
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
very chill experience and that is all i could ever want out of a game :3
《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。
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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
学什么不好把哈迪斯2的狗屎冲刺手感和疾跑学了,拉的依托
I'll change that review if my playthrough becomes bad or anything, but for now it's been super cool. The game starts very gently, but the difficulty is slowly ramping up. The artistic direction is superb, and the dialogs... surprisingly tasteful! The combat OST of the first threat music is AMAZING (and I'm annoying about OSTs) so I hope there'll be a song as good as this one later. Now, of course there are some issues, but they are minor things that will get ironed out, I'm sure of it. Because they've been suuuuper responsive already. There's literally a feedback button. I'm happy to have bought it day one!
beatiful game with great story and interaction between characters is nice cherry on cake game lose a lot if you skip all the text, becouse combat feels empty without knowing for what do you move forward on your journey. world building is important here.
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
15 horas seguidas falam por mim... e não me cansei. Que game belíssimo! Que pintura extraordinária diante dos meus olhos. Que movimentação fluída, agradável em cada etapa. Ave, que carisma de personagem. Adversários nada piedosos avançam pelo caminho. Marinheiros de primeira viajem, cuidado! Mas não desistam jamais, pois cada vitória tem um gostinho único. Os Bosses que o digam. Mas nada impossível diante da prática, pois o game é desafiante mas super gratificante. Desbravando cenários lindos e desbloqueando novos equipamentos e habilidades para as hábeis protagonistas, acredito (ESTA É A MINHA OPINIÃO), que encontrei na noite de ontem, um dos melhores games, neste estilo, que tive a oportunidade de curtir este ano. Opa!! Aquilo é o sol? Aff, que seja! Pequena observação: ajustem o desempenho para quem tem o PC mais fraquinho, por gentileza. Meu bolso agradece, please!? Sem mais delongas: Recomendo, Recomendo, Recomendo, Recomendo, Recomendo,...
Parrying and dodging are just so unnecessarily clunky it actually brings down the entire combat experience to the point of giving up. Your power scaling also barely changes from the tutorial boss to the 5th boss. Where is the embroidery cloak system? Where are the new skills? Why did I fight a mini boss to get loot that I can't yet use or even know what it's for? ¯\(ツ)/¯ There's also this bug that occurs if you trade hits while combat ends which leaves you with the game's debuff forever. I inevitably alt+f4 and relaunch to fix my limping character and have to restart at the last bench to reclear mobs. The game had so much potential given the great atmosphere and art, but playing it feels like such a chore.
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。
加油,好游戏,我喜欢唯美画风,喜欢双女主
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.
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