Trading cards for Beacon of Neyda

Hello everyone, Christian here, and I have a new announcement for you.

Starting today, by playing Beacon of Neyda, you’ll have the chance to earn trading cards, badges, emoticons, and backgrounds for your Steam profile. We’re very excited to add this little bit of extra content to Steam.

More news coming soon!

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Beacon of Neyda Dev Diary #13

Welcome to a new development diary—that’s right, there’s still plenty of work ahead. My name is Christian, and I’ll be sharing our future plans for Beacon of Neyda.

Development Status


The game is currently at version 1.0.4c (on PC). Since its release, we’ve been working on various fixes and general updates. You can check out the different hotfixes and patches we’ve released on the meeting point, where we addressed some initial save issues, added support for new languages, balancing, visual tweaks, and more.

Right now, aside from minor visual and functional adjustments, our focus is on:
First, making the game more accessible. We’re working on adding a new difficulty option in the game settings, as well as a permanent outline feature to highlight both the player and enemies separately, with different color options. And finally, we’re adding key rebinding for keyboards only for now—controller options will come later.

Second, while there is replayability by repeating each scenario, we understand that after finishing the story, there isn’t much motivation to replay the game regardless of each level. Therefore, the possibility of adding a free or endless mode, where the player has more freedom not guided by overarching objectives but by survival, seems essential for our game. This will require several changes and adjustments that will take us a few months of work (yes, I know you’re hoping for it as soon as possible, but keep in mind it’s December, with various holidays, and we’re from central Argentina, where summer is about to start, and working in 38°C to 42°C heat is stifling).

What other plans do we have?

Individually, we’ve been prototyping and making progress on smaller projects. 2026 is going to be an interesting year, with at least one new title released. But based on our experience, it’s better not to bet on it, so I don’t want to guarantee it—game development can be complicated. (You already know this if you’ve been following our development diaries)

And that’s all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.

 

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Follow us in our Discord community for news and development progress.

 

Release Day! Beacon of Neyda is now available!

Today is the day, we are finally releasing our game Beacon of Neyda!

It’s now officially available on the Microsoft Store for Xbox One and Xbox Series X/S, as well as for PC on SteamGOG, and the Epic Games Store. The game has different regional pricing and will soon be available on more online stores.

Beacon of Neyda is our side-scroller micro-strategy game where you survive waves of enemies while creating your base and exploring a post-apocalyptic world to uncover its history and save humanity.

Inspired by the gameplay of the Kingdom series and Until We Die, among others, Beacon of Neyda combines vertical exploration and free-form building, making it not only a tower defense game but also a survival action game.

We hope you enjoy it. The entire Ghost Creative team is very excited about this release. Join our Discord community for the latest news and to learn about our upcoming releases on other platforms and consoles.

Beacon of Neyda Dev Diary #12

I’m back with possibly the last dev diary before launch… Christian here, and you can’t imagine how long I waited to say this.

Development Status

Since the last post, there have been some changes that made the process of finishing the game slower. The reality of being an indie game can be complicated at times, but we’ve reached the stage where we’re starting to add final translations to the game while doing the necessary revisions to make sure everything is running smoothly.

We’re fine-tuning mechanics, fixing bugs, and making some changes to the game art. This allows us to move on to the next stage, which is inviting you to fill out the form HERE for a closed test (we will select about 20 or 30 people only). We hope it will be one of the last tests before launch. I have to warn you that people who support us or supported us at some point on Patreon have a separate reservation for the test and will receive a key via DM on Patreon. So there is no need to fill out any forms for them.

But that’s not all. When we launch this closed test in the coming weeks, we’ll also be updating the demo, which remains free for everyone. As I mentioned in the previous post, this will be the final update to the demo, but it will include all the changes and adjustments we’ve made so far.

We hope that the feedback we receive during testing will be enough to make the final adjustments and announce a concrete release date.

It’s been a long road, and we’re finally reaching the end.

And after the launch… what?

So, what are our plans after launch? Several ideas and content have been left out due to a lack of funding. Our plan is to continue adding content through continuous updates, for example, by adding more gameplay options and modes. Also, possible story DLCs, with mechanics or content not included in the initial launch version.

So there will be more content after the launch. We’re also already thinking about what future project to pursue next. We have several options: finishing projects we’ve started and prototypes that exist, or starting a completely new project. We’re not sure yet, so I invite you to follow us on our social media to stay up-to-date.

And that’s all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.

 

JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.

 

Beacon of Neyda Dev Diary #11

After a couple of months, I’m back with a new development diary. My name is Christian, and I’m here to share the latest updates and a special announcement at the end.

Last Months of Development

 

That’s right, we’re finally in the last stage of development. This means we are focused on balancing the game, testing the different levels and mechanics. We’re also fine-tuning various art assets and working on a small introductory animation for the game.

This was reflected in our participation in LevelUY and CONAVI, an event in Uruguay where we reached the finals in several categories.

The Demo

As we mentioned in the previous development diary, the demo is not a priority since all our efforts are directed at finishing the main game.
The demo will receive two more updates: the first one will happen this week to integrate some visual and translation adjustments already present in the main game.
The second update will include the game’s introductory animation, making the demo complete. Outside of these two scheduled updates, the demo will not receive further support, at least until the game’s release.

Introductory Animation

What are we showing in this intro?
The beginning of all the problems, the passage of time, and the call to save humanity. Yes, quite a lot, but we can sum it up with focused art, smooth transitions, and a voice-over.
The game’s lore is important to us, but we want players to discover it on their own if they’re truly interested and willing to explore. If they simply want to play without worrying about the story, we want them to have that option. For this reason, we believe a light intro is the best solution.

Below, you can see a couple of screenshots of what you’ll be able to see once it’s finished.

Key Giveaways and Contests

The year is almost over, and you can feel it. Months of continuous work, lots of stress, good and bad things have happened, but we’re now in the final stretch of development. Two final announcements:

 

First, don’t forget to follow us on social media, especially on our Discord server. During Christmas, we’ll be giving away some keys for our mini-games and Beacon of Neyda. That’s right, winners will have their keys reserved for delivery on launch day.

Second, we’re participating in the IndieDB Top 100 Indie Games of the Year event, and your support would mean a lot! If you visit this link, you can vote for Beacon of Neyda to be part of the list. You can vote until Tuesday, December 10.

And that’s all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.

 

JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.

 

Beacon of Neyda Dev Diary #10

Welcome It’s been a while since the last dev diary, Christian here I am to clear up some doubts and announce a few things.

Let’s deal with the elephant in the room first. So yeah, we did a Kickstarter and the game didn’t meet its goal.

Does that mean the game isn’t going to be made?
Of course not, the production and development of the game continues as we had planned. But some extra things we would have liked to have in the game at launch aren’t going to be present. Maybe we can add them later via updates.

Not meeting the goal means there is no audience for the game?
Again, no, the failure of the Kickstarter is due to several factors, the main one being the poor publicity it had, since not having a marketing budget for the game and not being able to reach more people was very likely to end with that result. Another important factor is that we couldn’t give all the time necessary to be behind the campaign, since we had to continue with the development of the game.

But what will be the future of the game?
Development continues, the feedback we had on the demo from the wonderful people who joined our community, helped us to fine-tune and improve many things. So the game will be released in the coming months, the date will be announced after securing certain development milestones,

Announcement: Steam Deck and Linux support

The biggest challenge at the moment is that we don’t have the necessary hardware to test all its functions so we depend on other equipment that uses Linux systems to emulate how it works.

Currently our demo has support for Linux and is working correctly on Steam Deck according to users who were able to test it on this console.

Development Status

In terms of development we are moving forward at a good pace, despite having some delays in terms of art, but at the programming and design level we are doing well, we are going to start testing the new levels to see if the mechanics of each new level work correctly.

The demo will be updated the day after this dev diary is published, which brings with it some reported bug fixes, visual corrections and balance adjustments.

And that’s all for this dev diary. Remember to join our patreon or buy our minigames if you want to help us with the development.

 

JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.

 

Beacon of Neyda Kickstarter now LIVE!

Hi everyone! Christian here! One of the big days has arrived, our Kickstarter campaign is now live!.

The campaign

First of all, from the following link you will be able to go to the Kickstarter campaign. Remember that if you share and spread the word, it also helps us a lot.

What about rewards?

Rewards range from Early Bird discounts! to access to our previous versions of the game or the current versions with exclusive access.
You can also leave your mark or messages within the game among other rewards.

Why Kickstarter?

If our Kickstarter is successful, we will be able to carry out the base vision we have for Beacon of Neyda, without major worries. But once our base funding goal is reached, any additional funds will be used to expand upon the base game through stretch goals. These come in the form of additional features that will enrich the gameplay, giving players more to experience, expanded lore, enhanced art and sound design, and additional modes that we wouldn’t have the means to create otherwise.

If the kickstarter fails, the game will still be made but with less content, reducing the players’ experience to a certain extent and we cannot guarantee its presence on consoles other than Xbox.

Demo available now!

Hello everyone! my name is Christian and I am going to tell you about the Beacon of Neyda demo… After a few hectic weeks, I will answering some questions that you have asked me these days.

¿Why now?

Although the demo was published after our game participated in LAGS 2024 (a couple of weeks ago), it honestly did not come out in its best state and we had to make several adjustments to polish the experience, it is still somewhat rough but I think it has improved enough to be an acceptable demo, that’s why we announced it now… also preparing a Kickstarter campaign alongside the demo affected us a lot, the good news is that the demo will be available until August and maybe longer if the campaign Kickstarter has good results.

Where do I try it?​

It is available on our Steam page Here.

What now?

As for the demo, you will receive some more updates, to continue improving your experience (something that thanks to the feedback and opinions about the game that you, the players, give us, we are achieving). The next production phases of the game are still underway, such as new levels, enemies, missions, etc. (things that we will begin to share in the following development diaries). Although there are many factors, I can timidly anticipate that the game will be ready by 2025 and remember that it will be for PC and Xbox.

Can I help?

Yes, of course, your opinion and feedback on the demo is valuable, try the demo and share your experience with us, follow us on social networks and help us spread our content.
But if you’re really feeling generous you can give us a hand when we publish the game on kickstarter or help us with our Patreon.

That’s all for now, stay tuned, we will be participating in several events this month, and we may have some big announcements to make about the game.

JOIN THE COMMUNITY Follow us in our Discord community for more news and development progress.

Understanding video game development: Wishlists

In a world governed by algorithms, the success or failure of a game can depend on a simple numerical value.

This article seeks to explain to both developers and players the importance of the accumulated amount of wishlists on Steam and other similar platforms.

 

 

An sea of games

 

With the number of games available growing year by year, having a good game is no longer enough and standing out from the crowd becomes a priority for all developers. There are many variables that influence the success of a game (as well as its failure) but we are going to try to understand one of the most basic ones.

 

 

Wishlists 

 

What does this mean for the player? In simple terms, it is a means that allows you to make a reminder about a game that you visited and were interested in, which you could add to a list of possible games to buy in the future, either because that game has not yet been released or it is simply waiting for a better time to buy it (discounts, seasonal events, etc.) and you don’t want to lose it among this sea of games.

You can find this feature not only on Steam but also on other platforms.

What does this mean for the developer? It is a preview of the interest that your game can generate, a statistic that can be used to calculate possible future sales or even a number that allows you to negotiate with publishers. The number of wishlist that a game has can influence its launch and is a highly valued number.

It also has effects on the different platforms, but we are going to focus on Steam, a high number of wishlists ensure that the platform promotes the game in a “natural” way, it also allows it to be positioned more frontally at events when it is shown on the platform. “If you have many wishlists it is because many are interested and if many are interested, it will be shown to more people.”

The logic seems simple, but it isn’t all that matters, the moment and how those wishlists are achieved also affect, it should be noted that this is between “myth and reality”, because Steam assures that it is not a real factor, but according to the experience of many developers it seems so.

Let’s take a practical example, an indie game may have “100.000 wishlists” but they were collected over 5 years and during the last 3 months before launching, only “5.000 wishlists” were added, the “momentum” of the game was lost and most of those wishlists are “cold…” as a result the launch may not be as effective and that game is in danger of not having much scope.

In the next video Steam explains a little more how it handles the visibility of games.

 

 

The reality

 

As we saw, for developers the importance of players wishlists becomes essential and they are affected much more by their use. 

As players, I believe there is a certain responsibility to help the games we like or are interested in by clicking a simple button, the cost is free and we can help make that game a success.

As developers we have to understand that “wishlists” are important, but it is only one factor among many, being aware that possibly only between 10% to 30% of those wishlists become sales (with a good launch) and that hopefully throughout the life of the game we cover 50% of the total of those wishlists. There are always special cases that break with these statistics and sell much more or the conversion rate is higher but they are just that… special cases.

But then, does having many wishlists ensure success, yes or no?

No, but it does give a good base and opportunities to each game that is presented on the platform, let’s say that the greater the number of wishlists, this becomes a beacon of light in this sea of games to stand out, if they are more recent the light It will be strong, if they are very old the light will be much dimmer…

And speaking of beacon, have you already added our game Beacon of Neyda to your wishlist? No? Well, this is your chance.

Yes, I know, it was a very smooth transition, I hope you found this article of interest, I invite you to follow us on our social networks and be sure to see what other things we have on our blog, until the next article!

Beacon of Neyda Dev Diary #8

First devblog of 2024, sorry for the delays like every beginning of the year and how our last few months have been… we could say that it has been busy, new things to tell about the development and news from the studio. I almost forgot to introduce myself, I’m Christian and I’m going to tell you about all the news!

 


Technology from Neyda world


“Upon arriving on the new planet all the AI’s automation protocols came into progress and the construction of the big city began:”

With a better defined story and a deeper lore, many artistic and design decisions have been adjusted, mainly in terms of the functioning of certain things, for example the energy cores, their use throughout each map or level is going to be a lot more important since there will be a greater variety of machines that use it without neglecting its importance for the construction or improvement of new buildings.

Defining the technological level of a science fiction story can be difficult, our greatest inspiration comes from sources such as alien, cowboy bebop, Trigun among others.
We hope that the final result will be interesting for players looking for a more complex lore in their games, but for casual players, don’t worry, it still has the same game bases of base construction, defending waves of enemies and exploration.

 

(early concept)


Development Status


Progress in development is constant but having to rearrange many of the previous systems to make them more modular has taken us longer than expected. We are currently working on the new enemy spawn system, this new system will allow us greater control, choosing which points on the map can make enemies appear, with what frequency, what type and quantity, taking into account different global variables that will adjust the difficulty of the waves according to the player’s skill.

This also enables other game modes apart from the campaign, for example survival, how long the player can survive with infinite waves and limited resources? You’ll have to find out when the game is released.

Finally we confirm that most of the changes that we mentioned in the last couple of devblogs will be able to be tested in the future demo to be released, we are still defining how much it will cover and what the experience will be, but our goal is to have a free demo so that everyone can try it and give us feedback on the game.

 

(Yeah prototype of one of the enemies in 3D printing)


The Ghost Creative team


Many players see the development of a video game as something linear, which is why I have been very careful not to mention possible release dates, since being an indie studio our life is not so linear or stable (if you have read the previous devblogs or follow us from the beginning you will know it). That’s why I wanted to share a little about the team.

We are currently 6 people working on the game, mostly from Argentina, although our studio also has roots in the neighboring country of Uruguay.

We hope to slowly build the team as we finish this game. Currently looking for pixel art animators to complement the work of our wonderful artist Franco.

We are also very happy because our musician and audio specialist Leandro has taken a few weeks off due to the birth of his second daughter.

We are a small team with great ambitions, remember if you want to help you can join our community or follow us on social networks.

Remember to join our patreon or buy our minigames at launch if you want to help us with the development and thank you very much for your patience, we are finally moving forward in the way we wanted in the development of the game.

 

 

JOIN THE COMMUNITY
Follow us in our Discord community for news and development progress.