
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 550 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
特意等官方修了一周手感和BUG后开坑,结果还是有坐椅子会卡死的BUG,就有点绷不住。 最大的亮点就是美术了,画面看着是真舒服,可惜音乐拉垮了,不然能成为一部很好的氛围作。嗯没错,别的部分都没什么能夸的了,战斗/手感平庸,BUILD和技能设计都偏保守。但是!解锁金红花大剑后框框弹红光,搭配共鸣攻击猛猛射爆,技能再来个繁星闪烁,瞬间叠满敌人失衡槽,一顿平A后接上必杀上演血条消失术,还是挺爽的。 收集方面,现在玩起来真挺累的。官方说法是后续会在地图上更新已收集道具的图标,个人建议乌鸦眼直接显示所有收集品位置得了,毕竟即便显示出来,玩家找起来也还是需要动脑的,部分收集品藏的是真深,生怕玩家能发现。 剧情方面不要太期待了,只能说讲完了个故事。总之立绘是真好看,虽然卢恩立绘色调太白了看不清……比较遗憾的是二人的糖特别少,也就披风升到最高级后给了段直球糖,以及ED后要是能有张发糖CG就好了。 以上。
不错
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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
虽然推荐但也不是那么推荐 学魂游戏的最大的问题依旧是那几个毛病: 1. 格挡在完全不如闪避的情况下意义是什么? 制作组表示不知道,开摆,爱用不用,不用拉倒 2. 经典的build成型后可以乱杀但成型前怎么办?制作组表示不知道,前期忍忍,屎留给新进游戏的多吃两口,后期就吃不到了 总体而言就是这么个情况,每个boss都在制作者的惊世智慧下活用多段连攻、起手相同的派生差分动作完全不管背板合理性只管只要一套打不死你就行、举着不动然后零帧起手下砸的“快慢刀”下把你打得满地找牙。至于游戏后期体验的提升,并不是因为你在枪林弹雨里找到了什么技巧,单纯只是第三章里主线boss放了好几个流程化的演出boss外加后期可以叠盒子甚至在某些build里搞出无限子弹时间白嫖蓄豆并不停地回血,属于是前期拿着树枝和手捧长枪的boss互殴,后期boss只是肌肉更发达的长抢手,而玩家手里的家伙换成了机枪而已 前期受不了游戏特性的人建议果断开低难度不要折磨自己 游戏体量方面原本我也想和其它人一样吐槽下内容太少的,但想了想要么再多体验一张第二章那样爬行蠕动开点推一丢丢进度就死回去重打,要么像第三章一样面对拿着不同武器但几乎没有差距怪堆上天却毫无威胁性的无聊无双场面,我觉得四章适时结束也是不错的 游戏的场景和地图编排方面倒是挺像那么一回事的,虽然普通了点,但贵在探索流畅。没有什么特别隐藏的任务和错过就没的逆天事件,最近新加入自测道具系统以后,查漏也容易
上周才转来港区买特产,昨晚多花20块入了,本来想如果感觉一般就退款的,结果睡前一口气打到第二章第一把椅子左右。 音画唯美而互相契合,配合同样有质感的文本营造出极强的世界代入感。剧情融入了魂like常见的碎片叙事但作为主角的叙述者的参与比重更大,基本不打谜语,这也让主线比常见类魂更加明晰有条理。 地图也是峰回路转的箱庭设计,而且有随着探索持续更新标点的手绘地图作参考,在享受探索的同时也不用担心迷路。而且就第一章地图来说,没有需要回头重新收集的地方,虽然复杂交叉但跟着探索欲可以一笔从头划到尾,不走回头路。 战斗设计目前功能还没解锁完,买之前看评论预期手感很屎但其实还行,可能是优化过的原因?完美格挡的判定并不宽松,但熟悉机制后有丰富的偷伤害手段,个人感觉难度是比传统类魂如法环和匹诺曹要低的,如果硬找同级的话倒比较接近DL上的那个Fia's adventure。
Just finished 100%ing the game, and I fully recommend it now that some major bug fixes have been implemented. The game itself feels great and I personally thought it was great. I'm glad to see the darkness vine in Dream Path was fixed after I succumbed to it :). I can NOW recommend this fully since there were a couple of major bugs that I had to experience and my hour count was heavily inflated due to them. The biggest being the collection numbers for each zone. There was probably a good 8 hours of me searching in zones that did not have my item since there were no proper guides out yet. I was 27/28 in Starfall Village and 1 item left in Isle that I just could not find. Turns out they were working improperly. Will be a much better experience for those who come after. As for actual game experience now, story was pretty good, I was happy with how the MCs interact with each other and I felt like there was quite a bit of development for both of them. I felt like I actually knew who they were throughout the game. Obviously an indie company only capable of so much output, but I felt a bit hungry for more afterwards, but I think that's indicative of how much fun I had. Too short. Gameplay was also great. Felt like it had good design in 99% of areas and the combat really fleshes out around cyanstone/the major boss, especially after some cloaks are unlocked. I personally think the combat flowed really well especially within boss battles*. I think the game could have been a bit more challenging, but there's an answer to almost everything combat wise*. I highly recommend playing the game almost due to the combat alone. * I think that there were two bosses that were absolutely miserable within the game. The fish is the worst boss in the whole game, and that's saying something given that the second worst boss seems to have been so bad it was patched. The fish is so boring. It goes against most everything you come to enjoy in the other parts of the game. Tl;dr the fish is a sit and wait game because for some reason you can't hit it until a fin drops down except with a resonance attack, except there's not always enemies to get resonance. So you sit there and wait 95% of the fight for something to happen. It's okay though cuz the final boss heavily carries. Most people are here for the aesthetic and tone anyway, those are already great and so I won't comment on that too much. Obviously beautiful and serene game experience. I just spent far too long trying to 100% cuz I was misled by a faulty counter system. If we could get a NG+ system I'd probably sink too many hours into the game. 9/10
说实话一般,美术风格挺好的但也没有太惊艳。不过地图设计挺好的 战斗方面做的也是一般,战斗核心很像是匹诺曹,收益最大打的最快就是弹反流。不打弹反,玩闪避流的话,刮痧把Boss刮死基本出一次处决,闪避的时缓也没有那么强力毕竟平a没伤害嘛,然后跟只狼一样压制的压力很大,一会不打就回条回的挺快的。但是去弹反呢,说实话,人物动作很僵,对面有些出招也很奇怪,初见很有点难目押,然后弹反手感也一般。 然后就是Boss招式的设计,比如倒地前会进行攻击,或者衔接招式的时候接一些奇怪的出人意料的动作,比如马叼着枪大回旋,可能作者觉得很有创意,但是从玩家的角度来看就是阴间设计。做过这些设计的游戏都被骂过,最有名的就堕落之主嘛。这些设计真不好玩。 感觉及格水平的小游戏吧
欠了一個應該是白礁的物品沒找到,剩下的都應該拿了。 難度看上去高,但數值給的可以直接跳過大部份BOSS,中期開始的BOSS到尾王前都能初見。 我滿地圖找一個物品最後發現只要推進度就能拿到,別學我。
又一款第九艺术,别听现在的low比孩评测,自己抽空玩一玩
《星之旅》是一款伪3D视角的动作游戏,或者更精确些:类魂(单击空格闪避,长按空格奔跑,可谓是学到了魂游的精髓)。游戏战斗整体体验不错,攻击怪物的反馈较为明显,同时弹反/闪避给的无敌帧的时间窗口非常慷慨,只需要略微用心观察怪物的抬手动作就能轻松击败Boss。受限于伪3D的视角,多人战时难以看清所有敌人的细节。不过好在主角性能强,且怪物的攻击欲望普遍偏低,多人战的难度整体也不算太高。后续如果能继续打磨怪物的动作细节,设计更明显的抬手动作(或辅以特效的提示),战斗体验会有进一步优化。 在成熟的玩法外,美术与音乐将游戏的叙事带到了不错的高度,沉浸感十足。两位主角的笔触简约但充满设计感,属于看一眼就不容易忘记的角色。场景整体是讨喜的低饱和色调,整体传达出梦幻,轻盈的感受,配合精心编写的音乐,让玩家在初见时就能快速沉浸到游戏世界观里。值得一提的是游戏的引导方法用的是弱引导,节奏流畅,很好地避免了玩家因读大量文字而解决了玩家里普遍存在“阅读困难症”的问题 [spoiler](简单有效的方法,但很多很多独立游戏都做不到)[/spoiler] 游戏的核心体验清晰且流畅,不过现在的版本也确实存在些问题:走路手感粘滞;剧情文本缺少校对 [spoiler](独立游戏真的会校对文本吗)[/spoiler];闪避充能无UI提示(如果没有体力条,给玩家传递“闪避”行为冷却完成的信息是很重要的);场景美术风格的高度统一也导致容易迷路,地图交互不清晰 → 这些问题都能通过动作&UI&光影&特效解决,小事.jpg 关于地图设计,作为行内人士能想到许多深化设计的方向,就当作是项目组未来制作新内容的考验吧~ 《星之旅》整体体验下来,我会给出“质量较佳”的评价,值得我在空闲时间游玩品鉴。即使现在的版本有不足之处,我也愿意多给项目组打磨优化的时间。你能在游玩时的各种细节里感受到制作组对项目的热爱和用心,而这在当下的游戏研发环境里难得可贵。
美术风格真的做得挺不错,游戏底子还行,但是操作手感个人评价真的还差点意思,优化还得努力努力,小bug 有点多。
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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