Cute characters and big worlds can be a cozy combination with Luminids
I love to check out the work that independent developers are doing because they often have fewer self constraints when it comes to being creative, innovative, or just having fun. And one of the best ways to find out what they’re working on is to ask them directly! With Hello, Indie! I’ll be popping in to say “Hello!” to the devs and ask about their latest projects.
Each mini-interview is a series of the same-ish questions that I hope bring a little insight into the developer, their project, and what we can look forward to. This week I’m excited to chat with Nick Jacob, a solo dev who’s been spending the last year putting together a neat little game that lets us both build big and get up close with some pretty adorable little characters.
Hello, Nick!
Who are you, and where are you (or your studio) located?
I’m Nick Jacob, an independent developer based in Cambridge, England, and the founder of Luminids Studios.
I’ve spent much of my career working in technology and software engineering, but I’ve always wanted to build something of my own. Something creative, something that people could genuinely connect with. Luminids is my first major game project, and I’ve been building it independently, doing everything from the programming and worldbuilding through to the characters, gameplay systems and design. I want to make more Luminids games! It’s been quite the journey!
What’s the name of your game or project?
It’s called Luminids!
If you could summarise your game/project in a 140-character tweet, how would you describe it?
“Build a home for tiny creatures with lives of their own. Watch them grow, make friends and discover a beautiful living voxel world.”

What are you trying to achieve with your game? Is it specific gameplay? Style? Homage to another game?
I wanted to build a world that felt genuinely alive, but without the pressure that so many games put on the player.
Luminids is a peaceful colony-building and life-simulation game where you’re looking after these tiny, curious little beings. They have personalities, form relationships, grow up, learn things and gradually build lives of their own. You can build settlements, explore, farm, fish, cook, craft and discover a large voxel world full of different environments.
One thing I’m particularly excited about is the freedom to experience the world in different ways. You can play from an overhead perspective, planning and managing your colony, then step straight into the same world in first person and experience it alongside your Luminids. I’ve also been developing a new Colony Mode that lets players build and manage entire settlements, with a greater focus on the simulation and the lives of the inhabitants.
There are certainly elements that people might recognise from games like The Sims, Minecraft or other colony builders, but I’m not trying to recreate any of those. What interests me most is what happens when the little characters in your world aren’t just following instructions, but have memories, relationships and experiences that influence who they become.
I want people to care about their Luminids. To remember the first one they raised, the friendships they watched develop, or the little moments they weren’t expecting. And importantly, I want it to be somewhere people can just relax. No constant pressure, no punishment for taking your time. Just a lovely world you can disappear into for a while.
How long have you been working on Luminids, what platforms are you aiming for, and do you have a release timeframe?
I’ve been working on Luminids for a little over a year now, alongside full-time work for much of that time. It’s been an enormous undertaking as a solo developer. I’ve built the game using Godot, with a lot of custom technology behind the voxel world, simulation and character systems.
I’m initially targeting PC through Steam, with Steam Deck support also a priority. I’d love to bring it to Nintendo Switch, PlayStation and Xbox further down the line, although those aren’t confirmed releases yet. I’m currently aiming to bring Luminids into Early Access in March 2027.
I’ve also just launched a Kickstarter campaign to support the next stage of development, which is a pretty big moment for me!

6. The characters are extremely adorable. What motivated you to design them in this way? Where did you get the inspiration?
Thank you! That’s genuinely lovely to hear.
I always wanted the Luminids to be little creatures that people would immediately feel something for. I didn’t want them to look like traditional game characters or just another set of units you command around a map. I wanted them to look vulnerable, curious, a little bit clumsy and full of personality.
There’s something quite special about a tiny creature looking up at you with these enormous eyes, particularly when you know there’s a little life unfolding behind them. The world itself can be huge, strange and sometimes intimidating, so I loved the contrast of having these tiny, soft, light-born beings finding their place within it. A big part of the inspiration came from thinking about what makes us care about characters in the first place. It’s not necessarily how complicated they look or how much dialogue they have. Sometimes it’s the smallest things. The way they move, how they react to something, or how one creature might comfort another.
I wanted that emotional connection to be at the centre of Luminids. They’re not meant to be heroes saving the world. They’re just little beings trying to find somewhere they belong, make friends and build a life. And I think there’s something rather lovely about that.
Thanks for your time, Nick!
You can find Luminids on at the website, on Steam: https://store.steampowered.com/app/4070510/ and on Kickstarter: https://www.kickstarter.com/projects/luminids/luminids-a-calm-colony-building-journey
