
Lunarium is an atmospheric fantasy A-RPG. Play as Ave, a light-armored knight, who teams up with Lune, a mysterious Starfarer. Together, they journey to save a dying world, engaging in challenging battles to retrieve the lost glow of the stars and forsaken memories, unveiling cosmic secrets.
Modeled estimate, not a reported figure. How we estimate →
About
To save their dying homeland, they embark on a perilous journey into the unknown. Across multiple worlds, they must overcome countless trials while piecing together the ancient secrets of this realm—and ultimately uncover the truth hidden within themselves.


Play as Ave, a light-armored knight, and journey alongside Lune, a flaxen-haired girl with mysterious powers.
Together, they set out to save a world on the brink of collapse. Sword and magic echo between them as they fight side by side, weaving a bond that belongs to them alone.
Ave
An agile knight skilled in close-quarters sword combat. With precise dodges and well-timed parries, she turns enemy attacks aside and strikes back. She is the party’s blade — and the one who stands at the front when danger closes in.
Lune
A girl who wields mysterious magic. She can weaken enemies, enhance Ave’s attacks, and break through obstacles in the environment. She is an irreplaceable source of support — and the key to moving forward.

Players can adjust Ave’s combat style through Embroidery, the Skill Tree, and Cloaks, building a flexible progression system for different ways to fight.
Cloak System
Cloaks offer both unique appearances and ability effects. Players can choose different cloaks to match their preferred way of fighting.
Embroidery System
Embroidery works like charms, each carrying a different power. Equipping them grants Ave passive enhancements that can support different combat styles.

Step into unguarded temples, the ruins of fallen kingdoms, and churches shrouded in dark mist. Each area has its own atmosphere, terrain, and combat rhythm.
Explore forgotten lands, observe your surroundings, learn the mechanics, and press onward through a journey filled with danger.
"Our journey begins with parting, and perhaps it will also face parting in the end. The hardships along the way will surpass your understanding and imagination... You might even feel pain because of this."
"Even so, will you still come with me?"
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese
Engagement
Reviews
Themes across 550 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
评论区有的人吹毛求疵真给我看笑了,不知道都是哪来的 游戏质量绝对值这个价钱 地图关卡BOSS也是及格线以上 你要真连快慢刀都受不了找个割草玩算了呗 制作者和发行商也很有诚意 希望大家支持国产落在行动上 不是只看营销号和大厂商胡言乱语
Doing a comprehensive review for this one because it seems the game sold below expectations and will probably need word of mouth. True ending review, ~18 hours, 85% completion [h2] Overall: 8.3/10 [/h2] Tldr; short and sweet above average indie game. Appropriately priced. Solid story, good gameplay, great presentation [h3] Story: 7.5/10 [/h3] Lunarium tells the story of Ave and Lune, a mortal and starfarer who journey to save the land of Firleaves, revealing along the way the nature of the titular 'Lunarium' and the truth of the Nihilus that threatens their world. Starting with the good, the characters are the best part of Lunarium. Lune is a thoroughly compelling character driven by a sad longing. On the other hand we have Ave, a headstrong, somewhat stubborn woman who makes Lune's goals her own. Though I didn't care for Ave at first, she did grow on me to some extent. But what really elevates these protagonists from good to great is that they are a natural foil for each other. Their bond develops naturally throughout the story with a heartfelt sincerity that compels the player to see the journey to its end. I was pleasantly surprised to see that the level of care with which the protagonists are written extends to every NPC as well. Almost every character has a level of depth that brings a new perspective to consider, making me want to exhaust every line of dialogue. The story of Lunarium and the depth of the varied characters compliments the somber and ethereal tone very well and gives room for the player to reflect on the meaning behind life and mortality. Woven through the game is an abundance of additional lore inserts and environmental storytelling that engages the player and encourages them to think one step ahead. This engagement with the story is rewarded by Ave and Lune, who thankfully also have a brain and vindicate the player by figuring things out themselves in a promptly manner. Unfortunately, the story itself in my opinion has a fundamental flaw: it tries to punch too far above its weight as an indie game with limited scope and budget. It is hard to explain without spoiling but Lunarium relies on painting a canvas depicting the vastness of its universe, but only has three and a half isolated 'biomes' to show us that story, even if what is shown is beautiful. The result is something akin to Van Gogh's Starry Night, except he only painted half the night sky because he ran out of paint. The result is that the player is left trying to extrapolate the other half by themselves. Speaking in less abstract terms, this manifests itself as the nature and history of the Nihilus and the cosmos being underexplored, a main villain with motives and backstory as complex as my dog barking for food and very interesting characters with as much squandered potential as a dreamy young adult destined to work a dead-end job and live an unremarkable life, among others. Nowhere is this as apparent as the ending, which despite being the true ending turned out to be maybe 15 seconds of extra dialogue with no closure for anyone beyond Ave and Lune. The ending feels rushed in general, perhaps due to typical indie studio constraints. This is not to say Lunarium doesn't tell a good story — it does, but it will likely leave you wanting. Reading this story is eating an inspired entrée at a high-end restaurant and leaving hungry because you resolved to spend no more than $20, but hey it was tasty and you got what you paid for so you can't complain. I imagine some individuals much like my high school English teacher would argue that the off-putting, 'je ne sais quoi' of the missing space is a Mona Lisa-esque proposition to rouse the imagination, but personally I would much prefer it if the fries in my bag were real and not imaginary, lest I perish from starvation. [h3] Gameplay: 8.5/10 [/h3] As an indie isometric action RPG, it's pretty hard to go wrong and I am happy to report that this game is proper fun. Fighting in general is tense yet enjoyable thanks to well-telegraphed attacks and beautiful animation. Don't be fooled by the first few hours as the gameplay rapidly opens up with a well-built skill tree and personalization options. Exploration is generally rewarding — between currency, embroideries, capes, upgrades and other collectibles powering up is smooth and enjoyable. Thankfully there are also a variety of enemies to test your mettle, a point of differentiation from other indie (and at times, AAA) games that converge on the consensus that goblin #2 ought to hit like a truck compared to goblin #1 simply because it was born red instead of green. Speaking of enemies, Lunarium boasts 25 bosses, one for each Australian dollar you pay to experience the game. This is a substantial amount considering the current economy and jokes aside, the notable quality and craftsmanship of each fight, almost all of which have their own tricks up their sleeve to ensure you regret locking yourself into an attack animation. On the topic of difficulty, Lunarium is a 'Soulslike' and you get standard fare for the term. I would put it on par with Nine Sols, maybe a little bit easier if you use the best tools given to you. There is an easy difficulty setting if you're not up to the challenge. Though speaking of Nine Sols, some may also refer to this game as 'parryslop', and the game does indeed heavily rely on the parry system. But to parry that critique, I would argue that between the stagger system, unparryable attacks and resonance management, there is enough push and pull between the systems that the combat is uniquely interesting, demanding the player to reason carefully about the tradeoffs of each line of attack. More like parrypeak. Not everything is perfect though. Ave's walking and turning speed is so slow and takes time to get used to compared to other top-down ARPGs, even if it may be a design choice. Exploration unfortunately becomes far more linear from the third area onwards which is dissapointing considering the more open map design of the second area. At that point so much currency drops from enemies that you won't have much reason to fight standard enemies anymore, rendering them more a nuisance. There is some lack of QoL such as no minimap on the HUD, dialogue appearing on the bottom left and disappearing before you can read it, no map when selecting a bench to teleport to, etc. Some quests didn't even trigger for me until a patch update, but to the developers' credit they seem to be fixing any bugs found pretty quickly. Ultimately, Lunarium was a joy to play, with boss fights being particularly exceptional. [h3] Charm and presentation: 9/10 [/h3] I mean, do I really have to say anything here? The art, design and animation speaks for itself and though there aren't that many tracks in the OST every single one is a fitting banger. Lunarium promises an ethereal, somber journey and absolutely delivers it along with moments of brevity and whimsy. The game feels meticulously crafted to evoke thought and emotion and no area of the map feels generic or incongruent. Now for some nitpicks. While the relationship between Ave and Lune is generally well done, it feels off in that they barely engage in displays of affection. And no, I'm not just disappointed there's no yuri. You'd expect Lune to maybe put her head on Ave's shoulder when resting at a bench, or say something besides "is something wrong?" every time you talk to her in the hub, or do something cute in idle animations but I think the budget ran out. Unfortunately the English translation also has some hiccups, with instances of mispelling, wrong names (eg. Theodore vs Theodoard), and even missing text boxes. Thankfully these are rare and do not detract significantly from the experience. There are also UI hiccups such as sometimes clicking right click to exit but sometimes you need to click ESC. The game would also heavily benefit from a few CGs when explaining key worldbuilding concepts.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 552 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
虽说这游戏首发出了个无法进行剧情杀的严重BUG,但开发组10分钟修复了。 掉帧现在也解决的很不错了。 全成就纪念 总之,非常推荐。 这应该算是有着很强烈的泰坦之魂味道的ARPG游戏。 动作打击感很好,找到节奏弹刀很爽,闪避距离虽然短,但它是带有一些策略的,并不是爽游,对反应力也有一定的要求,当然容错率还是蛮高的,只有最终BOSS难打了点儿,如果觉得锁定很难受可以在设置里把它们都给关掉,用手动锁定,会更加顺畅一些。 这样的美术风格我很喜欢,并且带有一定潦草的美术画风,音乐氛围感十足,剧情从幽静,到恢弘的战争场面牺牲和奉献,再到阴暗的人性,都有值得让人深思的地方。 地图关卡做的也可以,很多隐藏通路,也有一定的探索乐趣(终于不再完完全全是这一侧无法开启了) 虽然游戏里NPC不多,但每个NPC的性格都能立的住,有慈祥的老奶奶,热爱矿石的隐藏自己身份的傲娇骑士团大叔,愿意献出自己生命保护国民的女星使,为了救女儿但又杀害了无数人的疯老婆子,病娇最终BOSS(假如有配音都能想象那个说话方式了) 等等。 当然最最最最最重要的是,肉腿妹子谁不爱呢~~O(∩_∩)O
被商单吸引过来然后被恶心了,忍不住写小作文来骂他。这款游戏虽然优点很明显但是缺点影响远超优点导致各个方面说都极其差劲的一款游戏。我不理解为什么有这么多人好评。到我发布评测的时候我玩了十三小时,正在尝试全收集各种小垃圾所以没打最终boss,但是其他的东西已经过完了。我有很多要喷的地方,下面一条一条慢慢来。 首先这款游戏的体量非常小。他的宣发和商单一堆人吹上天的地图有四张,但是新手村和最后一张图水得不行,新手村就是一个你打主线的时候打一半要回来刷boss的地方,没什么称得上能探索的内容。最后一张图乐园甚至没有新的小怪,袖珍到只有一张椅子,理论上还有一个只需要跑一遍的剧情演出地图梦小径,但是那就是一个一条路走到头的一本道,让我来都能做个类似的。真正有点意思的也就砾青和群岛两张图,设计的也确实有水平,但是也就这么点东西了。怪的种类也很少,新手村那些随主线进度刷的玩意甚至是新手村小怪的换皮,体型加大再加一两个攻击方式就当boss了,最后一张图也全是boss没小怪,一个地图就这么空着啥也没有(除了过剧情会刷一次在其他地方也有的怪)。整个游戏给人的感觉就是一个没做完的半成品,我能玩这么久还是迷路和全收集的时候重复跑图堆上去的。 然后是烂得发瘟毫无可取之处的战斗,无论是整体框架还是具体的怪物设计无不充斥着一种对用快慢刀和中途变招折磨玩家的狂热嗜好。总体上说,玩家在战斗中要用弹反去弹普通攻击,用闪避去闪红色提示的不可闪避攻击。先说弹反,这游戏没有任何明显的闪光提示,他的怪有的时候一次闪光打一下,有的时候一次闪光是一个连段,更多时候根本没有或者看不到闪光(他的固定视角在让你看不清楚招式这方面也是煞费苦心)。与此同时,这个游戏里面虽然怪的种类不多但是个个都身怀绝技,充斥着各种蓄力怪,中途变招的boss还有长得过于抽象导致你根本不知道他扭来扭去是不是要打你的诡异生物。他的boss也极其不好弹反,特别是前期那几个喜欢假动作的重量级选手,不开简单模式碰你一下就是半管血。这个时候你可能会觉得他的闪避会好一点,但是说实话闪避的性能也非常逆天,初始闪避的移动距离短得堪比原地抽搐,想拉距离躲各种逆天范围的不可弹反aoe根本来不及,再加上这个游戏的boss很喜欢在连段中间插一刀不可弹反,我正弹得起劲结果根本不给时间后撤,要是提前后撤又浪费弹刀攒架势条,一根筋变成两头堵。主角除此之外还有其他大大小小的问题,最恶心的莫过于战技要同时按鼠标左键和右键,实测超级容易串成其他的,战机里面本来非常重要的当身防反很吃timing,但是同时按两个键就很难次次都打出来,要是串成普通弹反那又要吃不可格挡攻击。制作组但凡绑个单键我都当他为键鼠玩家考虑过了。boss的设计虽然有比较出彩的(后期的弹幕类boss可以爽弹),但是烂完的也不少。前期的盾兵魔像一堆假动作,冲刺攻击画面和弹反判定不同步;断后勇士不仅仅变招多还喜欢跟你马拉松;第三张图的海怪常态在你打不到的地方,但是他的每个招式都慢的像0.5倍速,硬拖你时间。很难想象一个游戏的制作组能够对无冤无仇甚至曾经支持过他们的玩家有这么大恶意。 他的剧情也相当平庸,主角两个人的性格刻板得无聊,前面两张图属于是你只要看到人物长什么样子就能猜到他们会说什么,第三张图倒是有大海魔女这个稍微能活泼一下氛围的角色,而到了最后一张图该揭晓真相了,本来可以做超展开,但是受限于篇幅直接打完boss草草结束了。那几个回忆主题的小地图也没什么信息量,第二张图的道中boss甚至四个人里面只有一个有名字,作为砾青的守护者在回忆里面完全没有戏份。至于大伙期待的百合向更是想都别想,文案整体透露着一种“在一个本来很有深度的世界观上随便套几个公式化人设就差不多了”的摆烂感,观感甚至不如混沌效应那个和苍翼本家毫无关系的穹目篇主线。 总而言之这个作品充满了作者在一些内容上对所谓“魂味”的偏激理解和在另一些内容上毫不掩饰的敷衍,它有一个不错的底子但是非常缺乏打磨导致玩起来几乎在所有的地方都能感觉不舒服。除非你很认同作者的这些做法或者你是魔虚罗啥都能快速适应,不然我不推荐你在这种半成品上浪费钱和时间。
非常的卡手,操作手感特别的硬,不够顺滑,交互判断比较弱智,格挡判断太短,是常驻战斗系统却弹不爽,经常都是白送血,闪又闪不爽,弹又弹不爽,配合打着打着突然霸体压不住的敌人让跑图和BOSS战体验都特别差,经常资源循坏不起来,BOSS设计烂,老喜欢设计喝血瞬发红,上一个BOSS还是笨重石头人,下一个BOSS高机动,瞬发红,进门先来一排飞刀收点血,半血到处闪现,被抓住就是一个秒没,配合僵硬的手感和短判断格挡,操作体验极差
其实是好玩的,画面和探索感都很不错,战斗也可以看出会通过慢慢提升变得体验更好,但目前有一个让人非常不舒服的点就是走路有一种背后被重物拖着的感觉,非常不流畅让人玩着有一种很累的感觉,虽然可以闪一下就自动奔跑也可以设置一直按某个键奔跑,但互动完或者攻击以后又会变成那个很难受的走路感,建议直接把疾跑换成平时的走路,砍掉现在的走路动作,这样感觉整个游戏会有很大的手感提升,反正疾跑也不算很快......总之再修一下吧,因为这个很烂的走路模组耽误玩家享受这个很用心的地图设计真是可惜......先不推荐了,后面改了走路手感再来继续玩。
This game saves me for my desperate waiting on beast of reincarnation on monday :D
ハデスのような見下ろし視点と、美しく綺麗な絵が特徴のソウルライクというのでしょうか。私はあまりゲームのジャンルには詳しくないので、途中までプレイしてみての感想からコメントを残そうかと思います。 このゲームには、引き込まれる世界観があります。 出会いや縁を大切にしているのだと感じ取れるゲームで、旅の中で出会うすべての事柄に意味があります。 戦闘が得意ではない私ですが、世界観とストーリー、そしてこの絵だけでもすでに十分満足させてもらいました。 ただ、日本語でプレイしていても、中国語や英語が出てくる場面がところどころあり、不便ではないながらもストーリーの邪魔をされた気分になってしまうのが残念です。 ゲームが苦手な方でもストーリーを楽しめるよう、簡易モードの用意もされています。 絵に惹かれた方、ストーリーがよい作品を好む方、ファンタジーがお好きな方、ぜひプレイしてみてはいかがでしょうか。 ソシャゲがはやる前、買い切りのゲームで得たあのワクワクする心と、ゲームの世界に入る感覚を思い出させてくれるはずです。
平淡的剧情,逆天的快慢刀让人怀疑制作组是不是宫崎老贼粉丝,还有故事难度把普通格挡扣血取消行不行,我冲着画风来的结果故事难度下降不大,那设计这个的意义是啥?
I am maybe half-way through the game. It is nice indi souls-like with stunning visuals. The combat is parry-focused and some of the recent bosses are quite challenging. There is, however, no punishment for death as you keep all your "souls" and items. The game has some build-variety but nothing too crazy. I would recommend the game for a price tag under $20. Edit: Finished the game after 13h. Had fun.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.9K | 75 | 65% | $9.99 | |
| $274.6K | 759 | 72% | $24.99 | |
| $201.2K | 299 | 78% | $12.49 | |
| $22.3K | 58 | 93% | $19.99 | |
| $16.6K | 48 | 65% | $14.99 | |
| $4.6K | 18 | 83% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $231.5K | 494 | 86% | $19.99 | |
| $231.6K | 281 | 92% | $24.89 | |
| $231.6K | 686 | 93% | $6.99 | |
| $231.6K | 221 | 54% | $24.99 | |
| $231.4K | 188 | 85% | $39.99 | |
| $231.7K | 488 | 60% | $14.99 |