside its announcement of a $5 million funding raise supported by studios including Galaxy Interactive, NetEase, Maveron, 1UP Ventures, and Mike Morhaime's post-Blizzard endeavor, Dreamhaven. Schembari says that while Lightforge isn't a part of the internal studio network Dreamhaven is building, he speaks daily with the Dreamhaven crew.

In fact, he adds that the growing group of former Blizzard employees who have been striking out in recent years and starting new studios are becoming, effectively, their own startup community. And even though they all have similar roots, he banishes the thought that they're all competing with one another. Rather, the relationship is wholly supportive.

"Something that was a surprise to me and probably shouldn't have been a surprise is just how positive this community is," he says. "It can be really scary as a small studio, and what we've got now is, instead of just being lonely in this dark scary place, we've got this crop of all these different studios that are all starting up right now. And everyone is super collaborative and super supportive and super helpful and we're talking to each other in a very open way and a very helpful way.

"I've heard the analogy a couple of times, this is like the Seattle rock scene or something like that where you've got all these groups that could be competitors, but instead we're working together to create something better and bigger than all of us."

 [poilib element="accentDivider"] Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Star Wars Celebration Moves 2022 Dates Forward

Star Wars Celebration will now return sooner than expected. Although the next big Star Wars fan event isn't scheduled to happen until 2022, the convention organizers have announced it is moving the dates forward, from August to May. The next Star Wars Celebration was set to take place from August 18 to 21. But the Anaheim-based event has announced that it can't wait to get fans together again and will now host the event from May 26 to 29. "These new dates will provide fans with more incredible offerings to enjoy at Star Wars Celebration!" the organizers wrote on the official website. [ignvideo url="https://www.ign.com/videos/2021/03/30/star-wars-the-bad-batch-official-trailer-2"] Star Wars Celebration is an annual event for all things Star Wars. Typically, there are a few high-key reveals and announcements, along with panels and guest appearances. The 2020 in-person event was canceled because of the ongoing coronavirus pandemic. Instead of announcing dates for 2021, Star Wars Celebration felt it best to hold off until 2022. Attendees who purchased tickets for the 2020 event had the option to transfer their tickets to the 2022 show. Similarly, the move into May means some folks who already planned to go to Anaheim in August may have to change their plans. Anyone who already has tickets for the 2022 event will have them transferred to the new dates, and anyone who can no longer attend in May are eligible for a refund. Ticket refunds must be requested before June 11, 2021, and can be done so at this link. [ignvideo url="https://www.ign.com/videos/2020/09/15/the-mandalorian-season-2-trailer"] As the Star Wars Celebration 2022 event is set to be an in-person event, the organizers have announced several health measures including mandatory face coverings, even for cosplayers, temperature screenings, increased sanitation, and physical distancing protocols. 2022 is still a year away and it's unclear what the state of the pandemic will look like by then. Events taking place in 2021 are still mostly online including E3 and Comic-Con. [poilib element="accentDivider"] Matt T.M. Kim is IGN's News Editor.

Star Wars Celebration Moves 2022 Dates Forward

Star Wars Celebration will now return sooner than expected. Although the next big Star Wars fan event isn't scheduled to happen until 2022, the convention organizers have announced it is moving the dates forward, from August to May. The next Star Wars Celebration was set to take place from August 18 to 21. But the Anaheim-based event has announced that it can't wait to get fans together again and will now host the event from May 26 to 29. "These new dates will provide fans with more incredible offerings to enjoy at Star Wars Celebration!" the organizers wrote on the official website. [ignvideo url="https://www.ign.com/videos/2021/03/30/star-wars-the-bad-batch-official-trailer-2"] Star Wars Celebration is an annual event for all things Star Wars. Typically, there are a few high-key reveals and announcements, along with panels and guest appearances. The 2020 in-person event was canceled because of the ongoing coronavirus pandemic. Instead of announcing dates for 2021, Star Wars Celebration felt it best to hold off until 2022. Attendees who purchased tickets for the 2020 event had the option to transfer their tickets to the 2022 show. Similarly, the move into May means some folks who already planned to go to Anaheim in August may have to change their plans. Anyone who already has tickets for the 2022 event will have them transferred to the new dates, and anyone who can no longer attend in May are eligible for a refund. Ticket refunds must be requested before June 11, 2021, and can be done so at this link. [ignvideo url="https://www.ign.com/videos/2020/09/15/the-mandalorian-season-2-trailer"] As the Star Wars Celebration 2022 event is set to be an in-person event, the organizers have announced several health measures including mandatory face coverings, even for cosplayers, temperature screenings, increased sanitation, and physical distancing protocols. 2022 is still a year away and it's unclear what the state of the pandemic will look like by then. Events taking place in 2021 are still mostly online including E3 and Comic-Con. [poilib element="accentDivider"] Matt T.M. Kim is IGN's News Editor.

Fantastic Four: Emily Blunt Says Invisible Woman Role Is Just ‘Fan-Casting’

Marvel Studios may have confirmed a Fantastic Four movie, but at the moment we know nothing about the plot or cast of this long-awaited MCU reboot. However, we do know one thing - Emily Blunt won't be playing Invisible Woman. Appearing on The Howard Stern Show on SiriusXM, Blunt shot down rumors she's been cast as the FF's resident powerhouse. She dismisses the idea as mere "fan-casting" and downplays the possibility of appearing in a superhero movie. “That is fan-casting. No one has received a phone call,” Blunt told Howard. “That’s just people saying, ‘Wouldn’t that be great?’” [widget path="global/article/imagegallery" parameters="albumSlug=15-actors-who-almost-played-avengers&captions=true"] Blunt, who was nearly cast as Black Widow in Iron Man 2, makes it clear she has little interest in appearing in a superhero movie until she finds a character that connects with her. “It’s not that it’s beneath me,” she told Stern. “I love Iron Man and when I got offered Black Widow I was obsessed with Iron Man. I wanted to work with Robert Downey Jr.—it would’ve been amazing … but I don’t know if superhero movies are for me. They’re not up my alley. I don’t like them. I really don’t.” “It’s been exhausted. We are inundated—it’s not only all the movies, it’s the endless TV shows as well. It’s not to say that I’d never want to play one, it would just have to be something so cool and like a really cool character, and then I’d be interested,” Blunt added. This would seem to put to rest any rumors of Blunt and her husband John Krasinski headlining the Fantastic Four reboot. Though as we've seen from cases like She-Hulk star Tatiana Maslany and Hawkeye star Hailee Steinfeld, sometimes actors are forced to deny casting leaks until those leaks are finally confirmed by the studio. This rumor may not completely die out until Marvel does finally announce the Fantastic Four cast. [ignvideo url="https://www.ign.com/videos/2021/05/06/a-quiet-place-part-ii-official-final-trailer"] For now, Blunt will return to the big screen with A Quiet Place: Part II, which acts as both a prequel and sequel to the original film. A Quiet Place: Part II will debut in theaters on May 28, 2021, before heading to Paramount+ after a shortened 45-day theatrical window. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Fantastic Four: Emily Blunt Says Invisible Woman Role Is Just ‘Fan-Casting’

Marvel Studios may have confirmed a Fantastic Four movie, but at the moment we know nothing about the plot or cast of this long-awaited MCU reboot. However, we do know one thing - Emily Blunt won't be playing Invisible Woman. Appearing on The Howard Stern Show on SiriusXM, Blunt shot down rumors she's been cast as the FF's resident powerhouse. She dismisses the idea as mere "fan-casting" and downplays the possibility of appearing in a superhero movie. “That is fan-casting. No one has received a phone call,” Blunt told Howard. “That’s just people saying, ‘Wouldn’t that be great?’” [widget path="global/article/imagegallery" parameters="albumSlug=15-actors-who-almost-played-avengers&captions=true"] Blunt, who was nearly cast as Black Widow in Iron Man 2, makes it clear she has little interest in appearing in a superhero movie until she finds a character that connects with her. “It’s not that it’s beneath me,” she told Stern. “I love Iron Man and when I got offered Black Widow I was obsessed with Iron Man. I wanted to work with Robert Downey Jr.—it would’ve been amazing … but I don’t know if superhero movies are for me. They’re not up my alley. I don’t like them. I really don’t.” “It’s been exhausted. We are inundated—it’s not only all the movies, it’s the endless TV shows as well. It’s not to say that I’d never want to play one, it would just have to be something so cool and like a really cool character, and then I’d be interested,” Blunt added. This would seem to put to rest any rumors of Blunt and her husband John Krasinski headlining the Fantastic Four reboot. Though as we've seen from cases like She-Hulk star Tatiana Maslany and Hawkeye star Hailee Steinfeld, sometimes actors are forced to deny casting leaks until those leaks are finally confirmed by the studio. This rumor may not completely die out until Marvel does finally announce the Fantastic Four cast. [ignvideo url="https://www.ign.com/videos/2021/05/06/a-quiet-place-part-ii-official-final-trailer"] For now, Blunt will return to the big screen with A Quiet Place: Part II, which acts as both a prequel and sequel to the original film. A Quiet Place: Part II will debut in theaters on May 28, 2021, before heading to Paramount+ after a shortened 45-day theatrical window. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

PlayStation Working on 25 PS5 Games, Half are New Franchises

PlayStation Studios head, Hermen Hulst, says they have more than 25 PlayStation 5 games in development, half of which are new IP. As reported by Wired, Hulst says PlayStation Studios — which is comprised of development studios like Hulst's old stomping grounds, Guerilla Games, Naughty Dog, Insomniac Games, and more — has more than 25 titles in development for the PS5. Half of these 25 games are said to be new franchises. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps5-games&captions=true"] This doesn't necessarily mean that there are 25 first-party games in the works at PlayStation Studios. Games like Sackboy: A Big Adventure and Returnal were both published under the PlayStation Studios banner, but they were developed by studios not owned by Sony — Sumo Digital and Housemarque in this instance, respectively. This is exciting news nonetheless for anyone wondering what Sony is up to beyond Ratchet and Clank: Rift Apart, which is set to release next month. Some other titles have been revealed, such as Guerilla's Horizon Forbidden West (supposedly coming out this year) or even Sony Santa Monica's God of War Ragnarok, which hasn't been discussed at all really since its reveal last year. It's also known that Polyphony Digital is working on Gran Turismo 7, although that title was delayed to next year. [ignvideo url="https://www.ign.com/videos/2021/05/01/the-biggest-game-releases-of-may-2021"] Beyond those three titles, what the rest of PlayStation Studios is up to is anybody's guess. Insomniac is likely working on a full-priced sequel to Spider-Man and Naughty Dog is reportedly chipping away at a remake of The Last of Us and a multiplayer game set in the world of The Last of Us as well, but there are still many other studios working on projects unknown. In time, we'll learn what each studio is working on but for now, all we know now is that PlayStation Studios has more than 25 games in development and that half of them will be new IP, courtesy of Hulst. While waiting to see what those are, check out IGN's preview of Ratchet and Clank: Rift Apart and then read about how the new character, Rivet, is core to the game's ambitions. Check out IGN's list of the best PS5 games after that and then read our list of the biggest upcoming video games coming in 2021. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes  

PlayStation Working on 25 PS5 Games, Half are New Franchises

PlayStation Studios head, Hermen Hulst, says they have more than 25 PlayStation 5 games in development, half of which are new IP. As reported by Wired, Hulst says PlayStation Studios — which is comprised of development studios like Hulst's old stomping grounds, Guerilla Games, Naughty Dog, Insomniac Games, and more — has more than 25 titles in development for the PS5. Half of these 25 games are said to be new franchises. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps5-games&captions=true"] This doesn't necessarily mean that there are 25 first-party games in the works at PlayStation Studios. Games like Sackboy: A Big Adventure and Returnal were both published under the PlayStation Studios banner, but they were developed by studios not owned by Sony — Sumo Digital and Housemarque in this instance, respectively. This is exciting news nonetheless for anyone wondering what Sony is up to beyond Ratchet and Clank: Rift Apart, which is set to release next month. Some other titles have been revealed, such as Guerilla's Horizon Forbidden West (supposedly coming out this year) or even Sony Santa Monica's God of War Ragnarok, which hasn't been discussed at all really since its reveal last year. It's also known that Polyphony Digital is working on Gran Turismo 7, although that title was delayed to next year. [ignvideo url="https://www.ign.com/videos/2021/05/01/the-biggest-game-releases-of-may-2021"] Beyond those three titles, what the rest of PlayStation Studios is up to is anybody's guess. Insomniac is likely working on a full-priced sequel to Spider-Man and Naughty Dog is reportedly chipping away at a remake of The Last of Us and a multiplayer game set in the world of The Last of Us as well, but there are still many other studios working on projects unknown. In time, we'll learn what each studio is working on but for now, all we know now is that PlayStation Studios has more than 25 games in development and that half of them will be new IP, courtesy of Hulst. While waiting to see what those are, check out IGN's preview of Ratchet and Clank: Rift Apart and then read about how the new character, Rivet, is core to the game's ambitions. Check out IGN's list of the best PS5 games after that and then read our list of the biggest upcoming video games coming in 2021. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes  

Lumione Announced for PC and Nintendo Switch

Developer Glimmer Studio and publisher Perfect World Entertainment have announced Lumione, a colorful platformer in development for PC, and it will also be coming to Nintendo Switch at a later date. It's powered by Unreal Engine 4 and promises hundreds of levels, challenges that include traps and puzzles, and continued development even after release through DLC. Get your first look at it in the cinematic trailer above and the screenshots below. "Lumione is set in a deep-sea world that is shrouded in darkness," Glimmer says. "The people of the sea struggle in fear for all they have lost. A light appears in the darkness that sends the tiny elves in search of its source as they seek to bring light into long night." It's got kind of an "Ori but underwater" vibe at first glance, doesn't it? [widget path="global/article/imagegallery" parameters="albumSlug=lumione-screenshots&captions=true"] You can wishlist Lumione on Steam now. [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Lumione Announced for PC and Nintendo Switch

Developer Glimmer Studio and publisher Perfect World Entertainment have announced Lumione, a colorful platformer in development for PC, and it will also be coming to Nintendo Switch at a later date. It's powered by Unreal Engine 4 and promises hundreds of levels, challenges that include traps and puzzles, and continued development even after release through DLC. Get your first look at it in the cinematic trailer above and the screenshots below. "Lumione is set in a deep-sea world that is shrouded in darkness," Glimmer says. "The people of the sea struggle in fear for all they have lost. A light appears in the darkness that sends the tiny elves in search of its source as they seek to bring light into long night." It's got kind of an "Ori but underwater" vibe at first glance, doesn't it? [widget path="global/article/imagegallery" parameters="albumSlug=lumione-screenshots&captions=true"] You can wishlist Lumione on Steam now. [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.