Apogee’s rebranding was something of a comeback for the decades-old publisher. His roots are in fast-paced games and he continues to work with developers who make fast-paced games. Turbo Overkill, a game that looks at Doom Eternal and says “it’s too slow” proves it. The company’s game selection at PAX East 2022 is very much in the same vein, save for one that it’s decided to keep under wraps. This game is Lucid, a platform game developed by one man, Eric Manahan, and it is far from the other games that Apogee presents.
Instead of a shooter accompanied by bloated music meant to send players into a kind of blood rage, Lucid opts for a calmer approach. It pulls in the same chill Celeste vibes, as well as movement from that game, while throwing players into the middle of a Metroidvania-like map.
To be clear, I couldn’t play Lucid. The game, which Eric had been developing for only a year and a half, wasn’t exactly safe for consumers. “So Apogee asked me to come to PAX East at the very last minute. I was terribly unprepared because I had pretty much ripped the game, I was fixing stuff, so I didn’t think about it. Then I got here and at noon someone asked me, ‘hey do you have a build?’ and I had to make one. I scrambled, I put one together, I attached parts together and that’s how I was able to show it.
The Lucid gameplay that I could clearly see had a lot of borrowed DNA from Celeste. The pieces that Eric put together late at night were extremely movement-oriented. By jumping and dashing through a wall, the small character controlled by Eric jumped back. This wall slam was chained to another shot through a gem and a downward slam that caused the character to bounce. By the end of his short demo, Eric was guiding this character through the levels in seconds, traversing walls and gems in all directions.

But Lucid’s core gameplay loop isn’t just about movement. According to Eric, the game will have five different biomes when it launches, each with its own legacy dungeon and boss fight. And like any boss fight at the end of a dungeon, players receive a new tool as a reward. These tools are situational and will give players new ways to fight enemies as well as move around.
Despite the emphasis on fast, combat-related moves, Lucid is still a breakaway from the other game under the Apogee umbrella that I’ve seen, Turbo Overkill. In this game you are a 100% badass guy with guns and chainsaw for leg. Carnage and death ensue. Lucid is much more subdued, a bit the opposite of anything Apogee showed. It was a tonal boost for me, going straight from a session of Turbo Overkill to seeing Lucid and his quiet art style, which Eric described as “dark, melancholic 90s pixel art.”

According to Eric, however, the game still has a long way to go. It may have been at Apogee, but he told me there was no finalized deal. “The deal is in the works. We’re talking, trying to figure it out. Hopefully we can come to an agreement, I’d like to join the family. Nothing’s signed but, you know, fingers crossed.”
Similarly, there is still a lot of work to be done on Lucid. “There’s a lot of art to do, I have musicians helping me, I have a lot of stories to write, there’s a lot of work to do but I’m ready to do it.”
More than anything, Eric is excited to flesh out the world of Lucid. He’s been teasing the game via his Instagram page for some time, which he says people are responding well to.
Eric is currently planning for Lucid to have a demo in August or September.