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Lu’scêrian Dogma ©

NOTICE

Development for this project is currently Shelved for later.

As my imagination tends to run wild, I over complicate shit, and in all honesty I can either make a super low budget game {that will be d@gsh^t bad} or take this dream that I have had, to it’s limits, with the support of a dedicated and well balanced team of professionals.

Same goes for Legends from the Cuboid. Both of these titles are games I wanted to create for as long as i can remember {with some obvious improvements in logic/lore and world building as the years went on}, ever since the good old days of slapping a disk into my PS1 and escaping the clutches of reality in the comfort of one of my parental homes.

Now that I’m nearing 40 years in age, its time to reset my expectations and express what I have learned in a more linear experience, with a realistic development cycle, for a solo developer.

Coming Soon; will be the webpage for ‘LFTC – CSV Stigmata’.
It is a none traditional survival horror, featuring the Protagonist; Judith Victoria Laurier. Set in the ‘Legends from the Cuboids’ Prequal Universe, pre-dating it by 21,107,504 years. {Yes that is ‘Twenty-one million, One-hundred-and-Seven thousand, Five-hundred-and-Four earth years’.
Or; 21Ma {Mega-annas(plural)} plus some change}.

Any way, moving onto a new game engine and a new chapter in my unpublished solo developer’ life. To be changed soon.

Objective

Create a game that Targets low end hardware with
the intent to expand the Core of Lu’scêrian Dogma
with story driven content and
platform specific GFX upgrades
as DLC.

During development, sell/release authored works
based on the ‘Lu’scêrian Dogma’ universe as
“Lu’scêrian Mythos” that are ‘canon’ to
retain and maintain any applicable Copyrights.

Reasonings

DLC?
Additional Staff {Audio}, Artists and Voice Actors
require financial and physical resources to employ
and/or develop. Keep in mind that the base game
should be priced very reasonably. Not to mention
that the full Alpha and early Beta phase will most
likely be an solo effort.

Expanding the base game from some DLC content?
Any future ‘Physical’ assets and ‘Mechanics’ costs
should already be covered by the Base Game
purchase and would positively impact DLC prices
for the end user.

Progress?

  1. Core Development Phase ~ Alpha Phase
    Content Quality – Basic
    • Planning ~ A1
    • Tooling & Architecture ~ A2
    • Core Development ~ A3
    • Semi-Polished ‘Early Alpha Access’ Release ~ A4
  2. Content Development Phase ~ Beta Phase
    Content Quality – Mildly Expressive
    • Open World ~ B1
    • Adventure Mode ~ B2
    • Story Mode ~ B3
    • Buffer Phase ~ B4
    • Open Beta or more likely still ‘Early Access’ ~B5
  3. Pre-Release Phase ~ Charlie Phase
    Content Quality – Progressive Polishing
    • Playtesting and Extensive Debugging ~ C1
    • Community Polling {Optional} ~ C2
    • Final Release Preparation Phase ~ C3
    • Version One Release Polish ~ C4
  4. Release Phase ~ Version One Final
    • Pop a cork?
    • Aggressive bug patching if needed
      {Don’t want this, but yeah know}
  5. DLC/Porting Phases {Multiple, if Any}
    • Use a more traditional development paradigm
    • Don’t forget the GFX DLC’s
      {May move to Beta as B6}
    • In House full ports to console, mobile, handheld.

Key: Bold is active. Struck trough is done.

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Subject To Change
Last: 24 May 2026

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Bronze Heirloom™

Digital Game and Digital Story Publications

– Content Warning: PG16 –

©2017-2026 Bruce J Boyd –
All Rights Reserved – Legal Notice

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