
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 563 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩
好玩
excelente game, story was interesting and for its combat you can easily play full deflect or full dodge keep the game and bosses very fun Edit: 20 hours game btw
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $236K | 271 | 59% | $29.99 | |
| $236K | 471 | 87% | $6.99 | |
| $236.1K | 442 | 77% | $14.99 | |
| $236.1K | 434 | 99% | $14.99 | |
| $235.8K | 532 | 72% | $11.99 | |
| $235.8K | 792 | 76% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $15.9K | 75 | 65% | $9.99 | |
| $269.9K | 762 | 72% | $24.99 | |
| $201.8K | 369 | 80% | $12.49 | |
| $22.3K | 58 | 93% | $19.99 | |
| $16.6K | 48 | 65% | $14.99 | |
| $4.6K | 18 | 83% | $9.99 |
Hours played at review time, across 565 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i am loving this game so far. there are some games where you can just tell the devs *wanted* to make a fun game. this is one of those. all through my playtime i can feel the passion of the dev team. the art is fantastic. it has a very unique style to it that i thoroughly enjoy. the characters are well written and likable. they aren't without their flaws which helps make them more rounded and genuine. the skills and abilities are well done and add to the combat experience. i found myself debating on what skill i wanted to get next because so many of them sounded really good. combat itself is pretty good. it took me a little while to get the timing figured out, but after that i've been doing pretty well in combat. as a tip, the auto lock on system seemed to work well in the beginning, but i had to turn it off later on when i got too many enemies on the screen at once. i would say the combat has a few quirks, but honestly i feel like this team is going to keep improving on it. it hasn't been long since launch and the devs are still working on improving the game. i can tell they care and want players to have an enjoyable adventure in their passion project. i am glad i purchased this game and look forward to seeing where the story will take me.
快慢刀好啊,得吃啊
有的时候攻击判定很奇怪,无论是敌人打我还是我打敌人都会空。今天还遇到了bug,放战技的时候人物遁地了,6
很优良的作品 美术满分,音乐和剧情也是加分项,世界观很吸引人的同时也在剧情里会揭开许多伏笔。碎片化叙事这一块做得很出色,例如卢恩和莉娅亦师亦友的关系用不多的笔墨就描述得到位了。 战斗则比较硬核,容错很低,后面凹不动了开故事模式了 总体来说,不考虑这是制作组初作,也是比较惊艳的精品
16.6小时全成就,故事与美术风格非常吸引人,箱庭设计可圈可点,战斗手感稍有捉急但习惯后也可以接受。期待DLC或续作诞生捏OvO
Game looks great bug has alot of issues: - enemies pathing is broken they always get stuck; - some collision bugs; - no VA which would be fine in other contexts but here you have to read stuff in the middle of fighting or exploring, very bad game design, i hate it. As it stands the game needs alot of fixes. I realize it's indie but it needs more works. Maybe passable as early access but not full release.
Pretty good game. Strong in some areas, weak in other. The game looks great and the music is well done as well, definitely a vibe. The combat is pretty much Stellar Blade - parry focused but attacks need to be rolled when the enemy glows red. Break their stance through damage, parrying, and abilities and they fall down so you can smack them for big damage. Combat feels pretty good overall but the parry is very delayed so you'll have to parry early and I could never really get it down because of that. The parry timing just didn't mesh with what I was seeing on the screen but YMMV if you have different muscle memory built up from different games. The biggest weakpoint in the combat is when fighting multiple enemies. Games like these are obviously made for 1 on 1 combat. Trying to parry even two enemies at a time is basically impossible, yet the game insists on including tons of rooms where like 8 guys will spawn and you're not allowed to leave until you kill them all. Stellar Blade handled this by making the special (beta/burst) moves hit multiple targets so it was easy to clear out the weaker mobs quickly and focus on the big guys. No such luck here, the "special" moves have quite poor range to begin with, and even if they could reliably hit multiple enemies they wouldn't do enough damage to kill them. So yeah, fighting many guys at once is basically just spamming roll, spamming abilities, and praying. Also as a side note, you can only equip one special move at a time for absolutely no reason. It's not like there's not enough buttons and I would have used them a lot more if I could pick them based on the situation. Instead you're forced to commit to one at a time, and they're expensive to use which means I barely used them outside of the early parts of the game. Another problem, if you want to call it one, is that this game follows the classic souls-like inverse difficulty curve. Starting out you have a small HP pool, limited heals, and very few combat options. You have to respect the patterns that enemies throw out or you'll just die. Later in the game (specifically after unlocking the Rutila Blade) you can kinda just spam it and score knockdowns extremely easily while mostly ignoring what the enemies are doing. I don't particularly mind it becuase it does make you feel powerful and because honestly I don't really jive with the delayed parry, but it does kinda swap the genre of the game from a sekiro-like parry simulator to a more generic action game. Upgrades and customization are decent. There are a handful of different capes you can equip, each of which grants a different "major" buff, like extra sword range and damage, being able to skip the healing animation, slowing down time after certain actions, etc. Each cape also has a number of slots where you can affix embroidery patches (this game's equivalent of rings) that grant "minor" buffs. The patches seem to have a very wide variance in how useful they are with some being so situational that they basically don't matter to some that are so good they're pretty much required. I wouldn't call this a problem per se, it's more like they're designed to offer different levels of power depending on how difficult you want the game to be, on top of some customization for how you want to play the game. The actual worst thing about the game is... the parts that aren't the game - specifically the UI and the dialogue. There's no other way to say this, they're buggy disasters. The UI is janky with parts of dialogue boxes getting stuck on screen, and when talking to NPCs you have to manually navigate to the first dialogue option instead of it being automatically selected, and even then there's no pointer or anything, the text just darkens a bit. And the dialogue - my goodness. I know this game was translated from Chinese but the issues here go way beyond a poor translation. There are typos EVERYWHERE, like you can barely go 15 mintues without seeing one - missing or extra letters, incorrect capitalization, the wrong word entirely, etc. Furthermore, the dialogue itself is a complete disaster. Sometimes you have to press A twice to progress a dialogue box. Sometimes a character will repeat the exact same bit of dialogue twice in a row. Many words are obviously mistranslated such as saying "peace" instead of "please", and - this is real - saying "hunters?" instead of "huh?". And to top if all off, the entire game sounds like it was written by a Reddit mod whose goal was to cram as many pretentious sounding words into the script as humanly possible. It's just awful to read through, the script is already overly verbose with characters repeating the same lines over and over, it doesn't need to be made even more insufferable by inserting fancy words where they don't belong. Since I mentioned the UI, I have to call out the map system. Each map displays a total of how many items you've collected and how many bosses you've beaten compared to the total. But what these numbers don't take into consideration is if those missing items and/or bosses are actually available to the player. Most of the time if you're missing something you have to come back later, but the game never tells you this so you can waste a ton of time wandering around looking for something that's not even accessible. All it would take is a little pop-up that says "New items are available in Cyanstone!" after completing an area and this problem would disappear. There's unfortunately more issues with backtracking. A lot of items that you can't get on the first pass are placed in odd areas without any logical reason. For example, one item is obtained by talking with a certain NPC again, after you've already cleared the area. Another is located inside a boss arena, but only after you've killed the boss. Who the hell would go back to a boss arena they've already cleared to look for items? It makes no sense and seems like it's designed this way purely as padding. But the game doesn't need padding, it's a perfectly acceptable length. My advice is to complete each area as best you can, then use a guide on your second visit to save yourself the time of wandering aimlessly. Finally, the game performs terribly. This game stressed my system out, my fans were noisy the whole time. As you can see from my specs, that should not be the case at all with a game of this graphical fidelity. Most of the assets are 2D for crying out loud, and still there were times when my framerate dropped below max, specifically where there were a bunch of enemies on screen (or off screen...). To make matters worse, the game stutters terribly whenever the framerate doesn't match your monitor's default refresh rate, even with Gsync. I tried setting the game to 72fps in an attempt to cut down on fan noise, but I was met with a disaster of a slideshow instead. Idk what the technical reason for this is but it definitely should not be behaving this way. The plot is... fine? If you can stomach the dialogue that is. By the end of the game I was skimming. It's not that deep but it's serviceable I guess. I think I enjoyed chatting with the NPCs more than the story itself tbh. The lore is kind of interesting but it will come off as generic if you've played lots of JRPGs. So yeah, pretty good game. Most of what I just outlined are minor issues, but they all add up so I can't call it great but it's impressive for what it is. The runtime was much longer than I anticipated too (ignore my playtime, I let the game idle a lot and wasted a lot of time wandering around looking for items, the real runtime is probably about 15 hours). If you can get past the awful dialogue and general jankiness, the underlying gameplay is solid. Probably not worth 100%ing to be honest, the game isn't very hard to begin with and by the end it was clear that I was overpowered. Worth the price I think, if only just.
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