
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 550 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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?
从来没差评过游戏,这游戏是我玩过的动作游戏里手感最差的,毫无逻辑的小怪编排,经不起细看的美术,约等于没有的箱庭设计,史一样的动作系统还有大粪boss,不会真觉得弹反快慢刀被破防还故意设计个aoe不让你靠近很有意思吧,技能树砍三刀接射箭还有无限大的后摇,不死人都比主角轻盈一万倍我真的让我难以接受。
我头昏了,这游戏像从我脑子里扒出来的一样 俯视角2.5D,藏了一大堆隐藏的地图,峰回路转的结构,很有力量的弹反交互 优秀的美术,双女主战斗,一堆合击技,还能一起装修家里解锁新能力 虽然没打完但是 YESYESYES 这就是我要玩的游戏
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Hours played at review time, across 552 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
做的挺糟糕的。地图战斗剧情都没有什么想让人玩下去的动力,负反馈都很大。地图缺乏引导特别容易迷路(虽然本来也不大);战斗方面给角色的增益太糟糕了,没有你是在与 boss 对战的感觉,而只是在一刀刀磨血;剧情的话,基本没有,也没有设置太多有意思的悬念,总体不是很推荐
少有的优质独立游戏,抱着试试看的心态玩下来,玩着玩着居然治好了我的电子阳痿,画面和音效超预期的好,游戏的整体性还是很强的,美术质感也在线,虽然不如黑猴那样耳目一新,但却是国产独立小众游戏的佼佼者,值得支持一波。
This is a slick, well-made action game. The combat is great, the world is pretty fun to explore, the visuals and animations are outstanding. The "story mode" difficulty option can be toggled on and off at will and it doesn't completely trivialize it. Strong recommendation. The one issue is that this game has roughly 10x too much dialogue. I imagine in its native tongue it is eloquent and beautiful, but the English localization is inconsistent and boring in a lot of places. It's got some sweet moments (...I think those girls are more than friends) and it made me laugh out loud a few times - but damn by the end I had to skip many of the exchanges and I wanted it to be over.
Extremely unbalanced game. The game is heavily parry focused, which is not a problem itself, I myself love parrying in games, but here you a REQUIRED to use parry for bosses or stronger enemies, something that is also not necessarily a bad thing, but the problem comes when you consider the game's balancing as well. The game in crazy unbalanced, normal difficulty feels INSANELY hard. Bosses are ridiculous endless health hit sponges with several unpredictable combos with multiple hits, The parry window is extremely tight for a parry required game and the enemies and bosses have terrible attack animations which makes the parry even harder. Terrible
I wasn't waiting much of Lunarium, just an indie game to crunch between two other 'big' titles, but the game surprised me in a most positive way. The pacing and difficulty at start are rather low, then spike up pretty quickly while staying manageable, the map is varied and detailed, with a lot of secret rooms and items to find along the way, and I found the art, the cell shading-like graphics and music (even if the main theme gets rather repetitive) gorgeous. I however ended up coming across a game breaking bug with the[spoiler]Crimson Dancer[/spoiler]boss, forcing me "into the table" without much of any other viable option. Leaving a positive review as I was impressed by the game's quality, and will go on playing and update / expand my review if this issue is resolved. Excluding the various periodical bugs, excellent job overall.
v1.05改了闪避性能之后手感上来了,很有战斗欲望,星辉突刺的我就是帅 制作组处女作,各方面难免青涩不成熟,不过态度很好很听劝,一直在收集玩家意见排除BUG。作为独立游戏说不上小而精。但也很有乐趣。未来可期,希望以后能做得更好 有没有dlc,急
《星之旅》是一款优缺点都很鲜明的小体量动作游戏。 它没有庞大的地图,没有几十个小时的流程,但它知道自己最擅长什么。 好看的美术,扎实的战斗,以及几场真的会卡住玩家的BOSS战。 我愿意给它8分,因为它在有限的体量里,把最重要的几件事做到了较高水准。 首先是画面,《星之旅》确实形成了一套比较完整且鲜明的视觉语言。 游戏采用俯视角箱庭场景,地面、废墟和石墙大多是灰白、草绿、米黄和褐色,远处则被大片黑色阴影吞没。场景边缘并不规整,像墨水在旧画纸上慢慢晕开,也像一本被黑暗腐蚀的童话绘本。 怪物经常是以扭曲的黑色剪影藏在画面深处,身体边缘泛着红光。既像童话故事里的恶龙,又像人在噩梦里看不清楚的东西。 所以《星之旅》虽然有少女、有花朵、有星光,却并不是常见的治愈系手绘风。 更准确地说,它像一场正在腐烂的童话。 而艾芙和卢恩,恰恰是这幅阴暗画面里最亮的部分。 她们身边经常出现白色和金色的光,花草、星屑和人物轮廓连成一片。在大片阴影的包围下,两个人就像废墟里一小团还没有熄灭的火。 游戏甚至不用急着解释世界观,画面已经把故事讲明白了一半: 世界很黑,她们很渺小,但她们还是准备往前走。 这种画风最大的优点,就是辨识度高。 你随便截一张图,基本都能认出这是《星之旅》。 对于一款国产独立游戏来说,这已经是一项很值钱的能力。 当然,静态截图好看,不代表所有美术设计都天然适合动作游戏。 部分场景为了追求朦胧感,地面、道路和可交互物体的颜色比较接近。战斗时角色体型又比较小,如果怪物、攻击特效和深色背景叠在一起,偶尔会影响信息辨识。 美术可以朦胧,BOSS抬手最好别朦胧。 好在,《星之旅》的实际战斗手感是不错的,这点比我预想中更好。 因为很多小体量动作游戏,最大的问题不是内容少,而是从第一刀开始就能感觉到“预算有限”。攻击轻飘飘,受击没反馈,闪避像人物突然平移了一段距离。 《星之旅》没有这种明显的廉价感。 攻击、格挡和弹反都有比较清楚的反馈,艾芙与卢恩的双人协同也不只是剧情设定。 艾芙负责持剑近战,卢恩在后方提供弓箭支援。 弹反成功以后接反击,把BOSS打破防后,再和卢恩一起重击,确实能打出两个人共同作战的感觉。 游戏的核心也不是乱按攻击键,而是观察敌人的动作,掌握弹反时机。 前期还可以凭闪避和血量游击,但到了断后勇士等高难度BOSS面前,不熟练掌握弹反,战斗会明显变得艰难。 从这个角度看,《星之旅》其实比外表看起来要硬核很多。 它披着少女冒险的外衣,里面装的却不是轻松逛街,而是一套相当强调立回、节奏和弹反的动作系统。 尤其值得注意的是,游戏里的闪避明显弱于弹反。 很多ARPG、类魂里遇到危险,翻滚总能解决大部分问题。 但《星之旅》的很多BOSS拥有大范围攻击和连续攻击,一次闪避还是经常被扫到,或者吃到了第二段攻击。 所以你不能指望绕着BOSS疯狂翻滚,等它打完一套再上去蹭两刀。 闪避更多是调整位置、拉开距离和处理部分危险招式。 真正想稳定快速通关,还是得学会站在BOSS面前,把它的攻击一个个弹回去。 这也让游戏的学习曲线比较明显。 游戏前5个BOSS的成就完成率分别是78.2%、55.3%、46.8%、21.9%和23.4%。 可以看到,一二BOSS之间的成就完成率掉了22.9%,三四BOSS之间的成就完成率掉了24.9%。 显然,一号BOSS拦截的是轻度玩家,这个都打不过,说明你对ARPG不感兴趣; 二号BOSS考验的是玩家的探图能力,它和一号BOSS之间的山路比较曲折; 四号BOSS“断后勇士”,才是游戏目标玩家的第一个拦路虎。 他的攻速快、杀伤范围远,连续攻击多,得多弹反,才能保证自己的安全。 当然,别忘了及时射爆他身上的球,然后重击处决。 熟练以后,看到BOSS普攻,甚至会有“它在送我弹反机会”的感觉。 从害怕BOSS,到读懂BOSS,再到反过来压制BOSS,这就是动作游戏最核心的乐趣。 就个人体感来说,《星之旅》的整体难度比《黑神话:悟空》要高,但又比《丝之歌》简单一些。 擅长弹反的玩家,可能会觉得《星之旅》相当顺手; 习惯靠闪避解决问题的玩家,最迟在断后勇士就会被打得怀疑人生。 不过,游戏没有死亡惩罚,这一点缓解了高难度带来的挫败感。 实在是打不过BOSS,也可以开故事模式降低难度。 这也是我觉得《星之旅》适合魂游和ARPG玩家的原因。 《星之旅》虽然是一款小体量作品,但质量并不低。 目前steam好评率是77%,相信会随着制作组的疯狂修复bug继续提升。 它的美术有辨识度,战斗有手感,BOSS能让人记住,还有难度设置。 这些东西,说起来很基础。 但真能同时做好的独立游戏,其实没有那么多。 它不是一场宏大的史诗,更像一本篇幅不长、装帧漂亮,中间还夹着几道高难度动作考试的奇幻绘本。 星光不会自动替两位少女照亮所有道路,却能让她们相信,黑暗并不是世界的尽头。
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.
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