
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
已经打到宴会厅,我很难给这游戏一个好评。 注:我打的默认普通难度 1.坏消息:普通弹刀没有虚血。好消息:残血普通格挡不会致死,这有点两极无法评价是好是坏。 2.BOSS后面又是韧狗又是快慢刀,盾牌哥吃个药还有读指令戳刺何意味啊,致敬其他类魂么 3.王城骑士人均霸体+群殴,主角又没办法打断自己出手动作,很容易看怪后摇想多蹭一刀导致四分之一血消失。特别是刺剑骑士,我嘞个超绝闪避超绝霸体超绝快刀。 4.BGM基本没感觉到,很轻,一点激情或者悲伤的氛围都没有。 5.这特别长的椅子能不能给我改了?传送黑屏正常,原地休息都要做个慢慢闭眼动画再慢慢睁开,这是整个游戏最败笔的设计!一开始看很喜欢,但是看多了就烦了。死了回椅子看主角睁开眼,仿佛被卡车创去异世界般难绷。
[u][h3]The GOOD[/h3][/u]Straight to the action and no lengthy intro, learn-as-you-go gameplay. Beautiful hand-drawn graphic to explore and traverse with it's lovely soundtrack. A very wholesome coming-of-age story of a young knight and starfarer's journey to save their home. [u][h3]The Gameplay[/h3][/u]The game is not hard, just the classic of "trial & error" and pattern recognition. There is a lot of non-interruptible action, so combat is about managing a well-paced tempo of success. [u][h3]Conclusion[/h3][/u]It's worth buying and supporting a dev who makes games with passion.
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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
A somewhat flawed experience due to how finicky parrying can be, since the combat relies on it a lot. Dodging is perfectly effective too and can do the job most of the time, though. It feels somewhat fresh to see a game like this use an isometric perspective, and the levels look quite gorgeous and are fun to explore and search for secrets in, so it's worth mentioning that in this area the game does particularly well. The story's surprisingly enjoyable too, with likeable characters and great art. The English translation's not terrible, but it lacked enough proofreading as you can spot a couple mistakes here and there. They're apparently improving that by patching. Performance's great, which is a relief considering it's a simple looking indie game made on Unity. Overall, I'd enjoy seeing this studio further refine their game design by taking on a sequel (be it Lunarium 2 or just a similar game) with refined combat mechanics and a better balanced challenge. The toughest boss in the game took place by the first 1/3 of the experience, and after that my player character steadily got too powerful for bosses to provide a proper challenge.
最近几年最喜欢的独游
10.3小时,88.4%完成度; 总评:7.8/10; 游戏性:7.5/10,哈迪斯设计风格,闪避格挡整体做的都还行,就是这个视角有的时候敌人动作有点看不清; 音乐:8/10,整个游戏过程中音乐有触动的地方不多,配乐数量也不多相比同体量游戏,但是总体配乐很合适不错; 美术风格:9.5/10,吸引我游玩的最大亮点,虽然游戏体量不大,但是美术很好看,很温馨; 剧情:7.5/10,主角团的正义凛然是可以理解的,但是反派团的动机很奇怪,感觉只是被提到的虚无侵蚀了,仅此而已,可能我了解的不够细致,整体还可以吧,没那么吸引人,但是也说的过去; 我觉得整体游玩体验是不错的,值得推荐,中小体量动作冒险RPG游戏,质量不错,还有很多小bug,希望尽快修复;
画风唯美,难度对魂系玩家来说不算高吧,敌人的战斗方式和节奏各有特色,很容易在打斗之中得到乐趣(主要是弹反不难)。不过游戏的整体节奏和动作招式略显单薄,希望完善一下。整理可以打个7.5分
优质的独立游戏吧,美术有自己的特色,本来以为这种画风与色调很容易形成视觉上的疲劳,结果体验下来还好;boss普遍不难,只有最终的伊妮德吓哭了,唯一三段血+疯狂追击的boss,还有闪现投技,幸好已经配出了黄昏披风+一心刺绣的轮椅组合,疯狂回血电表倒转赖着不死,普遍诟病的魔像其实虽然数值高,但是招数非常好背板,boss五遍内都能过,感觉难度设计还是合理的;招式匮乏体感上确实有,通关金红花城后你就学会了几乎所有核心招式,之后大多收集的是战技,但是流程短又多多少少负负得正“弥补”了这一缺点。 说到流程短,这流程实在是太短了,我用了一天就通关了;我理解2.5D游戏需要做的场景、美术资源与地图设计应该要比传统类银独游复杂多样,但是我仍然认为星之旅的流程太短了,以至于不能匹配其70元的售价。我不求你塞像空洞骑士系列那么多的内容,但是至少得多两张与金红花城质量与可探索内容相当的大地图吧。现在无论是人物招式数量、还是地图数量,量都太少,以至于故事虽然完整,但总给人一种意犹未尽的半成品味道。无意冒犯,但无论是画风设定相似的ender lilies、还是国产的心渊梦境,无论是招式数量、地图数量与游玩时长的体验都要比星之旅好太多;我认为游戏目前的可游玩内容还是太少了。 话说回来,我承认海岛昼夜轮替的地图机制真的能带给人相当独特的体验,虽然类似设定在以往独游中出现过,但在2.5D地图上体验到这个还是头一回,不得不说非常惊艳。以及地图的引导是真的好,不看攻略自己探索,就是能基本上全收集。 总的来说星之旅还是一款好游戏吧,但是不符合我的预期,可游玩内容实在太少了,我本来以为能撑到8.4以便衔接hellslave呢。
1、[b]手感差[/b],不知道是不是俯视角原因怪转个角度完美弹的手感就变了,不好把握 2、[b]打完Boss地图上没有回血点[/b],丝血往前跑发现面前四五个怪,打完boss的兴奋感立刻就消失了 但上面两点都不是差评的主要原因,第三点才是: 3、[b]谁家BOSS转阶段动画不可操作的时候是带伤害的啊????[/b]打到莉娅决定给差评了,打完一管血还剩3瓶药没喝剩一丝了,被你转阶段动画爆死了???你踏马既然要进不可操作的动画就别带伤害,带伤害就别禁止操作啊!转阶段之后还有个锁头的圈,动画的黑条还没消呢就开始追踪,模型还没从地下出来就能把人困住跑不出去的,体验极差
made this to offset the negative reviews. game runs good, looks good, plays good. well worth the price, will update when i complete it.
这个游戏属于典型的金玉其外败絮其中。美术很好看,其他的点要么平庸要么构式,特别是这个战斗简直是不玩游戏的人做出来的。 这个游戏属于2.5d类银,其实也可以看作是类魂,弹反和格挡样样俱全,但样样垃圾。普攻和技能释放特别不流畅,出手很慢很卡顿,闪避速度又慢还有前摇,闪避距离特别短(类似于魂1的超重翻滚)。弹反也是垃圾不仅有不短的前摇,举刀防御还不能一直防,到一定时间会自动解除防御。敌人攻击全是快慢刀,一打boss就要背板,玩的无聊至极。其实这也还好,如果实在做不明白战斗,那就把boss和小怪战斗编排做简单,把游戏重心聚焦在地图探索上,好更脑瘫的在下面内容。 敌人的性能那就不是我们主角大人能碰瓷的了,有的敌人用大剑或者特大剑此类的武器,攻击到主角会产生一个比策划命都长的硬直,有硬直那也算了,最睿智的是硬直的时长在某些boss的出招里会比boss两招之间的间隔更短,人都没起身又吃伤害。而且防御也会有巨大的硬直。点名这个游戏的最终boss,弹反手感奇差无比而且判定区间很奇怪,有的招式弹反非常麻烦,那就防御?对不起防御也会被一刀砍进硬直然后破防,伤害无论怎么样玩家都要吃到。 boss的ai编排和招式设计也是一眼的策划想当然。还是以最终boss为例,这个boss二阶段会有一个居合连斩,三次可防加一次不可防共四段攻击。如果玩家化解了这四次攻击的时候追击敌人这个boss就会继续复读,我最多的时候被连续发动了三次总共12段攻击;如果玩家就站在原地不动反而会出其他招式;特别是居合斩这个出招非常快,没有预期的情况下配合上上述的巨大硬直直接就会全吃毙命。还有一招boss消失后出传送门抓取玩家,这个招式出传送门甚至会直接生成在玩家身边还没有任何预警,这制作组到底在想什么?天天在脑子里意淫我设计的这些招式特别华丽特别有演出感,玩家的机体性能跟得上你设计的这些招式吗?有的地图还有强制战点群战,你这连魂一都不如的人物性能,技能连一个强力aoe都没有,玩起来不知道有多恶心。这游戏的战斗真是我玩过的所有弹闪游戏里最垃圾的。玩家在前期反馈了半天正式版还是端上来这一坨狗屎,天天在评论区宣传自己不如照照镜子自己啥样子,听玩家建议改下战斗有这么难吗? 给点建议给类似的独游制作组,如果做不明白战斗那就多给玩家性能至少让玩家玩爽,这是很需要技术力的事情吗?多给点无敌帧弹反帧降点受击硬直改改数值的事要舍得做,魂系列那么垃圾的人物性能都有仁王和卡赞这样的后起之秀能做出流畅战斗,空洞骑士个位数的人手都能做出类银目前无人能超越的战斗体验,不是手做不到而是脑子想不想的问题。以后这种独游还是跟摆烂一样搞这种战斗我只会给你们无脑点踩。
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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