
Master of Luna is a turn-based strategy game where you take the role of a half-forgotten deity seeking to regain their former power. It features powerful magic, tactical battles, city building, sweet pixel art and a calm melancholic atmosphere.
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About
Step into the role of the Sleeper—a half-forgotten deity seeking to regain their former power and ascend once again. Whether the cruel Igizul or the cunning Seth, each has their own tragic story, an arsenal of fearsome spells, and an insatiable thirst for new knowledge.

Your goal on the world map is to find and capture places of power and neutral cities as quickly as possible. Maintain a delicate balance between gold, mana, and rare resources—all of them essential to your success.
Once your economy is strong, your heroes are seasoned, and you've mastered a few new spells, you can begin your conquest of the world—and perhaps even claim the legendary lost temple.

When armies meet, the battle moves to a separate field where you must prove your superiority in both strength and tactics. Your heroes wield dozens of spells, and the unique abilities of your creatures can turn the tide of any fight.

This game respects you and your time. You make few decisions, but each one carries weight. There's no tedious micromanagement and no long waits for your turn. You won't be shuffling dozens of armies around. You won't be hitting "End Turn" over and over, waiting for some bar to fill up. Creatures have few abilities, but each does something meaningful. The interface is simple and works the same way on the world map and in combat. Important information is explained in tooltips.
Luna is a land of eternal twilight, bathed in the blue light of a twin stars and shrouded in thick mist. Here, dreams and memories hold real power. It's an ancient world full of mysteries, abandoned ruins, once-famous heroes, and mystical artifacts.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Reviews
very good HOMM like. good for a few hours
i WANNA play this game, but I'm not understanding HOW. i put like in advance and hope there will be tutorial or smth and i will return
Вселяющая большие надежды штука. Ностальгический ремейк мастера магии, с огромным потенциалом) Уже сейчас видны очень любопытные находки, типа свойсв местности и их эксплуатации, уровня развития и системы заклинаний. Александр, сил вам!
Ein gutes Spiel.
Cute x4 Game. Game UI need some update/rework.
This is game hits a pixelated sweet spot in my heart. It has a bunch of DNA from the original Master of Magic (MoM) and the early Heroes of Might and Magic (HoMM), which is delightful, but it's a different beast. The hero progression is full of meaningful choices-- no level is "just a stat boost". City growth is an interesting set of choices very dependent on your goals and what is available on the map. Each city growth choice is interesting since there are always many cool choices but never enough resources to do *everything*. The turn flow is smooth since pop-ups are minimal and when you hit T, the next turn is damn near instant. Enemy moves do not slow down the action. A few interesting points to note-- cities are like HoMM, you can discover and conquer them, but they cannot be built. They also change hands without any disruption, so you can take out defenders and just start building. To the MoM lover in me, this feels too gentle. But, since the factions are new up-and-coming gods, it has a mesopotamian feel to it-- new military comes in and kicks out the priests and life goes on. I miss the expansion aspects of MoM, since finding cool new place to settle was always fun. But do *not* miss the settler spamming rat race of early MoM games. What I'd like to see is some dungeons and temples which give lasting benefits. Currently, clearing a place of danger give a ton of experience and a spell or new unit. I miss the HoMM concept of mines and places to go to boost heroes (temples, libraries, wishing wells, and such). TL;DR to lovers of MoM and HoMM, just get this game. To other turn-based strategists, this is a beautifully distilled example of just-one-more-turn delight.
Great game with a lot of potential but needs a lot more work in balancing and how one expects the player to grow out. I find myself either overwhelming all enemies or getting crushed and it's not that fun after a while
Light, but highly customizable(check https://steamcommunity.com/app/2393510/discussions/0/595160389827085967/) 4x TBS.
У игры есть потенциал стать довольно завлекательной, но прямо сейчас это продукт для того, чтобы просто посмотреть основные механики и вернуть деньги. На мой взгляд, 550 рублей за игру на данном этапе - цена высоковатая. Прочитал про "Вам не придется снова и снова нажимать кнопку «Закончить ход», ожидая, пока заполнится какая-нибудь шкала.", а потом зашел в игру и понял, что кнопку жать таки придется очень часто, чтобы накопить монетки на юнитов и на постройку города. Дай бог найти в начале игры хотя бы три лагеря монстров, в которых не сидят пачки драконов и землероек. Даже один-два водяных элементаля в бою убивают минимум одного юнита, что в начале сильно бьет по ресурсам. Не особо понял, откуда у ботов-соперников на легчайшем уровне сложности за 20 ходов уже есть два героя с фулл прокачанной армией. Страшно представить, что на нормале и выше творится. И да, туториала нет. Никакого. Придется тратить время, чтобы эмпирическим путем тыка и наведения на каждый текст изучать, что делает каждый стат, что за ресурсы и так далее. У заклинаний так вообще эффект не написан, только по некоторым можно догадаться, что наверное "придает силу хищника" означает усиление атаки юнита. Но с заклами, которые накладывают баффыи/дебаффы - полный мрак, поскольку описание вообще не дает понятия, на что повлияет эффект. И пока вы будете это все пытаться понять, часики рефанда тикают.
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Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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