
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✧
Add-ons
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Reviews
I bought this game a few weeks ago, and within a few days finished it. I quite like the game as a whole; the gameplay is something of a mixture between a boomer shooter, King's Field, and a game that lets you jump. The added mobility and the pared down equipment makes the game fairly simple in some ways, but in a lot of ways it feels like that complexity was mostly focused down into the weapons and spell rings. Despite how it might sound, the control over your character doesn't really impede the horror elements that Akuma Kira is known for: your character can be quite capable, but the world itself is so dangerous and unknown that for your first playthrough, you'll be constantly wondering what's around the next corner. This is assisted by the map design, and the decision of the game itself to *not* have a map--it's quite easy to get turned around and lose track of where exactly you are, and it's disorienting, but I never found it bothersome in a way that broke my verisimilitude. You only have your memory and, should you choose to turn it on, a compass to mark where you've been and what the layout of all the maps are like (unless you get out a pen and paper). The unease of never being quite sure what's around the corner, or how to deal with it, or what's after that even *if* you deal with it remains there for a long time. And even afterwards, on your second playthrough and onward, it can feel disorienting in ways that you wouldn't expect, and take you by surprise. You might forget something, or an enemy might have moved to show up in a place you haven't seen before, or you might have overestimated your own ability and gotten yourself in trouble. What I think is more important for repeat playthroughs, however, is the unending sense of mystique and wonder that lives alongside the horror and uneasy atmosphere. I haven't yet gotten tired of re-experiencing these places, knowing more about the spoken and unspoken stories that they have, which I learned on my first playthrough. In general, too, I think this sense of mystique and wonder is what elevates the game primarily; the lore and interactions with the characters are good in their own right, but I think that their penchant for reinforcing this sense is what makes them truly shine. While the game and setting is horrifying, there are many places where you feel that someone could, strangely, relax. The horror is there, the sense that these are things that shouldn't exist is there, but there's a wonder that comes from knowing how these areas connect and relate to each other, even when they're separated by being made by different societies at different times. The fact that the characters seem to find some wonder in it, too, and that comes through even in their fairly sparse dialogue enhances this--they have history, they have interest, and it's not hard to see why they feel like down here, in spite of everything, is better than up there. If I had one critique to make, however, it would relate to the final boss of the main route of the game. Spoilers ahead. [spoiler]In the battle against Sucsarius, at around the 1/4 mark of his HP, he rushes you down and grapples you. He says that you're alone, and that nobody is coming to save you, before the people from Wing's Rest come to interrupt. I think this works--you encounter those from Wing's Rest often enough outside of Wing's Rest, and they're generally likable--but I think there are a couple things that could have been tweaked to make it land better. First, I think that more incidental and/or random dialogue from everyone except Clive (who doesn't need more) would have helped, I think. It would have reinforced the idea more that you're getting to know these people and that you're all sort of comrades, in a way. Second, I think that Sucsarius' dialogue could have been made slightly different, to instead focus more on the idea that this is a dead land. Nobody lives in this place, nobody lasts in this place. There are no companions to be found, and the other one who came here with you will pass. There's no one coming to save you; there's nobody who would, even if they could. And *that's* what the interrupt is for--because indeed, even if they haven't bene with you the whole way, these people have always been here. They've supported you from the beginning, and you know them. And they stepped outside of their comfort zones to go to bat for this. I think that an approach with tweaks like these could have substantially helped that sequence, help sell the power of friendship and also bring forward some of that mysterious energy. Though, I did still quite enjoy it. It just stuck out to me as a point that could use improvement.[/spoiler] That all said, I did enjoy the endings. The true ending, though one of its primary ideas is mainly alluded to rather than gone into in detail as to what it means, works because it's playing off of that sense of mystique and the horror of the Well and what we know of the world above--[spoiler]there are things that are worthwhile in this world, but perhaps it's time to take a leap. And once you've made that leap, once you've set that wheel in motion...once again, Fallen, take up your sword and fight. The dream is over, but your efforts in it made a difference, surely, and surely now that the dream is over, you can make a difference there.[/spoiler] Ending B is great for how it elaborates on certain aspects of the lore while also [spoiler]emphasizing that seeking out something in particular at the expense of all else can lead you to exactly what you asked for, but not what you wanted, as well as causing untold amounts of harm.[/spoiler] Ending CD is a touching elaboration on the idea of the effects that [spoiler]a dream, a fantasy, a fiction[/spoiler] can have on us, [spoiler]while not diminishing the story itself, as it's very clearly delineated from the rest of the game, by doing something that doesn't really have any particular meaning in the world of the game. It's also an interesting rumination on what it means to create something, and to experience something that someone else has created.[/spoiler] Ending E is interesting in how I think it can be easily read a few different ways. [spoiler]It can be read as a statement on completionism, a question of 'and now what?' It can be read as a statement on surpassing yourself, killing your flaws to make a better you. Personally, the read I like the most is that it relates to inspiration. You've completed the game, and there's nothing more left to find in it. You just have a blank slate. But you carry the game with you, all of its spells, all of its magic. The game can't show you anything more than a blank slate, now. It can't know what's in your mind. So if you want to make something of that World of You, you have to take up a pen and start writing--because you're the only one who can tell the world what's in your head.[/spoiler] Though it's not for everyone, I do personally think that it's some of the best work that Akuma Kira has put out to date. Taking a step back from all the above, I do hope that some of the gameplay bugs are fixed up properly when the DLC releases--they aren't a significant detriment to my enjoyment, but they did get in the way enough that it was noticeable. I also imagine there are probably some parts of the gameplay system itself that could be improved while retaining what makes it special, but I'm not sure what. I feel like I would have to play through the game a few more times with different builds to be able to provide more proper constructive criticism on that front. In any case, I'm looking forward to the DLC.
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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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
inanılmaz derin ve çok eğlenceli bir oyun keşke daha fazla kişi bilse
Como amante del arte en general pienso que es un juego muy de autor y tener la bravura para desarrollar, programar, dibujar, componer y en generak diseñar tu propio videojuego es algo que se debe de aplaudir, siguiendo con el juego tiene un muy buen diseño de niveles muy atrapante, si te gusta la estetica low poly y te gustan los ARPG es un juego que deberias jugar por el simple hecho de ser de autor, aparte de ser muy buen juego, mucha gente lo compara con los souls y yo puedo decirles que no pueden estar mas equivocados es mas el juego al estar en un motor tan antiguo y que se juegue de maravilla sin ser nada de otro mundo no es algo que diria de un soul cuando en esos juegos ultimamente parece que solo son efectos especiales en fin buen juego, mejor persona y excelente arte. muack besote al arte PSTD, ya se que no se escribir.
goood
Great Game!
Esse jogo é simplesmente... sensacional, ele é simples, curto, tem um estilo de batalha parecido com os jogos antigos, porém ele é muito bem feito. Ele tem um mapa gigantesco, muitos inimigos, muitas armas e magias para explorar, ele tem mensagens profundas que sinceramente mudaram a forma de como eu penso em algumas coisas da vida, ele é muito curto, tenho 30 horas, porem da para platinar com umas 20 no maximo, até menos. Eu recomendo para todos este jogo, foi uma experiencia incrivel.
Reminds me like a 64 nintendo game, the art and the music gives you a very amount of emotions, specially i love this old type game but with a more modern gameplay, i'll play more.
buen juego
increible si te gusta lo retro
one of my favorite games of all time, immaculate vibes.
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