First look at "Flash": the world freezes, the Queen doesn't

Hi everyone!

We've just shared this new clip and we wanted to bring it here, to the people who've been with Aeterna Lucis the longest.

A year ago we made one of the hardest decisions we've ever faced as a studio: delaying the game. It wasn't easy. We'd been working on it for years, we were ready to let it go, and suddenly we had to tell you to wait longer. But we promised ourselves that if we were going to ask for your patience, we'd use every single day to make the game better.

This clip is part of that promise.

If you watch it next to the videos we shared a month ago, you'll notice it. The movement is faster and smoother: dashing, jumping and attacking now flow into each other without breaks, so the Queen never feels stuck, even in the middle of chaos. And then there's "Flash", a brand-new ability we're especially proud of.

Picture this: you're surrounded, your health is low, there's nowhere to run. You activate Flash. The world almost stops: enemies freeze mid-attack, projectiles hang in the air. But the Queen doesn't. She stays fast and lethal, slips through the gaps and takes down everything around her before the world catches up. It's not just a way to deal more damage; it's a way out when everything goes wrong. That moment where you turn a desperate situation into the best fight of your run.

None of this would exist without you. Every day the game grows a little more, and every day new wishlists keep arriving. That support is what gave us the time to build moments like this one. Honestly, reading your comments and seeing that number go up is what keeps this small team from Toledo going on the long nights.

So now we want to hear from you:

  • Compared with what we showed a month ago, what feels most different?
  • Is there anything you'd love to see the Queen do that we haven't shown yet?

Aeterna Lucis launches December 3 on PC and consoles. If you haven't added it to your wishlist yet, it really makes a difference for us, and it's the best way to hear first about the news we have coming very soon:

👉 https://store.steampowered.com/app/2710920/Aeterna_Lucis

And if you know someone who loved Aeterna Noctis or any good metroidvania, share this with them. That's how a small studio like ours reaches new players.

Thank you for believing in this saga from the very beginning. The Queen of Light is almost here. 💛

— The Aeternum Game Studios team

u/aeternathegame — 9 days ago

Aeterna Lucis — a little Ori inspiration in our hand-drawn action platformer

Hi everyone! We’re the team behind Aeterna Noctis, and this is a short gameplay clip from our next game, Aeterna Lucis.

We’re combining precision platforming with faster movement and combat, including an eight-directional dash. This particular scene also includes a little tribute to Ori, a game we’ve admired for years.

Happy to chat about the movement, combat, or what we’ve changed since Noctis!

u/aeternathegame — 23 days ago
▲ 5.0k r/adventuregamehints+1 crossposts

We turned the look of old LCD handheld games into a modern action game — this is Future Knight

Future Knight started with a weird obsession: bringing the look of old LCD handheld games back to life.

Not just as a visual filter, but as the entire identity of a fast 2D action game.

Every level mixes that old electronic-toy feeling with fluid animation, shooting, platforming, bizarre bosses and a very strange version of 1993 Tokyo.

We released it recently, and seeing players connect with something this unusual has been incredible — it’s currently sitting at 98% positive reviews on Steam.

This video is probably the easiest way to explain what Future Knight actually is.

u/aeternathegame — 27 days ago
▲ 1.7k r/aeternathegame+1 crossposts

When Silksong announced its window, we delayed our Metroidvania by a year so Aeterna Lucis could have its own moment after years of hard work. Revealing our final release date on Sept 10th!

Hey everyone!

Back in late 2025, we were fully geared up and ready to launch Aeterna Lucis. Then, Silksong announced its release window. As a team that deeply respects Team Cherry and what they built, we also had to be realistic: a launch of that scale naturally commands the entire room. After pouring years of passion and hard work into Lucis, we wanted our game to have a real opportunity to shine on its own merits, so we made the conscious choice to delay the project into 2026.

We took that extra year and put it straight into development. Every single aspect—the visual fidelity, dynamic lighting, sound design, and core gameplay depth—has grown exponentially compared to where we were 12 months ago.

We are finally locking down and revealing our official release date this coming September 10th (so mark your calendars for the date reveal!).

We're attaching a quick clip and screenshots showing the game in its current state. Looking back, stepping back was a difficult call, but seeing how much the game has evolved, it was the right move.

How do you see it? When an indie studio takes an extra year to polish and give their game room to breathe, does it usually pay off?

If you like what you see and want to support our work, checking out the Steam page and adding it to your Wishlist ahead of our date reveal means the absolute world to us: 👉Aeterna Lucis on Steam

u/aeternathegame — 1 month ago

We completely redesigned the HUD for Aeterna Lucis! What do you think? (Plus: scale & hide options!)

Hey everyone! We wanted to share a fresh work-in-progress look at Aeterna Lucis straight from Unity.

Aside from showing off the new environmental lighting and assets, we’ve completely redesigned our UI. We know HUD preferences can be very subjective in Metroidvanias, so we added a dedicated system in the settings: you can freely adjust its scale or disable it completely for an ultra-immersive, clean screen experience.

What do you think about the new look? Would you keep it on screen, scale it down, or go completely minimalist? Let us know!

#AeternaLucis #Metroidvania #IndieDev

u/aeternathegame — 1 month ago

[Aeterna Lucis] We spent months optimizing the world streaming to ensure ZERO loading screens between biomes. How important is seamless traversal for your immersion?

Hey everyone!

One of our main design goals for Aeterna Lucis was keeping the pace unbroken. Whether you are chaining dashes through high-precision platforming or transitioning into a completely different biome, the entire world loads dynamically in real time without a single loading screen.

We had to put a ton of optimization work into making this run smoothly across PC and consoles (Steam, PlayStation, Xbox, and Nintendo Switch).

Would love to hear your thoughts: do seamless transitions enhance your immersion, or do you not mind quick loading breaks as long as the biomes feel distinct?

🎮 If you'd like to support us, checking out our Steam page and wishlisting means the world to the team!

u/aeternathegame — 1 month ago

Indie. Original. Retro. Unique. A quick look at a boss encounter in our upcoming game, Future Knight. What do you think?

Hi everyone! We are teaming up with Studio Koba to bring this retro-style project to life. The game is coming very soon and we wanted to share this snippet of gameplay with the community.

If you enjoy the art style and the retro vibe, supporting us with a wishlist helps a ton:https://store.steampowered.com/app/4235410/Future_Knight/?l=english

Happy to read your feedback and answer any questions!

u/aeternathegame — 3 months ago