
Cast into the Great Well, unwanted by the world above. You delve the dark in search of the Old One, your last salvation. Lunacid is a dark fantasy dungeon crawler inspired by Shadow Tower and King’s Field.
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About
From the creator of Lost in Vivo and Spooky’s Jump Scare Mansion, Lunacid is a horror ARPG from a bygone era. Immerse yourself in a dark, desperate world full of foes, lost souls, and hidden secrets.
Long ago, the Great Beast arose from the sea and covered the earth in poison fog. Choking out the land of both life and light, a new era of wonderous misery began.
Centuries have passed. The once hallowed halls and bustling streets are mere shadows. Those deemed undesirable are thrown into the Great Well, a pit of chaos and disease. Cast into its depths for crimes unknown, you awaken in this moonlit subterranean world. Your only hope lies with the sleeping Old One deep below. But many perils lie between you and your ultimate goal.
From the mind of horror master Akuma Kira, Lunacid harkens to a lost era of first-person ARPGs. Legendary for their meticulous design and dense dungeons, the King’s Field series was the Dark Souls before there was a Dark Souls. Long abandoned by AA/AAA developers, the mantle of “King’s-Like” is left to the humble indie. Which is great, because that's where all the cool weird stuff comes from anyways.
The world of Lunacid is bursting at the seams with new things to discover, from hidden magics to secret areas. This isn’t just the odd room with a chest in it; entire new areas await those with a watchful eye. Esoteric puzzles and cryptic hints galore are sure to confound and delight even the experienced dungeon delver.
Take yourself back to a time before dodge rolling. Swipe, backstep, block, and overcome foes with patience and persistence. Featuring a robust body targeting system and unique elemental weaknesses/resistances, each encounter becomes a skilful yet deadly dance of death. Begin your journey as a thief, knight, cleric, or… vampire? Building your character up to you.
Over 75 weapons await you in the fetid halls of Lunacid. 37 Unique spells, each with applications beyond the obvious. Finding them all, however, is another matter. Unless you use a guide. Which hey, we won’t judge.┐( ̄ヮ ̄)┌
Don’t forget to save.
Featuring dozens of hours of gameplay and multiple endings, Lunacid is a rich and rewarding take on a classic formula. Relics of past game design long abandoned lie in wait. So jump in the Great Well and let the wonders of Lunacid surprise you. Mimics might just steal your silver instead of eat you.
(ノ◕ヮ◕)ノ*:・゚✧
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Reviews
Themes across 982 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Ive been on steam for 13 years but this is my first review. I felt i owed it to this game with how much I loved it. My best friend and i did a blind play through at the same time and kept passing eachother secrets we found like nes kids did on the play ground. I beat it a month ago I still keep thinking of it wishing I could go back and play it for the first time again. It was one of my first dungeon crawlers but unfortunately I fear it might have ruined my expectations and nothing will compare to it for me. Even if you dont like dungeon crawlers I could not recommend this game enough.
Oh wow. Must-play. Atmospheric fantasy backrooms RPG. Play it sleepy at 4AM in a dark room. Immaculate level design, great lore, secrets, NPCs, vibe, music. 10/10.
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| $0 | 842 | 79% | Free |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 984 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Don't fear the dreamer.
Made a political change at 1.0 just to anger people. Won't trust this developer again. Not even people who support what they added should be ok with doing it to anger people. By the way, the new character "option" they added can be edited in the files if you already bought it to whatever you want. Disappointed because the game does perform well even on bad PCs and is an alright game.
It looks like King's Field, but it doesn't play like it. It certainly doesn't play like a souls-like either, though Lunacid's references to those franchises are both bountiful and well executed. It's more like Morrowind if anything-- right down to the [spoiler] main plot points [/spoiler]. I really, really liked Lunacid. Honestly, it was a little spookier than what I normally prefer for my fantasy RPGs, but I'm glad I toughed it out and braved the dark because there is so much to enjoy here. So many different options for combat, with almost a metroidvania-esque system of spells and upgrades that let you unlock new areas and abilities. It's got tons of cool secrets too, and while I think there might have been just a few too many illusory walls (I started predicting them at some point), there are entire areas that are optional and hard to find! The graphics are low-poly but polished, and the creature and character design is lots of fun. You can even upload your own character portrait, which I got a kick out of. I did get slightly thrown off by the anime style of the characters at first as I was expecting something a little more... "bad attempt at realism rendered by the PS1", but it's nice that the game doesn't just rely on old graphic replication to get the job done. My only big qualm is that some of the areas don't really seem to fit with the aesthetics of the rest of the game-- namely, the Egyptian ruin in the middle of the world? It's full of Anubis guys. There are no other areas like it, and it's just a small part of the game. It felt very... out of place and not particularly original, almost like the area got lost on its way to a Lara Croft title. Other than that, the world is engaging and there are plenty of creative areas to explore. Castle Le Fanu was my personal favorite, as I thought it had great progression and a fun boss. There's lots of lore to enjoy, so keep a look out for books on the ground. Some of the dialogue is a little buggy, but I didn't encounter any serious issues. There are a few potential jumpscares/jump scares, but this game's horror overwhelmingly hinges on the darkness and atmosphere of the levels. You know, when you enter a level and you can tell that at some point, the dead bodies are going to start moving in the dark. I've been a Basilisk 2000 fan for a few years now and I was delighted to find out that this was made by the same dev-- I realized it was the case from a few familiar textures, but there's some explicit easter eggs for players to enjoy too! This game does not have an autosave feature. Save every chance you get. Especially after you kill [spoiler] death [/spoiler]. Don't teleport back to the safe area and then immediately kill yourself by summoning too many coffins. Don't do that. Who would do that? My friend told me to play this because I'm a huge Drakengard 1 fan and I gotta say. I had no idea what he was talking about until the last 3 minutes of the game. I now have 2 nickels.
Amazingly fun exploration that really does ask the player to ask to think for themselves to figure it out from vague context clues. If you are the kind of person who likes this, you will enjoy exploring the world of this game. Personally im not that big of a fan of such obscure "moon logic" in video games, there's a limit to how obscure you can be with limiting the player progress. Worst nail in the coffin is that this game might have THE WORST boss design i have seen in my life. Damage spongy bosses that that take chunks out of your health while every hit from you takes barely noticeable pixel off their health bar. Every time i fought a boss i felt like i missed some obvious level i was supposed to pull that actually made the boss enjoyable. But no such level existed, i dont know what kind of lunacy the developpers were under while thinking this was acceptable design
I wanted to enjoy this dungeon crawler, but sadly could not. It is not immersive whatsoever and falls short in many (if not all) aspects. - It lets you pick different character classes, but they don't have a real gameplay impact other than the stats. - Skilling/"maining" an attribute does not reward the player. The damage/speed/e.t.c boost is negligible. => Character progression stinks and is indifferent - There is not a lot of looting through exploration, just enemies occasionally dropping junk that you can't sell. - Better gear or unique upgrades are almost non existent - Potions are way too expensive, making combat even less pleasant => Economy is poorly balanced - Fights are just a damage check and all enemies have the same attacking patterns. Most of them just kill you in a few hits. - The game has 2 (!) bossfights which are absurdly, ungodly overpowered and an endurance test => Combat is linear, just spamming and walking The level layout of the world is also completely random and doesn't connect the world in a meaningful way. Feels like a sandbox mode where the developer added new areas when he felt like it. There is also no minimap or information if you are on the right path (e.g via a questline, diary) so it is just brainless walking until you find the next level(s). And as a character you couldn't care less because the locations are boring. Plus there is a ton of meaningless backtracking that takes forever. => Level design is flat and a time thief You can also only save at certain locations which makes the entire game more tedious. Find yourself in a dungeon and want to take a break? Too bad. Find the save crystal or get F'd. The game has a lot of potential, but it would need a complete overhaul in a lot of areas - or just a better sequel. Lunacid is way too unpolished,unbalanced, protracted and flat. => 3.5/10
в игре есть механика лунных фаз. они совпадают с лунными фазами в нашем РЕАЛЬНОМ мире. полнолуние влияет на мобов и лут в игре. игра об этом НИГДЕ не сообщает. как я узнал об этом? потому что пришёл к боссу который моментально восстанавливал здоровье после моего удара, а бил я уроном к которому он уязвим. я потратил несколько попыток, безрезультативно. пошёл гуглить мб я к нему рано пришёл? вот как я узнал что есть такая механика с лунными фазами в игре. у босса во время полнолуния, а я начал проходить эту игру в полнолуние оказывается, в 10 раз больше здоровья и хп регена. то есть даже если бы я знал про эту механику, то мне нужно было ждать 2 недели РЕАЛЬНОГО ВРЕМЕНИ в РЕАЛЬНОМ МИРЕ чтобы пройти е66аного босса в инди 3aЛупе. скажи мне, разработчик, ты совсем отсталый? ну ты реально дол6ое6 или что? кто тебя в детстве так обидил? кто тебя из дурки выпустил. причем в настройках игры ты эту "фишку" отключить не можешь. надо идти в настройки ТВОЕГО ПК и менять дату и время. а мы живем во времена когда в интернете тебя буквально НЕ ПУСКАЮТ на некоторые сайты если у тебя на компе не стоит актуальные дата и время. CYКА какой же ты тупорылый на разработчике. я такую дурость впервые встречаю в офлайн сингплеерной БРОДИЛКЕ
I bought this because it looks like a ps1 game and I like dungeon crawlers. Now I have played the game a bit, and have come to the conclusion that its main qualities are that it looks like a ps1 game and plays like a dungeon crawler and there is absolutely nothing wrong with that. You traverse a dungeon. You hold weapons and spells in your disembodied hands and put the smack down on some uglies. Which include skeletons, slimes, mummies and other wretched shambling things. Combat is simple, slow and thoughtful. That's just fine with me. I like that most things bleed when you hit them. As a bonus I am getting Dark Souls and Elder Scrolls vibes from this one. That's extra nostalgia and extra points. ... several of the NPC's are cute monster people and this is dear to my heart. And you get to choose your pronouns, and there are pronouns I've never heard of and you get to choose your character portrait. One of the choices is a cat. I chose the cat.
[h3] GAMEPLAY & PROGRESSÃO [/h3] O game começa numa tela de criação de personagem bem clássica de RPG, permitindo escolher uma entre nove classes, cada uma com seus pontos de atributos, resistências e algumas contando até com itens exclusivos que revelam segredos específicos, bem parecido com o sistema de "Dark Souls". A escolha inicial não mudará muito o dinamismo da sua playthrough, após certo ponto dá para balancear seu estilo de jogatina com base na sua distribuição de level e de armas. Sua gameplay é bem simples, dungeon crawler em primeira pessoa, podendo usar armas corpo-a-corpo ou à distância, além de magias de diversos tipos, que não servem apenas para causar dano, mas também para abrir caminhos e facilitar a exploração. De tal maneira, as magias vão escalando de acordo com seus atributos - força para aumentar o dano corpo-a-corpo, destreza para dano a longa distância ou inteligência para dano das magias. Com planejamento, pode se tornar quase trivial, pois existem magias que dão hit kill em inimigos do end game, e não digo isso como uma crítica, muito pelo contrário, é muito recompensador. Além da escalação por atributos, algumas armas ainda possuem um sistema de level up, alimentado ao derrotar inimigos ou quebrar itens do cenário. Porém, esse sistema é muito irregular e só está presente em algumas armas, e muita das vezes não é benéfico para o jogador gastar seu tempo aumentando o level de uma arma que facilmente será substituída por uma melhor. Isso enfraquece o incentivo para investir em equipamento intermediário, mas não chega a comprometer a experiência. O sistema de combate pode ser estranho para jogadores novos no gênero, como o meu caso, mas nada que algumas horas de gameplay para se acostumar com isso. Os inimigos com fraquezas específicas e movimentações únicas vão manter a gameplay interessante conforme o avançar, não deixando se estagnar. [h3] DIREÇÃO DE ARTE & AMBIENTAÇÃO [/h3] Esta é a parte que mais me fisgou. Logo de começo podemos perceber que se adota o estilo artístico conhecido como "PSX", uma estética que imita os gráficos da época do PlayStation 1. Um estilo que nos últimos anos virou tendência dentro da indústria, dando origem a diversos títulos lindíssimos que souberam trabalhar ao máximo com essa direção de arte. Cada mapa é memorável e único. No começo nos deparamos com cachoeiras e inimigos que remetem a animais, um ambiente claro e até mesmo calmo. Mais tarde, somos introduzidos na área de Wing's Rest, servindo de refúgio para nós durante a aventura, um lugar cheio de NPCs e com uma vibe super aconchegante que lembra o sentimento de "estar protegido", sempre acabamos voltando para craftar e comprar itens. Seguido dela temos o Templo do Silêncio, um lugar no qual as masmorras escuras ganham forma, e enxergar começa a ser um problema, corpos desfigurados ao chão e uma trilha sonora sufocante. Quer dizer, o que antes era uma aventura aconchegante, agora tornou-se um ambiente aterrorizante. Vou dedicar um tempo ao desenvolvedor solo, Akuma Kira, já relativamente conhecido pelo seu trabalho em games como "Lost In Vivo" e "Spooky's Jump Scare Mansion", ambos altamente elogiados em seu nicho. Ao observarmos esses exemplos, notamos um dom quando se fala no terror psicológico, nada de jumpscares baratos e gratuitos, apenas as ameaças da nossa própria mente mesmo que, muita das vezes, não tenha nada lá. Todos esses detalhes estão presentes em *Lunacid*, ele não é categorizado como terror, mas possui lugares macabros, masmorras escuras, mausoléus, lagos sangrentos, que junto a sua trilha sonora, cria-se um pano de fundo perfeito para receber uma constante sensação de paranoia. E por mais que eu seja o maior hater desse tipo de elementos, admito que esse foi um dos principais charmes do game. Todo o contraste de sair de uma floresta encantada e iluminada para lugares escuros com inimigos macabros cria uma sensação de montanha-russa emocional, ele consegue construir um espaço onde ambos coexistem perfeitamente. Os mapas seguem uma estrutura bem semelhante aos de "Dark Souls", caracterizada pelos ambientes interligados e pelos pontos de fast travel entre eles, nada linear. Você pode explorar o mapa conforme o seu personagem for capaz, seja pelo nível dos monstros na área ou pela habilidade de conseguir passar por percursos do mapa. Muitos segredos trazem a sensação gratificante ao explorar, e descobrir uma parede falsa era um máximo. Algumas dessas paredes escondem NPCs com side quests, e que ajudam a tirar a monotonia da exploração solitária, dando um mínimo de direcionamento. O propósito é inexistente, ou seja, prepare-se para decorar cada caminho e quest, pois não haverá maneira alguma de consultar tudo isso em menus, e isso é um ponto que afasta muitos novos jogadores, apesar que, eu gosto da decisão desse game design, pois encaixa demais com a premissa. O game quer que você passe por essa sensação de "estar perdido" em um mundo e te incentiva para explorar cada pedaço e nada disso seria recompensador se tivesse um mapa com marcadores. É com todos esses aspectos que demonstra como Akuma Kira é um ótimo level designer. [h3] TRILHA SONORA [/h3] Minha parte favorita da experiência! Muitas das vezes passa a ser despercebido por muitos reviewers, e que para mim faz uma grande diferença. Em suma, a trilha sonora de *Lunacid* é incrível e, para minha surpresa, o responsável pela maioria das músicas presentes no game foi justamente Akuma Akira, que além de demonstrar ser um excelente desenvolvedor, também se revela um ótimo compositor. Com a ajuda de mais dois artistas, conseguiram criar uma trilha sonora diversa, que se encaixa perfeitamente em todas as situações. Aqui temos músicas que remetem a uma vibe de Castlevania. Em exemplo: "Dead Department" no mapa da biblioteca, com notas do contrabaixo e um ritmo acelerado; "Serence" é um exemplo de calmaria, quase fazendo o jogador esquecer todo o trauma acumulado ao longo da jornada em Wing's Rest; "Cerebro Temple" amplifica o terror no Templo do Silêncio, transformando qualquer corredor em um potencial ataque cardíaco; Já "Book Betrayal" é uma pegada mais relaxante, quase como um lo-fi. Minha recomendação vai para a faixa "Blood", que trouxe-me a sensação de desolação do mundo, o desprendimento com a humanidade chega quase a ser tangível, trazendo melancolia com notas de piano num ritmo lento. Falta-me palavras para descrever o tanto que eu gosto dessa trilha sonora num geral, apenas escutem ela no Spotify e me agradeçam depois. [h3] CONCLUSÃO [/h3] Não é um game para todo mundo. É notável que sua direção de arte e gênero afastarão uma parcela de jogadores, no entanto, aos que escolherem se aventurar além das profundezas do poço encontrarão uma das experiências mais marcantes que tive recentemente. Um trabalho de um único desenvolvedor, que mostra competência em todos os aspectos, seja na lore intrigante, ambientação extraordinária, trilha sonora memorável e uma aula de game design. É da simplicidade e esmero que *Lunacid* se revela como uma jóia perdida em meio a uma indústria saturada de games sem alma e sem personalidade.
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