
A pixel-art sci-fi adventure set in the midst of a rebellion against a totalitarian regime, LUNARK is a modern take on the 2D cinematic platformer genre of the '90s. Run, jump, hang, climb, roll, and shoot your way through gorgeous and mysterious locations!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 354reviews | 87% | — | $109.8K |
| $19.99 | 66ratings | 85% | — | not modelled | |
Engagement
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Cinematic platformer. Long dormant because, well, lots of 90s genres fell off. As per usual, indie developers come up and deliver the goods and the result here is Lunark; a game very much in the same vein as Flashback and Another World. While it is still slightly clunky, retaining the charms of the older era, it streamlines and refines a number of mechanics, which could be seen as better or worse depending on your point of view. As such, this is possibly the most accessible and playable cinematic platformer out there. [h1]Lights, Camera, Clumsy action![/h1] Just as the usual, defining genre is sometimes needed. The Cinematic platformer was a style of 2D platform game that stood out from the pack of the era with typically rotoscoped visuals (real people videoed which were painted over), meaning they tended to look a little more realistic than the Mario and Sonic inspired titles of the time. While this typically resulted in far more smooth movement, it also gave way to far more stilted and slow actions as the animations played out. This gave the games a more ponderous nature, where actions were dedicated to rather than jumped in and out from. Even walking was far more stiff with preset walk animations needing to play out before characters could stop. This led to a short lived, but well respected slew of titles such as the early Prince of Persia games, Flashback / Another World and the first two Oddworld titles. With the expansion of 3D visuals though, cinematic platformers faded into obscurity. This is where Lunak comes in. [h1]Suffering from Flashbacks in Another World[/h1] Lunark is more akin to Flashback than any other title of this style, though mainly through the combat revolving around using a handgun and the player having access to a personal shield device. And very, very detailed short cutscenes of the character picking things up or pressing buttons. Flashback really liked those! Generally though, it plays out like a typical game of this style, with somewhat still motion and odd jumping that may take a minute or two to adjust to. Despite it still feeling far stiffer than the average platformer, Lunark does smooth out the character motion and actions a good amount, meaning you don’t have to wait as long for the stiff animations to play out before other actions can be taken. General actions such as ducking, rolling and shooting are not as dedicated as the older titles. Where in Flashback you had to draw your weapon and consider specific stances before you could take an action, Lunark tends to make it a little easier to work with. Roll? Press the dedicated roll button. Shooting? Hit the shoot button and you draw your gun and just shoot and the character puts their firearm away a second later or when you start moving. This will be very intuitive for newer players to this game style, and can be seen as a welcome change. For some older, more strategic players this may seem uncomfortable, like something is missing. Your mileage may vary, but it is not likely something that will bother you come the late game and seeing how your character’s story plays out. [h1]Spin the yarn[/h1] Story is worth noting as that is usually one of the main draws of these types of games. There is plenty going on, with the main character being the protege of one of the major corporate heads of Lunark: a moon that was transported to a distant planet that acts as the corporate center point of this world. He sends you out on a mission to locate an artifact that requires your own innate abilities to activate. From here the tale twists and turns numerous times with various characters forming alliances and double crossing going on. Lunark is not exceptionally deep in this regard, but it does reflect Flashback well, in that it is the driving force that keeps you moving, sending you to numerous locations. [h1]Location location location[/h1] The story and gameplay tend to combine very well. Each of the game’s level hubs are well designed and are constantly changing things up. On one level you may be traversing an ancient ruin, pushing buttons to advance, then you could be escaping from a factory full of security systems. Then you end up running around a town area, trying to solve the locals’ issues before they will help you advance. These situations tend to play out as singe screen platform puzzles, where you either have to make precise jumps, work on timing between sections or making use of frequently introduced unique level systems, such as timed switches, security alarms etc. Lunark keeps things varied. [h1]Perfectly balanced, or as much as they can be[/h1] In this way, Lunark is possibly one of the best cinematic platformers out there. While the classics feel like they were making compromises, Lunark seems to go all in. It feels like the perfect combination of the style and other Amiga platformers of the era. In this regard, I think Lunark is one of the best of the (admittedly, sparsely populated) genre. Is it as good as Flashback? That is hard to say, simply because that game mostly lives on nostalgia and being a relic of an era. For a newer player, Lunark will be far more fun. For old heads, there are so few games of this style out there it’ll be an amusing romp, even if you don’t fully click with it. Lunark is superb. If you are curious about this game style, this is the perfect entry point!
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Languages: English, French, Italian, German, Spanish - Spain
| $19.99 |
| 52ratings |
| 88% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
LUNARK is a passionate revival of the cinematic platformer, a genre defined by deliberate movement, rotoscoped animation, and tense, methodical pacing. Developed by Canari Games and published by WayForward, it embraces the spirit of classics like Flashback and Another World while reshaping them with modern polish and a cohesive sci-fi atmosphere. The game follows Leo, a courier with a mysterious past, navigating a world on the edge of collapse. Humanity lives under a powerful regime, and a looming rebellion stirs beneath the surface. From the outset, LUNARK establishes a strong thematic identity — one of oppression, secrecy, and survival — conveyed not through heavy exposition but through environments, encounters, and subtle world-building layered into every location Leo visits. The most immediate strength of LUNARK is its visual and cinematic presentation. The rotoscoped animation gives Leo’s movements a sense of weight and realism uncommon in pixel-art games. Every action — climbing, rolling, hanging from ledges, leaping across gaps — feels grounded, almost tactile, as if the character’s physicality is a puzzle piece you must constantly take into account. The environmental art is equally striking. Across factories, prisons, alien landscapes, and sprawling futuristic cities, the game delivers rich, atmospheric backdrops bursting with detail. Combined with stylized pixel visuals and sharp lighting, each scene becomes a small work of art that supports the tension and scale of Leo’s journey. Even brief cutscenes, animated with a smoothness that echoes the genre’s origins, help stitch the story together with flair. As a cinematic platformer, LUNARK places great emphasis on precision and patience. Movement is intentionally measured rather than agile: Leo’s momentum matters, jumps require careful spacing, and hazardous rooms punish rushed decisions. Players accustomed to modern, highly responsive platformers may initially find this style restrictive, but once understood, its rhythm becomes rewarding. Each area becomes a choreographed sequence of running starts, timed rolls, deliberate climbs, and carefully placed shots. When a difficult segment finally clicks — combining navigation, combat, and puzzle-solving in a single fluid run — the sense of accomplishment is significant. This deliberate pacing invites players to observe more closely, strategize their approach, and savor the atmosphere rather than rushing through it. Combat and exploration complement the platforming without overwhelming it. Leo’s blaster functions on a cooldown system rather than ammunition, encouraging thoughtful firing rather than spammed shots. Enemies come in varied forms — drones, soldiers, environmental turrets, and more — requiring players to understand their patterns and time attacks effectively. Combat is rarely the centerpiece of the experience, but it adds urgency to the platforming, especially when combined with environmental hazards. Exploration, meanwhile, rewards attentiveness: secrets hidden in corners of the map offer health expansions or upgrades, and stages feature light puzzle-solving that blends naturally into platforming challenges. These elements enrich the game’s structure, preventing repetition and adding depth to each chapter. Narratively, LUNARK opts for a minimalist approach. Rather than inundating players with lore, it allows information to surface gradually, revealing pieces of Leo’s past and the world’s larger mysteries through small interactions, brief scenes, and contextual snippets. This restraint works to the game’s advantage, giving the world a sense of history without slowing the pace. The story’s emotional beats land effectively, driven more by tone and imagery than dialogue. As Leo uncovers the truths behind his own origins and the authoritarian world he inhabits, the narrative’s stakes become clear, culminating in moments that feel earned even without lengthy exposition. However, LUNARK’s uncompromising design is both its greatest strength and its most notable barrier. The controls, faithful to the cinematic platformer legacy, can feel unforgiving — especially in moments where combat, platforming, and environmental hazards overlap. Small errors may lead to sudden deaths, and the game expects players to learn its timing rather than adapt to theirs. For some, this strictness contributes to the game’s charm; for others, it may feel outdated or frustrating. Additionally, while the game’s length is tight and focused, some players may wish for more content or expanded narrative depth once the adventure ends. These critiques do not diminish the overall experience but highlight that LUNARK is a game built for a specific audience — those who appreciate patience, precision, and retro-inspired challenge. In the end, LUNARK stands as a thoughtful and lovingly crafted homage to a classic style of platforming that many modern games rarely attempt. Its beautiful pixel-art world, evocative animations, and carefully paced gameplay create a memorable sci-fi adventure rooted in atmosphere and skillful design. While its exacting controls and methodical movement may not appeal to everyone, players who embrace its rhythm will find a deeply satisfying experience that captures the essence of cinematic platformers while infusing them with fresh artistry. LUNARK is both a tribute and a statement — proof that this genre still holds power, beauty, and tension when crafted with care. Rating: 8/10
I'm a huge fan of Another World and other cinematic platformers from that time, like Flashback or Heart of the Darkness. While this title borrows heavily from these classic games, it feels inferior to them in every aspect and offers little innovation. Controls? Feel even clunkier than in older titles. Graphics? Lower sprite resolution than in older titles. Story and setting? Generic, older titles are much more creative and interesting. Conclusion? Better to play/replay 30-year-old games.
If anyone has played Prince of Persia or Flashback this will feel very familiar. For anyone who hasn't played those games the controls may seem different to what you're used to but stick with it. While very much in the mould of earlier cinematic platformers, it has enough of its own innovations in playability to feel like an advancement. Care has also been taken to reduce some of the clunk of those earlier games. As for the story? I’m not going to spoil anything. Suffice to say Lunark will join Flashback as a game I'll continue to replay for years to come.
Espèce d’ode au cinématique platformer des années 90, Lunark en reprend malheureusement les principaux travers. Les animations sont relativement jolies, même si se sont des animations 3D downgradées en pixel art pour coller à l’univers. Le jeu dans l'ensemble reste assez laid pour un titre de 2023. J’ai bien compris que c’est fait exprès pour rappeler des jeux comme Another World voir Prince of Persia sous certains aspects, mais ce qui relevait du génie en 1990 est devenu désolant plus de trente ans plus tard. Le jeu n’est malheureusement pas rattrapé par sa maniabilité, qui est complètement au fraise. On se retrouve avec des phases de plate-forme demandant précision et rapidité, tout en ayant littéralement une seconde de latence entre le moment où l’on appuie sur le bouton et celui où le saut s’effectue. Le fait de devoir systématiquement recommencer plusieurs tableaux avant la "phase d’action" m’a finalement beaucoup trop frustré et m’a définitivement fait lâcher la manette. Dommage, ça aurait pu être un bel hommage aux classiques du genre, mais il ne fait finalement qu’en souligner les défauts. NB: j'ai dû faire la moitié du jeu sur mon steamdeck en mode hors ligne, un temps de jeu non pris en compte par Steam
Le digne héritier de Flashback, qui en reprend les codes tout en respectant profondément notre temps. Difficulté très raisonnable, checkpoints abondants, animation et pixel art charmants, jouabilité qui évolue bien. Court mais tellement agréable! Bravo à l'auteur!
A chunky pixel throwback to the Cinematic Platformers of yore (particularly Flashback). Doesn't reinvent the wheel, but a short and solid nostalgia trip nonetheless.
Jogo genial. Adorei que os créditos finais agradecem a Jordan Mechner, Eric Chahi e Paul Cuisset já que o jogo aqui é extremamente inspirado por Prince of Persia, Another World e, *PRINCIPALMENTE*, Flashback. Se você é fã do clássico Flashback, você vai adorar esse jogo. Flashback 2 foi uma decepção, esse jogo aqui deveria ter sido o Flashback 2 de verdade. Minha única *pequena* crítica é ao fato do jogo ser bem fácil, muito porque as mortes são bem inconsequentes: morrer te jogar umas 2 a 4 telas pra trás, mas com todos os objetivos alcançados sem resetar (todas as portas abertas seguem abertas, etc), por outro lado todos os items de cura são spawnados novamente. Isso realmente faz com que morrer não tenha nenhuma grande consequência, e não era assim no Flashback (ou no Another World ou no Prince of Persia). Mas nenhum deles eram exatamente muito difíceis também, e como esse jogo aqui é razoavelmente mais longo que o Flashback sem nunca se tornar cansativo ou longo demais, acaba sendo facilmente perdoável. Jogaço, altamente recomendável.
I skimmed the description of the game and thought it'd be different but I still had a good time with this, it's only 3 hours long, and if you've ever played another world, it's a lot like that control wise (some boss fights felt frustrating since I'm so used to souls-likes). also cool pixel art, story, & enemies
7/10
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