
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 550 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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。
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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
I came away really enjoying Lunarium, and considering it's the developer's first game, I was surprised by just how polished and focused the overall experience feels. The art is beautiful, the soundtrack complements the world wonderfully, and the combat is genuinely satisfying to engage with. I also have a soft spot for stories centered around worlds slowly succumbing to corruption, and Lunarium's setting immediately hooked me because of that. One thing worth mentioning right away is that the game places a strong emphasis on its story. There is considerably more dialogue than I personally want in my games, so you'll want to go in expecting the narrative to be a major part of the experience. Thankfully, you can hold the dialogue advance button to skip entire conversations, which I greatly appreciated. If you do choose to read everything, the writing is generally good. There are a few minor typos, some surprisingly modern phrasing that occasionally feels at odds with the setting, and a handful of more esoteric concepts that can be difficult to follow, but I still found the narrative engaging overall. Cutscenes unfortunately cannot be skipped, which becomes a little frustrating when replaying bosses after dying, although there thankfully aren't many of them. Combat is where Lunarium really shines. It starts off deceptively simple with a basic three-hit combo, but quickly expands as you unlock skills. You can add new attacks onto existing combo chains, gain mobility options like dashing toward enemies after firing an arrow, and gradually build a much more expressive moveset than the opening hours suggest. The Cloak system is one of my favorite mechanics in the game. Rather than offering small statistical bonuses, each cloak meaningfully changes how Ave plays. One completely replaces the standard combo system with a faster two-hit chain built around maintaining aggression and building combat stacks. Another slows time after a perfect dodge, while another transforms your charge attack into a spinning attack. They feel genuinely different to use, making experimentation rewarding throughout the adventure. The Embroidery system adds another excellent layer of customization. Functioning similarly to equipment, these alter both Ave's and Lune's abilities in meaningful ways. You might gain an additional Resonance point, make perfect parries easier while removing standard parries entirely, or increase your damage when attacking enemies from behind. These kinds of trade-offs help create builds instead of simply equipping whatever has the highest numbers, which I always appreciate. Defensively, the game is built around parrying and dodging. Most attacks can be parried, while enemies that glow red must be avoided instead. The timing windows feel forgiving enough to learn while still allowing enemies to delay attacks and catch impatient players. Area-of-effect attacks are telegraphed clearly with red indicators, making encounters feel fair even when things become hectic. Enemy variety is another strength. Enemies often have mechanics that encourage specific counters rather than simply hacking away at everything. Shield enemies, for example, completely shut down normal attacks until you stagger them with a charged attack. Bosses are even better, consistently introducing mechanics that feel unique without becoming overwhelming. Several bosses expose temporary weak points that must be shot with an arrow under pressure, creating some of my favorite moments in the game. Combined with checkpoints placed immediately before boss encounters, the game keeps the focus on learning fights rather than replaying long runbacks. Another mechanic I particularly enjoyed is the stagger system. Filling an enemy's stagger meter leaves them vulnerable, and later in the skill tree you unlock a powerful execution attack that capitalizes on it. I love this style of combat loop in almost every game that features it, so it was no surprise that I enjoyed it here as well. While exploring, dialogue appears frequently and advances fairly quickly. I think some players may find this pace a little exhausting, and voice acting would have gone a long way toward making these conversations feel more natural, although I completely understand that this was likely outside the scope of an indie budget. Thankfully, every conversation is recorded in an in-game dialogue log, so if you accidentally skip something or simply read too quickly, you can always review it later. I think that's an excellent quality-of-life feature. Exploration is also handled well. The map is genuinely useful, allows players to place custom markers, and makes navigation much easier than many games in the genre. There are also plenty of hidden collectibles and secrets scattered throughout the world. Even after deliberately searching for them, I still missed several, and I honestly have no idea where they could be. Completionists will probably want a guide for 100%. The final act is where the game lost some momentum for me. The focus shifts more heavily toward story, sending the player back through previously explored areas without map markers directing the way. While this serves the narrative, I found the backtracking less engaging than the excellent pacing found earlier in the game. Several side quests also revisit old areas filled with enemies you've long since outgrown just to reach newly added bosses, which made these sections feel more like cleanup than meaningful content. The final boss was also a noticeable disappointment. It's a lengthy three-phase encounter with unskippable transition cutscenes between phases, making repeated attempts slower than they need to be. More frustrating is a grab attack that traps the player in a lengthy animation, removes roughly half your health, and requires extremely specific dodge timing to avoid consistently. It felt significantly more punishing than anything the game had asked of me beforehand and unfortunately soured what had otherwise been a fantastic experience. I also encountered a handful of technical issues during my playthrough. Early on, I lost control of my character after a dialogue scene and had to restart the game. Later, reading a letter in the village caused the same issue, again requiring a restart. I was also unable to upgrade my Prayer ability for nearly my entire playthrough, leaving me with only the default three heals. Thankfully, the developers patched this before I finished the game. Given how quickly they've been releasing updates, I'm confident future players are unlikely to experience most of these problems, but it's worth mentioning for transparency. Despite those criticisms, I thoroughly enjoyed Lunarium. The combat systems are thoughtfully designed, the build variety is excellent, the bosses are consistently fun to learn, and the presentation is incredibly impressive for a debut project. The final act loses some momentum and the final boss could certainly use another balance pass or reduced interruptions, but these issues weren't enough to overshadow everything the game does well. If you're looking for an action RPG with rewarding combat, meaningful customization, and don't mind a heavier focus on story than I typically prefer, Lunarium is an easy recommendation. I'm genuinely excited to see what this developer creates next.
(希望开发者能看到)整体玩完之后感慨万千,说实话最终boss打完之后,明明说了要过节,但我回到降星村之后却没有新的对话内容和后续结局,npc的对话还停留在最后一战前,背包里说绝境中可换得一线希望的种子在剧情里没看到存在感。不仅是村子,乐园的琉也没有后续对话,感觉非常非常遗憾,我不信邪还又去打了一遍最终boss,可惜没有得到我想要的。是一款好游戏,但我希望能够再完善一下结局,虽然我知道不可能(哭哭)
made this to offset the negative reviews. game runs good, looks good, plays good. well worth the price, will update when i complete it.
评分 8/10 首先,我是因为我特别喜欢这个画风才在发售当天买的这款游戏, 总体流程大概10小时,boss难度适中,没有明显卡关的流程。剧情中规中矩,逻辑自洽。角色操作手感不错,技能衔接流畅。 遇到的bug和缺点,第一个档因为拿了斗篷后没有解锁传送坏档了(不知道修没修)。货币的获取或者商店的售价有待商榷,前期技能和刺绣都要用,很缺,后期完全溢出。矿石的产出很少但是需求很多,后面两张图的矿石尤其明显。 可能需要提高体验的优化?1剑经过矿石锻造后伤害提升感觉不大,后期返回第一张图后还是一刀打不死小怪。2.在花匠和村口来回收剑有点难绷。3.坐椅子休息的交互时间有些长。4.闪避手感不怎么行(虽然公告提了优化了,是有提升但是不多,体感一个闪避的距离,相同时间内跟跑步的距离差不多,有种蠕动的粘滞感)。
地图设计很棒,战斗手感舒适,音乐美术养眼养耳
已通关,好评啊!可惜个别满级披风和刺绣拿到时已经接近结局了,还没来得及体验构筑,都没啥怪打了!求求更新个新游戏+、连战模式或者肉鸽关卡吧!
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
[url=https://youtu.be/eROVofioRbE]Full video review 📺[/url] https://youtu.be/eROVofioRbE Lunarium takes the usual soulslike formula and makes it more welcoming without losing the challenge. Combat gets a lot more interesting once you start experimenting with different abilities and upgrades, while exploring the world constantly gives you reasons to look around. It’s a really cohesive package and an easy recommendation if you want something a little different.
Очень неплохой Зельда-лайк, но без головоломок и с упором на парирование. Игру зря засрали, разраб выпустил уже 3 патча и всё оперативно фиксит. Единственный минус для меня- это чрезмерное кол-во невероятно скучных диалогов
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