
LumenTale: Memories of Trey is a captivating Monster Collector RPG set in a beautiful and enchanting world. Follow Trey as he embarks on an adventure to recover his missing memories and make new ones with the Animon.
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Embark on an unforgettable adventure with LumenTale: Memories of Trey, a captivating Monster Collector RPG set in a beautiful and enchanting world.
Discover an emotional tale of self-discovery, adventure through captivating regions each as unique as their people. Join Trey as he navigates his way through a land full of mystical creatures to reveal the mystery behind his lost memories.

Long ago, in the golden era of Talea, the Emperor kept the lands peaceful, and the people prospered. After passing away without naming a successor between his twin sons, a civil war raged between the North, Logos and the South, Mythos - fighting for who would take control of the throne. The townsfolk lived in fear from the atrocities being carried out in the conflict. In a bid to stop the destruction, a part of the empire’s military became Talea’s dedicated protectors.
From the everlasting darkness of war, these people were the beacon of light that brought people hope. The Lumen were born, and as guardians in their provinces, they ensure the safety of the residents of Talea, both the people and the Animon.
Since ancient times, people have long studied the Animon. Not much is known of their nature to this day. They’re made of Anivis, an energy that flows through the whole world, and they possess the ability to affect emotions and interact with the very soul of every living being. Catch the Animon and become inseparable partners as you harness their elemental powers and battle alongside each other with your Holoken.

Test your skills with the Holoken and catch Animon in the field to recruit them to your party or initiate an incredible and exciting battle against them to prove your mettle! Every Animon can perform their own abilities and skills, and victory is achieved through using the best strategy with your team. There are around 140 known species with 13 elemental types, which are categorized with attributes depending on the emotion they're able to evoke in people.

Engage in thrilling 1v1 duels or team up for epic 4v4 showdowns with your party in battle. Level up your Animon and outsmart your opponents by using the best strategy to win. Each Animon has strengths and weaknesses for you to uncover, so use them to your advantage.
With up to 3 different ways to trade your Animon, you can effortlessly complete your collection and build the perfect battle team. Connect to the Animon Trade Station to seek the Animon you need, trade directly with friends, or the community.

While on your adventure, be sure to take a rest at the Fountain, where you’ll be able to craft useful items and cook delicious food! If you’re feeling adventurous, you’ll be able to experiment with ingredients to help nurture your Animon.
The Anispace is a place that exists and doesn’t exist at the same time. A space detached from the world as we know it. Here is where you’ll find your Animon after you capture them and where you’ll be able to train your Animon for battle. Customise their space when they’re not in your battle party and create stronger bonds with them!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
- the NPC's are morons making the story incredibly painful to listen to. - The game performs poorly at random times leading to massive lag spikes including a steam deck issue that cuts that effectively slows your character by half due to some combination of frame and processing lag. - The creatures are cool and the progression system for them seemed okay as far as i got but i wont be sticking around through the terrible story and boring fights to see if that gets better or not.
please patch korean subtitle
The game is pretty, the monster designs are cute, the art is great and the concept for the protagonist is interesting. unfortunately that's all this has. The battle system seems neat at first but I've spent the last 5 hours spamming the same AOE move with a Horrens boost on it to ignore resistances and turn super effective if it would kill, which it almost always will since it's easy to accidentally overlevel yourself on random encounters. This is made worse by how long it takes for battles to start and for enemies to die after they get hit making the constant OTKs into a slog. Enemies know and exploit your elemental weaknesses immediately, but you need to spend 2 turns getting that information about them. Speaking of information gathering, you cannot learn anything about a mon you already have. instead you need to encounter it in the wild again, then spend multiple turns scanning it. this includes learing about evo information. But none of that compares to the god awful crafting and loot system. The game will drown in you in single pickups of ingredients, but those ingredients are only useable in recipies which need on average 2-4 of a given ingredient. And those recipes can either be obtained by experimenting randomly or buying them, you don't start with any. BUT THERE'S NO WAY TO CHECK WHAT RECIPES YOU CAN MAKE WHILE AT SHOPS IN WHICH YOU CAN BUY INGREDIENTS. There's a recipe dex, but it only has the names of the end result and pictures of ingredients NOT THE EFFECTS. when you make camp you can see the effects but NOT the ingredient names and in your inventory or the shop you can ONLY see the ingredient names. and the end result of all this trouble is just the kind of stat boosting items or capture items you could get in other monster tamers without all this trouble. but since you have an overleveled team that ignores resistances and there aren't many monsters to catch in any given area NONE OF THE ITEMS YOU CAN MAKE OR FIND MATTER at least within the first twelve hours. which means there's not much reason to actually explore off the beaten path. Lastly, despite having an interesting setup for the story it's actually just a bunch of poorly executed cliches they don't even TRY to match with the gameplay. I had a beggar in a prison ask me if I had literally any food and I could only give him a specific type of pasta. I had a fight that was intentionally overleveled with a boss super effective against all the mons I had ever seen except ONE and when it kicked my ass because I had been intentionally trying to avoid overlevelling I went back (abandoning a lost child in a burning city), remade my team, beat said boss only for the game to make you LOSE ANYWAY. the game makes a big deal about you having a manager but she never actually handles any managerial task. I had a character up for a trial for a crime he didn't commit and their climactic speach of the arc was that he shouldn't be punished for the crimes he DID commit but WASN'T on trial form, which somehow changes with judge's character entirely. they try to do a moral choice thing with trey but every one I saw was "kill this character for no reason" vs "don't". TL;DR: the battles are either trivial or frustrating, there's little reason to explore, and the story seems like an after thought. This is a minimum viable monster tamer, a genre with a bunch of better games to choose from.
I'm nearly done with the game so I thought I'd write a little review. Overall I think this is a good first step for this developer. There are some solid mechanics here that if iterated on for a sequel it would become a very good game. Right off the bat the game has some solid creature designs. I didn't dislike any of them, but I wouldn't say I was blown away by any. Again a very good first step for the team. Same goes to the combat mechanics. The battle system is a fun stamina turn based system. It takes a little bit to get used to it but once you do it works well. Again if this game gets a sequel and the iterate on this mechanic I think giving the teams more synergy between each other for this format would work really well. Let's get down to the things I didn't love. Trey, the lead and the title of the game. I didn't really like how aggressive he was, it did not come off as genuine to me and felt force. I liked that we got a character that has actual agency in the story, but I didn't enjoy where they ended up on that. Same goes for the story, overall fine. Again another good first step. That leads me into the world design, I found that kind of bland. The routes felt very samey and mostly uninspired. There weren't a ton of surprises in the overworld and that was disappointing. My biggest complaint I'd say is the accessability of some of the creature's, especially the starters. Locking the rest of the starters away into a ridiculously low chance encounter rate really sucked the wind out of my sails. I'm not really into spending hours at a time to find maybe one of the starters. Even if you engage with the in-game card game to boost your encounters chances but a couple of percentage points, its not enough. A real shame, that's what ultimately got me to stop playing. Creature evolution is also explained very poorly. Some really odd choices there. The long and short of it, I like this game. It's a solid start from a first time development team. I hope the game sells well because I would like to play a sequel with the next evolution to the systems developed here. I do recommend this game, though with some caveats.
As of writing this I have only gotten through the first half of the game, but I can say without a doubt in my mind that this game is VERY MUCH worth playing. If you are wanting to scratch that Pokemon itch but don't wanna give Nintendo a single ♥♥♥♥♥♥♥ penny for obvious reasons, this game is a GREAT choice. It can at times struggle with holding its own identity against its inspiration. Things such as the 'Animon' name being a bit too similar, the Gym/ City Matches quest, and spherical capture devices. However, I'd argue there is enough key differences that make it stand out. The SP battle system, the absolute breathtaking art and excellent designs, and a protag who is an actual person with an actual story are all things that keep well and truly engaged. The passion project vibes come through loud and clear and I am very grateful for its existence in digital age where more and more media is being saturated with AI slop. My favorite elements of this game belong to the visuals. The blend of 2d and 3d was pulled off nearly perfectly. The designs for the animon are such eye candy and thought provoking. ANd don't even get me started on the ♥♥♥♥♥♥♥ trading cards!? Just, so ♥♥♥♥♥♥♥ amazing. But no game is perfect, far from this one. There does seem to be a lack of proper tutorials and codexes in the early game. I understand the scanning mechanic is very fun and honestly a blast to use, I still would've liked a breakdown of all the types and their names. Also the introduction to certain key battle mechanics such as the Traits felt a tad bit late and would've been fine to add sooner imo. In addition, my personal biggest pet peeve and prolly my only real critique of the game, would be the lack of flexibility in Battle Animon team size. Far too often I would have too many or too few in battle, resulting in either far too easy of a fights or a complete thrashing. I would love if there was a system in place where either one of two methods were given: 1. Would be a rule where neither battler can start a fight with less or more than the opponent in the fight. or 2. a system where you can see how many animon your opponet will be using against you and you can adjust your animon battle party size accordingly. Aside from those reletively minor nitpicks, the amount of small but very good things of this game add up to a generous pile of awesomeness. In bullet time fashion: - Traits being seperated from types. Healers can be grass, fire, electric, doesn't matter. Tied to the animon not its type - Actual effective use for Support Animon. Moves like Aegis and energize are CRUCIAL in battles. - Protag and party members who feel like actual people and are not either empty and void of any Characterization or annoying tag alongs. - Stories and minor characters that are lovely and engaging. (Minus Alipetra arc.....we don't talk about the cult) - A Recycling system that turns exploration and excess of money INTO EXP if you wanna raise a new Animon to catch up to the rest of your party members. Just...genius, ♥♥♥♥♥♥♥ love it - A Move Leveling up system! Where not only the power but the ANIMATIONS increase in power and splender! As well as a fully customizable move pool at any time. - EV and IV control WITHIN THE GAME - Control of when to evolve your Animon - Quest tracker and reward visablity - DIFFICULTY Settings (though i wish this was a bit more customizable) - Boss fights are just fun as hell - 5 starters to choose from instead of just three! (not to mention different forms!) - Emotional stakes and lovable characters - THE ♥♥♥♥♥♥♥ SYFY YOYO Holoken doing overworld travel and interactions, just SO FUN. - Lost (shiny) indicators such as flashing lights and sparkly music and very limited despawning. - SP system and TP ACTIONS - The adorable, bizzarre, or straight up horrifying Aniwiki entries. - ETC There are plenty parts of this game to love and apprciate. And though it isn't perfect, it still brings me joy each time I play it. ANd the prompt responses to bugs, balancing and other issues after release has been very well appcriated. If you read this far, I hope that your journey through Talea is just as wonderous and heartwarming as it was for me! Thank you Beehive and thank you to all the incredbile artists
I am loving everything about LumenTale! I still have a lot of the game to explore but where i am now, is a lot of good quality in the game! The monster designs are super unique and awesome to see, I love the pixel sprites and they show so much life into each Animon. The team building for battles is super fun and I love the unique traits mechanic that each animaon can use. All the areas in the game are super beautiful and feel its really fun going back after doing the story and finding all the secrets. The story is amazing, I love learning about all the characters in the game and seeing where thigns go. Don't even get me started with the card pack opening. Seeing all the art in game from the carts is so cool and being able to see the name of the artist of who made it is awesome. If I were to play it differently, I would learn the crafting early to get a good boost of stats and items early on. Overall, a really fun monster collecting game! One of my favorites in a long time and I am excited to see what happens next!
Beehive really took Pokemon Xenoverse and gave it PLA battles with amazing graphics and other things, amzing soundtrack and sprites, just please make a story expansion dlc for this game it would be amazing
Molto godibile, un clone pokemon con qualche meccanica diversa.
Devo dire che questo gioco mi ha stupito. Non pensavo di trovare un altro monster collector che mi prendesse cosi tanto. Ci sono alcuni elementi che non ho trovato come alcune quality of life aggiunte ma va bene cosi. Vorrei chiedere soprattutto un aiuto a quelli che sono piu' esperti nel gioco perche non ho capito come si usa L'Holoboard. Comunque bel gioco, spero che con i prossimi aggiornamenti aggiungano alcune qualityu of life features
Idea molto carina ma c'è ancora da lavorare. Parto dicendo che sono un appassionato di monster collector e ne ho giocati moli indipendenti, quindi ( per usare un gergo ) mi sono fatto la bocca su questi giochi. Premetto anche che essendo appena uscito ed essendo fatto da un team di sviluppo giovane e poco numeroso, sorvolerò sui bug riscontrati; anche perché sono stati ampiamente segnalati da altri utenti, e sono in via di risoluzione ( almeno alcuni di loro con gli aggiornamenti recenti sono stati risoli quindi in futuro credo si possano sistemare anche gli altri). Partiamo dagli aspetti positivi: Il gioco presenta un più che buon aspetto grafico e artistico; gli animon sono ben disegnati e ben caratterizzati (specialmente nelle carte). L'ambientazione generale è curata, le aree sono ricche e belle da esplorare. I segreti e la Lore del gioco sono intriganti e misteriosi, dalle rune da decifrare da gli indizi sulle evoluzioni degli animon da cercare delle case e nei graffiti delle grotte, c'è molto sul quale farsi delle s3g3 mentali per chi piace questo aspetto. Anche le musiche sono molto buone, accompagnano correttamente le scene e l'ambiente. La Storia generale è molto gradevole da vivere (non particolarmente originale, diciamo che i colpi di scena erano un pò tutti telefonati) ma in linea generale la promuovo. Si vede che il gioco è stato fatto da un team che ci ha messo amore in quello che stava facendo. Ora le note dolenti e purtroppo sono quasi tutte lato gameplay. Il gameplay prende un po' spunto da tutti i capostipiti delle serie monster collection ( pokemon, digimon, nexomon ecc...) però: Il battle system 4 vs 4 è di per se lento e macchinoso, specialmente quando non si tratta di sfide importanti ( incontri selvatici ), questo unito alle animazioni non rimovibili, ti danno una sensazione di essere costantemente rinchiuso in una grotta piena di zubat (se capite cosa intendo); viaggiare a fasi avanzate del gioco senza repellenti è un inferno, ma anche con essi non puoi escludere mai degli urti involontari con animon selvatici. Per ovviare al problema hanno aggiunto la meccanica di colpire e eliminare gli animon circostanti con lo yoyo, a patto che la tua squadra sia abbastanza forte. Ma anche con squadre di 10 - 15 livelli superiori, comunque parte la sfida, a volte con tutti gli avversari a poco di vita. Meccanica un po copiata da digimon che però ha messo la possibilità di mandare la battaglia a velocità x4 per ovviare a questo problema. Basterebbe anche solo dare la possibilità di togliere le animazioni, gia questo migliorerebbe molto l'esperienza di gioco, oppure essere più elastici con l'abbattimento degli avversari tramite yoyo. Perchè avete voluto gestire gli oggetti nello zaino a griglia senza dare la possibilità nemmeno di un ordinamento automatico? Oltre al fatto che gli oggetti spariscono e si spostano da soli nella griglia (ma questo è un bug che spero risolvano) ma in generale non era più facile, comodo e gradevole fare uno zaino a elenco come nel 99% dei gdr, facile anche da ordinare con un qualunque algoritmo di sorting? Invece no si devono perdere minuti a cercare nell'inventario dove casso sarà finto il mio repellente. Ma era proprio necessario mettere 400 ricette diverse di pizza pasta e altre cose, la maggior parte pure inutile che non fanno altro che intasarti l'inventario che è gia un problema di per se? Non critico l'idea delle ricette, anzi è anche folcloristica, ma anche meno. Troppe evoluzioni inutilmente complicate : è molto bello quando alcuni mostri rari hanno delle condizioni di evoluzione particolari. Il problema è che quando hai quasi la totalità degli animon che si evolvono in condizioni particolari, (anche quelli comuni); evoluzioni che tra l'altro puoi catturare già pronte poco dopo; capite che così perde un pò di senso il tutto? Il battle system in realtà non è particolarmente strategico ma sopratutto gli sprite degli animon più grandi coprono molta visuale e a volte coprono anche interamente i propri compagni di squadra, il che li rende difficili da selezionare. Il sistema di esperienza è molto intelligente ( anche se non originale ) per limitare l'overleveling; ma il tutto viene un po' vanificato da uno scarso bilanciamento di animon ma sopratutto di oggetti e sopratutto il fatto di poter accedere ad aree con animon anche 30 lv superiori al proprio team e catturarli senza troppo sforzo. Infine aree finali un fatte con meno cura rispetto alle iniziali (vuote, senza particolari elementi di carattere, ma comunque inutilmente gigantesche) e una caratterizzazione dei personaggi un po' piatta a volte caricaturale (che cozza contro una Lore invece ben curata); mi porta a non promuovere ancora questo gioco.
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