Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Atelier Dreamnoid

A member registered Mar 04, 2015 · View creator page →

Creator of

Recent community posts

If you don't have it, the "Magnetic Core" upgrade is a big help for this fight. ;)

Oops! I fixed that for version 1.2.4. Thanks for the tip!

English is not my native language, so yeah, typos are entirely possible. I think I fixed a few of them, so thank you for warning me. :)

I don't use MonoGame, no.

Thanks, glad you liked it!

Yep, the gameplay code is C#, but the low-level code is C++ with SDL2 and a custom OpenGL renderer.

I did not really track development time, but I made The Lighkeeper on my spare time, and started around November of last year. Released it near the end of January. Then I updated it regularly ever since. So yeah, a few months of hard work. :)

It is a secret. Now that you have all the other items, there's a certain place you should revisit. I'm not telling which one, though. ;)

Yeah, you can't just crouch and move... initially. In true Metroid fashion, that's what the Morphball power-up is for. Keep exploring, and you will find it. ;)

Did you find the cave with the tombstones? (It's only a secret place lore-wise, in-game it's pretty easy to find. But this place does have a secret.)

Thanks for reporting me that bug. I reproduced it, and I will be able to fix it for the next version. (If you restart the game, you will be sent back to your last save point, so you should not be stuck forever.)

I'm glad you liked it! :)

I have a small custom platform layer built in C on top of SDL2 and OpenGL. Then it's all .NET with a custom ECS system. Nothing fancy, but it works very well for me. :)

Thanks! :)
I'm not sure about a Linux build. It's possible, I guess, but it would be a lot of work, and if my previous games are any indication, the vast majority of people download the Windows build anyway. And then when I update the game, I would also need to build and test on multiple platforms... To be honest, I would rather spend my energy on new content or altogether new games. But then again, who knows. It may happen some day. :)

Yes, I plan to add customizable button mapping in a later update. Right now, you can also use the RB trigger button to shoot. I find it easier that way. I know it's not explained anywhere... I also plan on adding a better summary of the controls. :)

I'm glad you enjoyed the game! :)

As you found out, some upgrades are completely optional. But if you finish the game with all items, you get a slightly different ending. ;)
I'm glad you liked the game! I do plan on fleshing it out and adding new areas in the future ;)

Problem 1 should be solved with version 1.0.3 :)

Thanks for the detailed report, it's very helpful! :)

For problem 1, I've seen people having trouble jumping out of the water. The character would sometimes 'stick' and you would have to press jump again to leave the surface. But I've never seen someone ending up outright stuck. I need to investigate this further...

For problem 2, couldn't you use the ladders to get up to the main hub?

Again, thank you for your feedback :)

Could you tell me how it happened? I may be able to fix it :)

Oops! I uploaded the wrong version...
The new version should be OK.
Thanks for letting me know! ;)

You can find a check list in the game itself, from the title screen.

You're welcome! :)
No need for money, knowing GrimAce is useful to you is all the reward I need :D

You can still position them by variables with them having different sizes, if you use a reference point (like the middle/bottom of the sprite).

But you're right that the trimming should be optional. I added an option to turn it off in the latest revision ;)

I had the feature on my To-Do List for a while, so I took the time to code it.

The new Revision 8 now includes a "Duplicate pose" button ;)

I opened your file using the latest version, and it looks exactly like Photoshop. But I use CS4, so I'm not sure everything's there. Is that how it's supposed to look?

I just published this version, if you want to try it for yourself :)

Sure, you can drop me an email at I will take a look at it next week :)

At least we're making some progress :)

I uploaded a new version with some bug fixes revolving around masks, but if you're using features unique to CC it may not be what you're looking for.

Could you please describe what exactly does not work with your masks? And if possible, could you please send me a PSD file showcasing those problems, so I can investigate further?


Okay, I'm back, and with a new version.

I believe the last problem was due to me taking some shortcuts with the layer groups that work with files saved by CS* but not CC. It should be fixed.
I also improved the support for the layer masks.

That being said, the adjustment layers are currently not supported. I would like to support some of them (probably levels, curves, gradient map, brightness/contrast, hue/saturation & color balance) but they're very tricky and the documentation is... not great. So it will take time, at the very least.

Sorry 'bout that, re-implementing Photoshop's renderer is no easy task, and it will take some times before everything turns out perfectly ^^'

Hmm. That one is a lot more tricky. Without access to the PSD file, my guess is that it may be caused by a layer mask. I've uploaded a new revision that should be more robust dealing with those, so maybe it will be able to load your file now, but I can't guarantee the output will be 100% correct.

I have a task on the project's Trello board to fix that for good ( but I will not be able to work on it before Tuesday, and even then, it might takes some time to get it right.


Thank you for your report. I uploaded a new version with some memory optimizations. Can you please give it another shot and tell me if your file is working now ?

Thanks :)