
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.
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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 553 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While not quite perhaps at the level of a Nine Sols or Hades, Lunarium's combination of those two games' mechanics and aesthetics is only a level below those two all-time greats. If you like your search-action-with-a-touch-of-souls games atmospheric and your music baroque and beautiful, your mood somber and your parries abundant, you could do much worse than Lunarium. I'd guess I'm about halfway through the game, perhaps a bit further, and as a serial interest-loser, I just can't see that happening here. It's too compelling and too damn fun. I actually bought this game at launch after it piqued my interest during a past Steam Next Fest, and then quickly refunded it because I felt there were a few too many small flaws that made the combat experience more frustrating than satisfying. Getting apparently stunlocked on an early boss was the last straw for me. But I kept thinking about the game's vibes and potential, and when I saw that the devs were releasing frequent post-launch updates addressing the combat balance and mechanical cohesion that I'd been frustrated by, I did what I've never before done and ctrl-z'd my refund and bought it again. Now that I'm pretty deep into the game I'm glad I did. Combat is very much, as I mentioned above, Hades meets Nine Sols. Isometric action rpg with a heavy focus on parrying. The parry feels a bit slow at first, but once you get the timing down it's a true joy to do. Excellent visual and audio feedback and a satisfying whittling away of an opponent's stamina bar a la Sekiro just doesn't get old, as it grows in complexity to counter the player's increasing mastery. You've got plenty of exploration, a moderate amount of well-written (and surprisingly well-translated for a Chinese indie studio) dialogue with an unconventionally somber tone, build variety through equipment management and upgrades, a Hollow Knight-style talisman system (done here with cloaks and embroidered patches, which is fun), and that excellent combat, all coming together to create an addicting gameplay loop. Performance is a bit worse than you might expect for what appears to be a flat 2D isometric action RPG, but it does take some seriously notable hits on Steam Deck in larger areas, particularly where there's a lot of water. I suspect it's due to the fact that the game is (I think) actually fully rendered in 3D, which only becomes apparent during occasional transitional sequences at the beginning or end of areas, when the camera rotates a bit. I have no idea why they decided this game that plays like a 2D game needed to be built in 3D, but the look of it is stunning, so I suppose it wasn't a decision made in vain. It does run perfectly on my PC at 120+ fps, so it's not terribly optimized, just a bit much for the Deck. This game deserves some serious attention, if you enjoy this style of game and it looks like your cup of tea, give it a shot and give yourself a couple hours to adjust to the parry timing.
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Hours played at review time, across 555 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
An enjoyable isometric action RPG, it has a really good art style and great music as you play through, I would recommend it and enjoy my time with the game. Negative points would be control responsiveness and the final boss. The final boss is just a bit silly with the grab attack that seems undodgeable and the like 10 hit combo it has, tone those down a bit.
画面精美,鸦鸦可爱,嘎(〃` 3′〃)
最近玩的独立ARPG游戏中,做得完整度较高的一款了。
12小时全成就,简单评价下,很平淡的一个作品,6/10 优点是画风不错,双女主ARPG加分 探索 流程太短了,除开首尾地图,就2个大地图 战斗 战技学了5个,但是你只能装备一个,而且只能坐火切换,什么逆天设计 剧情 因为流程太短了,剧情也很平淡,最终BOSS的梦境现实理论都看烂了
好玩
目前玩到砾青城打城里boss,还是不赖。 反馈点bug和建议,首先是bug: 1.贴脸射箭的话有概率无法触发追斩。稍微拉开一点点距离貌似都没问题,但贴脸的话,感觉bug概率不低。 2.穿凯旋披风的情况下无法使用平a三下后追加的星辉重击,百分百复现。说无法使用重击可能不太准确,准确的说是三连后不再有正常情况下应该有的闪光,后续如果还有技能绑定在这个触发上的话,大概也用不了? 我不清楚这是bug还是设定,但经过村里的木桩测试,哪怕算上开头砍三下攒斗志层数的伤害,两次平a循环加起来都还是不如初始未升级披风的两次平a加星辉重击。如果这是设定那我只能说何意味了,这重击出伤还快,不比凯旋这平a罚站挨打掉层强多了? 接下来是建议: 1.demo时就反馈了的,地图辨识性可读性太低了,看起来真的好累。我建议你们z轴高度不一致的地块换个颜色好吧,都是绿色真的很难快速分清上下。然后衔接的楼梯让系统自带一个小一点的楼梯图标,有时候找下楼的楼梯半天都找不到。这个跟前面的颜色叠加在一起更恶心了。 2.然后是很多怪都会连续攻击,如果前面完美弹反了,你去接一个重击反而会导致你吃到后面的攻击,有点不爽。可以考虑弹反能取消重击的后摇或者重击本身不?要是后续流程有这个技能那当我没说。(虽然感觉能取消的话角色性能可能有点过强) 3.这个菜单状态页面,有点挫啊。不是说不好看,但感觉太普通了。星使的设定不是擅长编织刺绣吗?那我觉得应该把目前那张主角二人的图设计成一张完整的刺绣图案。初始是目前这个黑底背景金色轮廓,后续随着血量与星芒上限增加,习得的技能增加,刺绣慢慢的一部分一部分的补全,这样更有成就感和代入感也符合设定吧?现在这个黑板画太普通了有点。当然,我还没打完,要是后续有这个机制那也当我没说() 以上。
I tested this game for first time in the Gamescom. After 11 hours I have consider as a must if you like challenge combat, fantastic art style and good exploration of the scenarios.
不得不说本作的画风是真的美丽,柔软至极,童话风+少女主角,骑士精灵的主题配上优美的立绘,艺术表现很强。而玩法则是另一个极端:注重弹刀,仿佛在玩二次元只狼!同时也有需要闪避的红光,在操作上需要多试错才能通过,难度不低。
作为一个独立游戏 内容量还是很良心的 战斗操作性也比较强 价格不到70块 其他购买渠道的话 能更低 作者修BUG的速度也很快 值得推荐
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.
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