
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.
Modeled estimate, not a reported figure. How we estimate →
Media

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✧
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
Engagement
Hours played at review time, across 82 reviews with recorded playtime.
Reviews
Themes across 82 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
Nobre cavalheiro vós me assegurastes que vossa residência se encontrava na primeira via a esquerda, logo após a estação de tratamento de esgoto. Contudo por mercê dos céus onde se oculta tão misteriosa passagem? Já percorri seis longos quilômetros em minha modesta montaria de duas rodas, e nenhuma entrada à esquerda dignou-se a surgir diante de meus olhos De um lado, estende-se apenas o referido estabelecimento sanitário, do outro, uma mata cerrada e aparentemente impenetrável. Deveria eu, porventura, descer pelos trilhos? Ali, porém só encontro água e desolação. Onde está essa amaldiçoada entrada que tanto procuro? Em que confins deste reino habitais, meu estimado senhor? Acaso vossa morada se encontra próxima aos domínios de Tarzan KK submersa nas águas e protegida pelo próprio Aquaman? Pois entrada alguma existe neste lugar. Onde está vossa tão proclamada esquerda? Onde se ergue vosso palácio, ó jogador? Começo a suspeitar que não possuís uma residência, mas sim um esconderijo secreto. Estais por acaso fugindo de alguma obrigação alimentícia? Somente alguém em fuga escolheria endereço tão indecifrável. Estou regressando, mas que explicação oferecerei ao retornar ao lar? Direi que desperdicei meu domingo inteiro procurando vosso humilde barraco e ainda assim, não fui capaz de encontrá-lo Dizei-me, afinal: onde está essa esquerda, infeliz criatura? Onde está essa esquerda?
Awesome game with esoteric mechanics. Kira delivers once more. Personally hope they'll drop a completely independent project not inspired by any existing franchises. Also somehow they managed to predict and possible create the modern indie King's field-wave. All in all, a must.
I have seen few video essays and content creators glazing this game and that's what got me interested. I was coming in with high expectations, and they were not met at all. Visuals and music are the strongest point, in terms of the textures, audio and general look game nails that semi-retro vibe incredibly well. Tracks for few locations are genuinly banger, opening cutscene and it's voice-acting is phenomenal. Yet the locations themselves, with maybe few exceptions (which also don't raise the bar that much higher) are incredibly shallow, there is just nothing in there, little detail, very few objects, feels very dull, boring, and their layouts are very "gamey". You just look at empty rooms and corridors, you get lost very easy, and not in a fun way. I haven't played any Kings Field games or something closer to it, while I realise the combat is not the main focus, what was done here is just sad. It's so blank and undemanding I just wonder why there wasn't any attempt to improve on it even a little. While the visual designs on some of the enemies can be fun and interesting, on the mechanical side of things there are only 2 enemies - these who run at you and hit meele, and those who shoot at you, there is only 1 enemy i can think off that you can't kite to death with no effort. Few apply some status effects, but these are honestly skippable. There is only the basic resistances system you should somewhat keep in mind, sometimes forcing you change the color of the projectile you spam at them. Exploration-wise, I honestly feel like the game baits you with the opportunities shown in the beggining, and almost never explores or doubles-down on any of them. Leveling your move speed or jump hight seems very interesting and you can imagine which directions you can go with with such mechanic. You find some places where you clearly see that a higher jump hight would let you access a ledge or whatnot - great, but then comes the rest of the game where lack of such elements is gigantic. With explorations come secrets, and these presented here are huge letdown. I believe when you design such secret, the key is to make it an actual secret, yet present enough information for players to let them find them on their own, and kind of help them to feel smart. While a little hint of "How the ♥♥♥♥ was I supposed to find it" (DS3 Archdragon Peak I find as a good example) is acceptable, and proportion between those also matters, Lunacid seems not to give a ♥♥♥♥ about any of that. A secret is either a random Illusory wall with garbage inside, or some wicked mockery. Imagine, that to kill a certain enemy - and with that unlock the other ending - that you can encounter rather early, you need a weapon obtained only by crafting, and you need a material that spawns in the very last area that spawns only when there is a [spoiler]full moon phase IN REAL LIFE[/spoiler]. To even access that enemy, you gotta open the gate by [spoiler]randomly shooting at it's iron bars with 2nd most generic spell known to fantasy settings, with not a single hint that is the solution.[/spoiler]. It's not the only hidden content that is basicly "gatekept" by the access to wiki, because i genuinly have no idea how these are supposed to be found without an internet access. Another example - random illusory wall with a body inside, nothing else, nothing inside, no other interaction. You are supposed to [spoiler]stare at the body long enough, until the music fades[/spoiler]. Then the reward magically spawns at the entrance - 10/10 secret design. I can name at least a few more that are straight up BS. The moon phase mechanic is straight up skippable, and I find it to serve as a marketing tool. The game "tracks" (probably has the period written in a lookup table or what-not - that's just my guess) the IRL moon phase, and based on that certain locations and enemy spawns can change. From what I've seen online (not by myself - because I WILL NOT experience the spectrum of this mechanic in a ~10h game, I don't feel like I should explain why) not much changes anyway. A simulated in-game cycle would benefit the mechanics much better, but then you couldn't market the game with the "It tracks the moon phase" bit - that's my little cynical interpretation. Lore-wise, I was interested at first, as someone who knows Souls lore by heart, but I only cared less and less as the game progressed, and the cringe as heck "main" ending with [spoiler]the power of anime friendship overcoming the great evil[/spoiler] solidified my disinterest with the lore. While it is hard to judge, since the lore is presented in Souls-like fashion, there is a great chance i haven't found majority of it, or didn't connect the dots properly - my impression is that the lore is just a flattery mashup of Devs interest in Lovecraft/Berserk/King in Yellow, and general cosmic horror concepts. It feels scattered all over the place. Huge letdown and shallow depth, I would really like to feel otherwise, but I just can't.
i love this game i grew up being scared of king's field as a little kid, and then in my adolescence i became obsessed with demon's souls and dark souls and its sequels. playing this game made me feel like i was there with my younger self helping her overcome her fears thanks for making this game, i had a blast and i still have secrets to find
Good: - Good atmosphere, solid combat. - Interesting weapon and build diversity. - Great music and aesthetics. Art feels intentional. - Genuinely creepy monster designs at times. (I like the Mares, the Spectres, the Centaurs and the Malformed Horses especially. Maybe I just find horses scary, I dunno.) Middling: - Lots of secrets, maybe too many. - Complex systems that require exterior information. Bad: - Levels are diverse from one-another, but are often too large to memorize and have few landmarks. (Namely Yosei Forest's undergrowth, the two temples in the Forlorn Arena, the Catacombs. You could argue the intent to be confusing, but in practice it simply wastes time.) Some rooms are directly copy-pasted. - Several valuable/important additions require grinding, such as Quick Stride, which ~doubles your walking speed, but only drops from mini-bosses in one area. This would be less of an issue if content wasn't locked behind grinding for 100%.
Es un juegon 100/100 , si no lo jugaste que carajo esperas wachin
One of the best games I've played in a long time and one of the few that doesn't feel old 20 hours in.
This game rocks my socks I felt fear and wonder I haven't felt since I was 12 years old.
соулс лайк + данжнс кроулер + метроид + иммерсив сим + хидден гем + хороший саундтрек + slowed + reverb короче годно ставлю классы , единственное не понял ♥♥♥♥♥ нужен выбор местоимений если их не использует НИКТО из неписей
good game
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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