
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
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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 560 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
看到这低饱和度的手绘淡彩卡通风格与精致可爱的角色立绘就迫不及待上手试试了,虽然看着是卡通风格但实际上游戏难度却不小,无前摇快慢刀和红光瞬移多动症都是日常操作的BOSS需要频繁使用招架和闪避来应对,多贪下刀立马就可能会被一套连招打残离椅子和神龛复活点只有半步之遥了,毫无疑问是已经进入类魂游戏的范畴了,奔着画风来的可能得受不少苦www,毕竟角色初始性能不算很强,行动基本都带点后摇的,习惯预判敌人行动提前输入指令前估计得坐不少回“冷板凳” 除了战斗以外本作也有不少探索内容可以体验,风格多样的各种箱庭地图中各种隐藏的道路或是需要机关开启或是需要打破障碍进入(当然有些纯粹是藏在黑漆漆的边缘)能体验不少时间,在体验时顺手在大地图上拿到各种图纸打造刺绣和披风来在战斗时获取更多加成,找到数十个飞鸟碎片和繁星碎片提升角色基础数值,挖到各种稀有矿石带给老师强化武器,获取各种纪念品开启地图上的便利功能,以及通过散落大地图的各类文本记录补充本作世界观,更有数个支线任务可以游玩,还在等什么,快来跟随身手敏捷的骑士艾芙与掌握修复魔法的星使卢恩一起踏上拯救世界救赎彼此的旅途吧( 本作引导比较少所以推荐勤看地图,主线剧情触发点很多都会在地图上用金色图例标出来(比如三个地区的梦境所在地的指引),还有很多没发现的地方也可以在地图上找缺了一块的地方和没探完的岔路口,中期在神殿右侧乌鸦那里交了足够的收藏品后可以显示地图中敌人和宝物的数量就更方便了,个人在游玩体验时遇到有几个点位道具的收集不那么阳间,放在这里帮助大家节省下反复探索的时间,首先最不阳间的就是刺绣图纸:柔风(第三排第一个)的获取方式了,需要在走廊左侧迎风处站着不动吹会儿风才能获得,可以从砾青的城墙内部休憩处走右边往上爬走右边门进去,穿过这个放砾青城壁画的房间门(可能有石块堵门,证明你可能没打过东城墙的工程魔像)往左走进门就能到左侧吹风的走廊了;然后就是白礁群岛从沙滩那里一路往右走到三盏灯所在的孤岛天梯进山洞,门口就是一个繁星碎片(需要打败大海魔女琉之后来才有);再就是白礁群岛中枢休憩处右上电梯下去进左侧电梯下来往右一直走到监牢左侧进门,拉开机关去右上角往下一直走,从牢里梦术师左侧缝隙进去一路右上到瀑布边上在左侧攻击进入隐藏洞穴里就能拿到刺绣图纸:遥远(第一排第一个),然后顺路爬上藤蔓往上走(别忘了兼右侧的海图碎片B)坐船去了漂浮家园(第二个跳跃点完了右侧跳跃点过去还有个海图碎片C,三张合起来就是纪念品白礁群岛海图),之后回来跟梦术师对话还能拿个纪念品微光灯球,还有些零零碎碎比如升级武器的矿石的就靠自己探索啦,提示下星骨石是完成支线山里的虚无打掉三只怪去老师那里交任务拿到的,具体点位可以看笔记里面的描述;正好提到笔记,金红花的誓言那个最后一阶段的笔记要在砾青城找回4位修女过完剧情后去赤星圆庭上面获取,虽然不影响剧情不过对全收集强迫症玩家来说可能就有点作用了 虽然确实难度不低打的过程中也时不时红温,可是当剧情真的推进到末尾,两人在神殿互诉衷肠,卢恩为艾芙授予星骑士之名,两人携手前往最后一战面对星辉时代的友人时,还是对即将到来故事的终点感到十分不舍和些许不安,好在后面是happy ending可以美美吃小蛋糕,虽然这个广袤世界的残酷的规则仍然不可撼动,但两人的行动至少暂时拯救了她们生活的全世界,保护住了两人手里握着的小小的幸福,理论上不会再受寿命论影响的两人应该是能在这远未到终结之时的世界泡安度余生了(提一嘴因为通关后进度会回到最后一战前所以可以反复鞭笞伊妮德www),不过其他星使们还有不少故事可以写,我看某位喜欢人类、热爱冒险的星使就比较适合再来一波续作(,秋泥膏 天际的群星,在这春日将至之时,请为大地的孩子们降下祝福······ 愿这土地上的万千生灵自由、幸福地生活。 愿所有的创伤、痛苦、缺憾······得以“修复”。 愿遥远的故事汇聚成诗,永垂不朽—— 愿我深爱的人们远离悲伤,热情、充满希望地活在当下的每一刻。
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Hours played at review time, across 562 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Still need to continue, I'll update as i go So far it's awesome
游戏美术真的一绝!唯美画风的类银河恶魔城类魂可以在美术上花功夫给到一个夯,同时游戏性也并不敷衍,游戏难度中规中矩,不会太为难新手小白也不会过于没有体验感,玩起来十分地舒服——
I'm disappointed because I bought it specifically to play on my Steam deck. The frame drops are ridiculously bad for this level of graphics. When there are a lot of monsters, it drops to only around 20 frames. I dare say that many games with better graphics than this one run at 60 frames comfortably.
Wanted to like it, occasionally did like it, but mostly found it pretty mediocre. It reminded me of the games that possibly inspired it and that I'd consider far better. Everything feels slower than it needs to: traversal, combat abilities, waking animations, interactions with NPCs, unskippable boss cutscenes, pointless runbacks. I'm sure it's going for a "deliberate and weighty" feel, but I'd rather it not. If you like dialogue/lore dumps, particularly needlessly esoteric ones, there's plenty of that to go around, but I never became invested in the characters. Overall, I found it pleasant enough to recommend it. There are some genuinely cool biomes, and the combat occasionally feels alright. Nice visuals and music, too. But I wouldn't go out of your way.
进度到把莉亚那个boss打了,目前体验下来有很多非常难受的地方。 首先我有点疑惑地图为什么要设计这么多意义不明的回路(跑路跑半天,结果通往的是上一把椅子),回路显得太冗余了。 还有这游戏弹反帧这么短,收益又小得一匹,实战中根本用不上。再就是,你它喵的boss搞这么多快慢刀是想恶心死我吗?点名批评人马,大块头和莉亚,经常举个刀等几秒再砍,你动作能设计得再慢点吗? 还有那个boss红舞者,tmd转阶段给我扔桌子里面直接卡住让小怪打桩,我都无语了。 其他什么动作手感僵硬,每次坐椅子都要等动画,商店点完只能直接退出啥的小问题我就不讲了。
很棒的故事,希望制作组再接再厉。
良作,可惜好玩不火
美术和立绘堪称顶级,手绘的风格更是令人赏心悦目,同时箱庭式探索设计扎实,无论是在视觉方面还是探索方面都有着不错的体验,战斗方面难度不高,而且还有简单模式选项适合多数人上手,也不怕会有卡关问题
#撸评测##星之旅##游戏评测# [h3]代表希望的那颗星 [/h3] +优美协调的画面 +角色设计讨喜清新可爱 +地图设计风格鲜明 +关卡简约但是不简单 +隐藏路径和捷径设计巧妙 +战斗技能成长明显 +护符搭配设计在线可玩性强 -精防手感滞后性强 -怪物数值有点乱写 -背景音乐存在感较低 -各种大小bug偏多 -最终boss的难度断崖式上升 [hr][/hr] ●起初是24年的一条devlog吸引了我的注意,因为画面非常独特,被色块高度概括的画面传递出一股和谐的感觉,非常的风格化,这么漂亮的画面总会让我觉得“又是哪个美术生出来搞搞自己的OC和世界观展览了”,不过卖相属实优秀,让我也搞来尝尝,但是没想到成品属实是让我有些惊喜; ●感觉本作一大卖点就是身份为见习骑士和星使的二人,非常的可爱,看到就能增加很多好感,而且途中的互动、一些思考都很有意思,故事也比较正能量合家欢,是个平稳落地的好故事,没有参杂一些乱七八糟的“个人表达”也是挺让人欣慰的,而且其他npc也非常有个性,和蔼的奶奶调皮的弟弟妹妹都让人记忆深刻,即使打完了故事也让人舍不得离开; ●本作宣传是类魂,不过除了篝火重制以外见不到诸如高死亡惩罚的跑尸和多维成长这种设计,所以探索基本上是0压力的;不过地图设计确实有点类魂的精髓,甚至可以说在一些方向上比魂更有意思,游戏没有采用很多的单向门将一个个回路分割开来阻挡玩家前进,而是大量使用了隐藏道路的手法,比如树丛中的小径或是视野的死角,弯弯绕绕回来结果发现本来就有一条隐藏捷径通向存档点,这使得地图真的有一种曲径通幽或者峰回路转的感觉,如果玩家探索到了这些隐藏道路也可以提前获取一些道具作为奖励甚至破序挑战一些boss,非常有趣;地图整体来说算不上复杂,但是隐藏的内容却是不少,有些是简单的主线上划出一些简单的支线和回头路,少数则是较大的一片区域,但都不会影响对于主线路径的感知,探索的流畅度非常不错;[spoiler] 第三个大区域对于类似表里世界的表达我也相当喜欢,场景切换的效果很惊艳,而且探索动线的规划做的很优秀,这份惊喜甚至会延展到其他地图; [/spoiler]唯一遗憾的是制作组没有把关卡连成一整片无缝的地图,不过出于制作组体量和世界观设计的考虑也就算不上缺点了;本作的关卡已经足够好了! ●战斗部分虽然占比也不小,但是我想说算是本作的短板,虽然系统非常完备;本作有非常丰富的技能树还有角色装备护符BD,你可以通过更换披风和披风上的刺绣(护符)来构筑自己的战斗风格,技能和刺绣也不仅仅拘泥于xxx%之类的数值提升而是有不少能提供新的效果;boss设计水平在及格线以上,虽然也有一些boss起手较快比如推人之类的神经刀,或者经常出现节奏不一的快慢刀的问题,但是整体还是可以接受;但是最核心的精准防御系统本作属实是没有拿捏住,精防在按下按键后有相当一段时间的延迟才会生效,这在其他精防(弹刀)为主的游戏来看是不可理喻的,这让你几乎没发目押招式,甚至没办法应对一些神经刀,因为也许你能反应过来按按键,但是说不定你已经按晚了,经常出现被打了角色才举起剑格挡的尴尬情况,这在我玩别的同类游戏的时候从来没有出现过(所以我相信不是我笨比了),即使我已经适应了大部分情况能正常游玩,但是仍然觉得这样的设计有些不妥; ●总之,星之旅是又一部打破“独立游戏好看的大多不好玩”这一铁律的作品,本就带着“为美术买单”的期望打开了游戏,但是被其中成熟的关卡设计还有面面俱到的系统所折服,至少我所在意的或者在其他同类游戏中我一定会挑刺的点本作都合格了,虽然仍然存在有不少青涩的地方,不过都可以交给时间来积累经验和继续改善,能让我意犹未尽、期待续作或者DLC的那就是非常优秀的作品。 [hr][/hr] [h1]评分——8.5/10 星之旅 [/h1]
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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