
"I want you to go to the moon."
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About
Touhou Lensed Night Sky, Kaseigai is a nontraditional bullet hell that focuses on a fully modular loadout. The player's own attacks and special effects can be exchanged midway through runs as the situation demands, or simply for fun.
There are a lot of ways to approach the game, with three playable characters, four major difficulty options, and a myriad of challenges and difficulty-lowering options that can be enabled or disabled at will.
This game is a fanwork of Touhou Project, a multimedia series that takes place in a hidden country called Gensokyo. The characters and setting in this game are the same as those in the official releases. However, some time has passed for them. Maybe everyone is not exactly as you recall?
If you're not familiar with the Touhou Project series, don't worry! Touhou Lensed Night Sky, Kaseigai is relatively self-explanatory and doesn't demand additional knowledge in order to be played.
Over three hundred items!
Over a bazillion bullets!
A bunch of achievements!
A bunch of challenges to make the game universally easier or harder!
A ton of marketable plushies, and one absolutely unmarketable one!
One hundred and fifty thousand lines of code! (Most people don't care about this one)
Music!
Art!
Touhou!
And 60 bad endings uniquely written for every possible loss! Never a run wasted if there's a new dumb joke at the end!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm bawling my eyes out having just truly completed the story, a game I will not soon—or never—forget. Worth every cent, worth every second. I'm going to 100% this still though.
a "bullet hell" game where the patterns become completely unreactable, artless slop on normal difficulty is simply not well designed, and no amount of random roguelite pickups that make you not have to dodge or play the game at all can fix that. that just means you designed your game, on purpose, around not being playable and around being bad. while the quality of the writing is genuinely outstanding, and while the art is incredibly charismatic and conveys the emotion of the plot amazingly well, i doubt it is in any way, shape or form worth actually having to play this game.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Languages: English
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A well written game about space, beauty and love. That is not something one would think would be a hook for a touhou roguelike, but it is possibly one of the strongest aspects of the game, which already has pretty great art in all directions, from the cutscenes to sprites to the renders behind the player as they progress through stages and beautiful bullet patterns that will also come and end your run. But this game is also fun, it's really good at being a bullet hell with some leeway for even newcomers to get used to and experience the story to the fullest with its mechanics and systems to make sure getting used to the genre. It's also funny at times, the game made me chuckle a good amount, but also cry a lot due to how the story was handeld and you can experience it well even without proper attachment and knowledge to the series I would say, since I think this game stands on its own, even if I think the game hits harder if you have prior attachments to the characters it has and the series, its still great time. And as a Touhou fan game it also does pretty well in music department itself, jumping from different genres there and there to set the stakes right, remixing stuff from the source material alongside it. Please play it and reach for the stars above, hold onto the memory
Reimu has abs, this is everything I could have ever asked for.
After about 36 hours in the game at time of writing, I think that Lensed Night Sky is one of the best Touhou fangames I've played. The game is full to bursting with stuff to unlock, and I'm constantly finding myself coming back for more runs, both because the game is fun and I want to see what other stuff I can work towards. There's tons of variety in how you choose to build your loadouts and it's absolutely possible to come up with absurdly broken builds, but at the same time you will still need to practice patterns and learn how to deal with attacks on your own, since you won't always have access to the broken stuff. I want to give praise to the writing in the game with the caveat that you shouldn't expect everyone to act exactly like they do in the official games. While Reimu and Sumireko are fairly accurate to their official portrayals, Chiyuri and Yumemi will probably be the most divisive since their route follows up on the ending of Phantasmagoria of Dim. Dream where Yumemi has been kicked out of the university she teaches at. Chiyuri is portrayed as a terminally-online dropout who basically only stops gaming to sleep and work at her part-time job. As a result, she's constantly cracking jokes and quoting internet memes at people who don't understand them. She also curses quite a bit, but this is pretty much limited to Chiyuri, since again, she plays a probably unhealthy amount of video games online. If your first exposure to the game is a character yelling "BNUUY" at Reisen, you might think that the plot is nonexistent, but outside of Chiyuri (and to a lesser extent Yumemi, who's willing to indulge her friend here and there) the writing mostly plays it serious. Mind you, I haven't seen the entire story yet. There is a [i]ton[/i] of plot going on that you won't be aware of after finishing your first playthrough, and though I don't want to talk too much about the overarching story, it's surprisingly heartfelt and melancholic. It's rare for me to want to play shmups after the first run for the story, but LNS does a great job of giving you more and more to dig into. There is also an entire set of bad endings for each character depending on where your run ends, and they range from funny (Reimu loses to a random fairy and sends her to resolve the incident instead) to depressing (most of the bad endings in the back half of the game), but each one helps soften the loss rather than slapping you with a simple GAME OVER screen. Each time you clear the game, you also receive a token to unlock one of the bad endings in the archives, if you'd rather not intentionally lose the game dozens of times for each character. As for the gameplay, the closest official game equivalent is Unconnected Marketeers, but instead of simply collecting money and spending it between stages, your stats and your items are your currency. You have three primary stats - Power, Spell, and Graze. Power simply affects your how strong your shot types are, and a higher number is better. Simple. Your Spell stat affects spellcards which work slightly differently in this game compared to the mainline series. Spells operate instead on a charge system, where they passively recharge over time instead of collecting spell stocks. The higher your Spell stat, the faster they recharge. Finally, Graze affects the size of your graze box, which allows you to move close to bullets for various bonuses like capturing spellcards and charging sidearms, a new type of item for this game. Shopping in this game is usually offered multiple times per stage, where you are allowed to sell a 1.00 portion of your three stats for a single credit, as long as said sale does not put you below 1.00. However, you are (usually) not allowed to carry any credit between shops, so while it might be safer to keep your stats maxed out to make it through the stages easily, you're denying yourself potential upgrades down the line by doing so. Another important thing to note is that you can sell almost any item you own for the same price it was purchased for, so even if an item in a shop does not immediately benefit you, it can still be smart to pick it up as a valuable cash infusion down the line if a build-defining item should show up. It's this constant balance of risk vs. reward that makes the overall gameplay so compelling. The difficulty is generally higher than the average Touhou game, at least on Normal, and so giving up a good item or temporarily selling off your stats is a very real risk that can come back to haunt you if you're not careful. However, when a risky gamble pays off, it's a lot of fun to see the results where you completely trivialize otherwise dangerous bullet patterns or defeat a boss so quickly they can't even get an attack off. And the music! With the exception of the stage 4 theme that is a miss for me, personally, I love the soundtrack in this game. It's about a 60:40 ratio of Touhou arranges and original music, and overall it's really solid in both regards! My personal favourite original song is when you hear CHALICE drop in the story, and my favourite arranged song is a big ol' spoiler so I ain't putting it here. All this praise being said, I do have a few complaints. The difficulty of the game tends to spike hard in certain spots, and although I personally don't mind the challenge, it might feel a little unfair while you're still learning the game. The stage 4 boss in particular has the spellcard Sanctum of the Moon which feels wildly overtuned on Normal, and her survival card is mostly safe until the final section where your positioning has to be extremely tight or you'll likely end up losing a good chunk of health repositioning into the safe spots. The stage 6 boss is probably the most variable difficulty fight in the game since each character fights a different version. Reimu's fight is the most straightforward with the exception of the survival card, which, even knowing the gimmick, is extremely difficult to parse because the pattern itself is so visually busy with all the background effects. Thankfully, by that time I usually have a way to mitigate some of the hits with spellcards and sidearms, but it never feels particularly enjoyable to have to deal with that card legit. Chiyuri + Yumemi's version of the fight is slightly harder, and Sumireko's version often feels like you're completely at the mercy of RNG on whether or not the boss's gimmick decides to absolutely make your life miserable. Despite these few gripes, they come from a place of love and I do think that there's a lot to love about this game. I've barely scratched the surface talking about all the cool stuff in this game because I genuinely want to preserve the joy of discovery for you if you decide to play it. A ton of love and effort clearly went into this game and even though I had some issues as mentioned above, overall I think it's worth your time and you owe it to yourself to give it a shot if you enjoy roguelikes, shootemups, or Touhou games.
TL;DR: PLEASE PLAY THIS GAME IT'S AMAZING Although I have not experienced every single drop of content that this game offers, i have obtained the true ending after 3 weeks of spending every moment of my free time on it. I do not regret that one bit. I have not fallen in love with a game like this in such a long time, so forgive my review for being a bit blinded by love. The soundtrack is excellent, the art is excellent, The gameplay is absolutely fantastic. Just going off gameplay alone it's incredibly fun. The writing appeals to my personal sensibilities and love of angst (especially in a touhou setting and ESPECIALLY when juxtaposed with more romantic elements), but it is certainly not sophomoric. That being said it is certainly not everyone's cup of tea, especially if you're the type to drop a story partway through. Overall I believe this is one of the greatest Touhou fangames ever made, although i've only been a part of the community for 6 years so i'm comparatively a newbie. The last time i was this engrossed in a touhou fangame was "Artificial Dream In Arcadia" back in 2024, and the last time i was this emotionally moved by a touhou fangame was CtC which came out back in 2006. I have so much to say about this game but this is just a steam review lol, please play it.
Two short disclaimers before I begin: [olist] [*]Do not be fooled by Steam’s report of ~10 hours playtime on my record. A significant chunk of the 40+ game hours I’ve put into the game were captured offline. An additional 17+ hours were put into the pre-update demo version, which is also available on Steam. [*]For shmup/STG nerds (affectionate): I typically play Touhou mainlines on Normal/Hard difficulty. I don’t have a 1cc in ZeroRanger or Mushihimesama Original Mode. Make whatever inferences about difficulty from this baseline as you will. [/olist] With that out of the way… [hr][/hr] [b]Touhou Lensed Night Sky, Kaseigai[/b] (also rendered as [b]東方 Lensed Night Sky, 果世外[/b], or simply [b]LNS[/b] for short) is a fanmade vertical-scrolling danmaku shooting game. Like the official games from the series it draws from, you control a character with a tiny hurtbox and navigate said character through a series of stages and bosses, shooting down foes whilst avoiding ridiculous waves of projectiles, lasers, bubbles, stars, and more. This game draws particular inspiration from [i]Touhou Kouryuudou ~ Unconnected Marketeers[/i] (TH18) and its Ability Card system, and takes that system to its logical conclusion; a fully customisable inventory where you can purchase buff-granting items, shot types, bombs (spellcards), and other tools at various mid-run opportunities. However, because [i][u]everything[/u][/i] in your inventory can be bought and sold, there is significant freedom in how you go a run, which can potentially upend how you go about playing. A balanced approach of one shot type, spellcard, and sidearm feels like the recommended default, and can be easily achieved from a character’s starting kit. During a run, you might swap out one of these tools for a better or more interesting one if it shows up. However, there is nothing stopping you from running two, or even three shot types at once. You can sell your shot type and run nothing but spellcards, prioritising the spell stat and bombing your way through everything with an assortment of flashy attacks. You can even build the grazebox to be your tool of victory, making it extremely large to charge sidearms quickly, and causing attack timers to rapidly tick down as you graze hundreds of bullets in quick succession. All of this is before we even get to some of the powerful and absurd synergies that many of the passive items can grant you. Part of what makes LNS so fun to play is getting a good build going, and proceeding to steamroll the rest of the run once a key item lands in your inventory. Power-tripping feels both enjoyable and earnt against the bullet hell struggle, and makes me want to come back for more. That said, sometimes you get a run that simply isn’t it and you’ll struggle accordingly, which can sting given a single run is longer than your average official Touhou mainline. Such is the nature of the “roguelike” design, though this can be offset with the use of "wards" (discussed a little later). Another major difference from the official games is that LNS uses a HP system, allowing you to take a few hits each life rather than dieing instantly upon contact with a singular bullet. HP can be subsequently recovered by buying HP in shops, obtaining healing sources from specific items, or by successfully “capturing” enemy spellcards by ending the attack with a lot of graze meter racked up. Whilst this approach provides newcomers with more room to make mistakes and learn, this accomodation is countered by the speed and density of attacks from stage waves and bosses. It’s not quite “Touhou 15/LoLK shifted-to-the-right” levels of difficulty (and I suspect graze being a key mechanic in LNS was inspired by LoLK), but it’s definitely set at a much higher baseline, even on Normal. Certain boss attacks are also quite challenging to read (e.g. numerous high-density laser windups in very short timeframes), but the HP system takes some of the frustration out of this. Depending on your build, you can even straight up negate or ignore most of these high-level threats; some balancing decisions were probably made from this perspective; but if you lack these options, you may be shocked at what the game throws at you. Speaking of difficulty, “Curses” or “Wards” can be switched on or off before starting a run, allowing you to make the game harder (curses) or easier (wards) than the baseline. I was genuinely shocked at how much of a difficulty jump there was the instant you give the bosses a randomised item inventory, and have straight up failed runs on Normal as early as Stage 2! Suddenly the odds are a lot more even when bosses can unleash the same tricks you can. By the same token, wards like starting with an extra life and maxed base stats can make the start of each run a lot smoother. Unlocks are disabled if your Challenge Value dips into the negative territory from using too many or too high-value assistive wards, but I can see this system being a useful way for newcomers to learn the ropes. Curses and wards can also be mixed and matched freely, with curses adding positive Challenge Value and re-enabling unlocks in combination with wards if the total value stays positive. Players should be mindful to make use of curses and wards as appropriate to suit their challenge needs, as the raw difficulties alone (Normal, Hard, etc.) may not satisfy. My only big complaint beyond some difficulty struggles is some [b][u]significant[/u][/b] game slowdown depending on the character, shot type, item build, and boss attack you’re dealing with. FPS can dip below 20 when there is too much going on, but I put this down to my old hardware struggling to run the game (intel i5-6600 + GTX 1070). It’s a bit jarring given I’ve never had an official mainline Touhou game skip a beat, but there’s also a LOT more going on in LNS at its peak. Modern hardware probably won’t encounter these issues (might update when I can test it on a better rig), and it’s a relatively minor blemish on the overall experience. Hilariously though, there is an achievement and unlock for the game dipping below 15 FPS or crashing, so maybe this is part of the intended experience? Finally, the “roguelike” nature of LNS lends itself to plenty of replayability, just so you can see what new kind of silly, busted build you can unleash on your foes. LNS subsequently exploits this replayability in its story design, lending new insights into to events of the game each time you clear it. Whilst I will refrain from mentioning any specific story beats here, all I can say is that the story is a genuine love letter to Touhou fans. Extensive knowledge of the series is not required to appreciate the story per se, but the payoffs become [b][u]significantly[/u][/b] larger the more you know about the depths of official (and sometimes unofficial) Touhou lore. I laughed. I smiled. I cried. I was left without words. I would erase my memory and live through it all again if I could. For what, exactly? You will have to cut through the ever-deepening lensed night sky and discover the truth for yourself. Bravo to Fire Land for creating this game and sharing it with the world. I only hope that you, the reader, enjoy the game as much as I did. At least try out the demo if you’re curious.
把真结局打出来了,真的是非常狂野的肉鸽stg,能看出作者在设计和音乐方面下了很大功夫,而且继续玩下去你会发现作者真的藏了不少东西,但是这难度曲线确实有点诡异了,从五面开始初见端倪到七面彻底放飞自我,天啊....太疯狂了 [spoiler] 而且这个真剧情也挺狂野的 [/spoiler]
game so good it has me considering achievement hunting for the first time in my life.
The night sky is a purple hue. [h1]東方果世外 ~ Lensed Night Sky[/h1] [hr][/hr] I decided to redo my review of this game. This still is a good review, but after spending close to... 25?ish hours, I think it deserves a detailed overview. When the overview says it's not a bad starting point as a way to wet your feet into the STG scene due to its modifiers, it technically isn't lying. Bullet densities as well as fun patterns are there to get you engaged with its systems, but once you unlock more items, the game becomes less and less a bullet hell STG game with [url=https://store.steampowered.com/app/1566410/Touhou_Kouryudou__Unconnected_Marketeers/]Unconnected Marketeers[/url] systems and more into a Binding of Isaac game that still requires you to dodge over a hundred projectiles at a time. What the game excels in is in getting you engaged with it. The bad endings provide flavor to your failures making sure that the sting of not being able to beat a stage or a boss is blunted, because you're still getting lore out of it. The game initially makes you think with its approach that it's half and half ♥♥♥♥♥♥♥♥ and serious plot, but in truth, it does speak of a tale of bravery and responsibilities for all involved. It's also rather ballsy in that the very first splash screen features Marisa but otherwise does not have her here aside from her items. What crew of people it has in its story is pretty efficiently used unless it's the first four bosses, which serve to set the stage but do little beyond that. For the actual game systems, the requirement to actually dodge spellcards is both a novel innovation and also a natural consequence of not penalizing players who are using spellcards or its variant here, the sidearms, during spells. In classic Touhou, bombing invalidates your spell capture. Adding that here would simply be an insult since capturing spellcards is one way to restore your health, of which you start with 4 HP and 2 additional lives, also a consequence of making it possible to use and create items that encourage you to get hit or play riskier. In any case, I highly welcome the ability to require actually dodging the spellcards in order to engage with them. I suppose what would be a con for this game is that the reason why it is priced a significant amount versus most shmups (costs twice as much as a standard Touhou game here where I live) is not readily apparent, but can be understood once you engage with the systems the game gives you after a bit. If Touhou UM: Binding of Isaac is an idea that appeals to you, then you'll prolly get why the game is a bit costly. If you still don't want to pay, there's a special demo version out there with its own subplot and access to most of what this game offers to you readily available to obtain, if you know where to look. That game too, interfaces with this game seamlessly and allows you to obtain the achievements you've been missing, if you decide to go that way. We will remember your sacrifice, Captain of the Drowned Voyage. [hr][/hr] [b]Pros:[/b] - Multiple funny fandom in-jokes and nods as items. - 7 stages. - A variety of modifiers you can use to change the gameplay to a certain level. There are wards (difficulty-lowering modifiers) and curses (same but opposite), and you need a positive amount of challenge value in order to gain achievements. - A demo with its own subplot exists out there if you need convincing. - Opportunity cost-style gameplay where you will either spend your power or one of your items to buy another item. Building your loadout is a breeze since you can sell items for the same price you bought them. [b]Cons:[/b] - The enemy variety in the stage portions aren't too interesting; you either get overwhelmed quick or you will kill them almost immediately. - Some spellcards, especially lategame, are either too gimmicky or shoot too many bullets. With certain modifiers this brings the game closer to a Legacy of Lunatic Kingdom experience. - Game is somewhat unstable with more ridiculous builds. I have had crashed three of my runs out of the blue without using the deliberately-glitched items the game gives you after a certain point of progression. FPS drops due to 1000+ bullets on screen is common. [b]Neutral:[/b] - Characters cuss quite a bit. This can be offputting to some people; in particular Chiyuri speaks like a zoomer with half of a sailor's tongue. I didn't really mind it at all, but some people will scream canon defilement.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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