
FOR THE POWER AND GLORY; NOW AND FOREVER
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About

HACK, SLASH, ASCEND. Lucah: Born of a Dream is a harrowing struggle through our worst nightmares.
You have been MARKED, cursed to have your inner demons come to life as vicious Nightmares. After awakening a false god, you must atone. Traverse the hellish realm of dreams, endure the nightmare onslaught, and uncover the strength to accept yourself.

Master a deep combat system that blends ranged- and melee-action with rich customization. Explore an atmospheric world of repressed memories and unspeakable feelings. Lay waste to the Nightmares in a kinetic flurry of beautiful violence.
Striking colors and evocative linework elicit a surreal sense of ambiguity and tension.
Mix and match different Attack Mantras to create an endless variety of flashy combos.
Befriend Familiars and use their ranged magic to turn the course of battle.
Personalize your character with Virtues like slow-motion dodges, stunning parries, or vampiric attacks.
Use Rewinds to instantly retry a battle you were failing to achieve better results.
Caution! This game contains flashing patterns that might be disruptive to people with photosensitive epilepsy. See content warnings below.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Severely underrated
Wish I liked this game more than I do. Really appreciate the thematic elements & methods of storytelling here. The presentation is great too. Solid soundtrack, and while I initially had a negative reaction to the visuals, I think the way they're used really serves to complement the overall package. But the gameplay just never felt that good to me. Aggression is heavily limited by a stamina meter that never stops feeling like a huge hindrance, even at max build with heavy stamina & stamina recharge investment. Every encounter felt best handled by simply standing in front of your enemy & waiting to parry - charge attack. And thank goodness parry was so strong because there's just not a lot mechanically going on, even considering mixable attack types & virtues. Basic strings mixed with companion attacks in between is only so interesting for so long in the absence of complex attack patterns to deal with. And I never found a way to choose my target when there were multiple enemies in an encounter, which really exacerbated the issues I had with combat feel. I managed to snag the fairly rare achievement for low corruption ending on hard on my one playthrough so I don't think I'm simply misunderstanding the combat here. I'm intrigued by the world of this game & really want to dive deeper but I just don't see myself playing through another run. Think I'll just try to find some youtube content from people who enjoyed the gameplay more than I did to further explore what's going on with the story. There's a lot I really like about what's here and I feel bad about leaving a negative score for a game as ambitious as this, but I just want to offer the opinion of someone who didn't really connect with the game feel, to advise those on the fence to maybe check out what combat looks like
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English*, Spanish - Latin America*, French**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
Chalk souls with some visual novel. Beat the game on challenge difficulty on a Macbook with touchpad. The combat feels so good.
Indescribable.
Bellissimo e surreale.
Absolute cimena!
Fire
Tried it several times over last 5 or so years and I found map design to be insufferable. I really really wanted to like this game, but it just doesn't click for me. Eventually, maybe, I will give it another shot.
> High concept scribbles ## Why - Genuinely unique art style that somehow works - Combat is pretty engaging/complex - If you enjoy having absolutely no idea what's going on ## Why Not - You don't like the art-style - You hate having to do multiple (short) playthroughs for all the content ## Impressions I bought this a while ago after being drawn in by the raw, sketchy art-style then forgot about it for a while. I had some reservations about how good the actual gameply would be since enemies being collections of abstract art doesn't really lend itself to visual clarity, but I'm happy to report other than some minor clipping issues the combat is really fun. I guess I'd describe the combat as fast souls-like; you have your health/magic/stamina bars (hitting enemies replenishes magic), a dodge roll with i-frames and even a parry. Despite the faster pace stamina management matters more than something like Elden Ring, you can only get a few light attacks or a single heavy while still having stamina for a dodge. You can get Virtues (perks) which alleviate this like fully regenerating your stamina on a perfect dodge or reducing stamina use at full health, but you'll miss out on a variety of other useful Virtues to use them. You can also build your own playstyle in a way with the Mantra system (kinda like stances); you can have two active at a time and they change the way your basic attacks work, adding or reducing range/speed/power/crit or applying some special effect. These are also kind of a 'choose your own difficulty' system, especially the one you get right after starting NG+ which rapidly fires multiple shockwaves covering half the arena. And you'll be seeing NG+ if you want even the slightest clue what's happening, two big exposition dumps which give a lot of context are locked behind it. I don't mind this so much because it's a short game, but there's not really enough differences in NG+ gameplay to make it truly worthwhile. I guess that's why you get the OP Virtue, in case you just want to speedrun through for the alternative endings. Overall a very cool little game that's creative and artsy, plus it's regularly on sale for ~300yen. Definitely give it a try if the style looks interesting to you.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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