
Touhou Luna Nights is a Metroidvania title with a heavy emphasis on exploration and action. Developed by Team Ladybug, creators of multiple fantastic action games thus far.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 9 → 3.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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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Sums Steam only; PlayStation, 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 | $10.79−40% | 15Kreviews | 97% | — | $3.1M |
| $17.99 | 597ratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 874 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]Touhou Luna Nights[/b] — фанатська метроїдванія за мотивами всесвіту [b]Touhou Project[/b], і для мене вона стала першим знайомством із цією серією та й іграми японської студії [b]Team Ladybug[/b] загалом. Попри це, гра виявилася напрочуд цілісною й зрозумілою навіть новачкові. Її світ одразу захоплює стилем та настроєм, а головна механіка зупинки часу працює настільки природно, що швидко починає приносити справжнє задоволення й відкривати цікаві ігрові ситуації. https://steamcommunity.com/sharedfiles/filedetails/?id=3620594670 Гра дивує виразною візуальною стилістикою та плавною анімацією, завдяки яким кожен рух і кожен бій виглядають по-справжньому видовищно. Рівні створені так, що хочеться дослідити кожен куточок, а елементи довкілля часом дарують непомітну іронію — наприклад, натяк на те, що бляшанки з напоями після використання все ж варто прибирати. Відчувається, що кожну деталь зроблено з турботою та любов’ю. https://steamcommunity.com/sharedfiles/filedetails/?id=3620594684 Для мене [b]Touhou Luna Night[/b]s стала яскравим і свіжим досвідом. Вона допомогла відкрити для себе маленьку частинку японської культури та світу [b]Touhou[/b]. Враження настільки теплі, що хочеться й далі шукати подібні пригоди й повертатися до світу, де час можна зупинити, але задоволення — ніколи.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Korean, French, German
| $10.79−40% |
| — |
| — |
| — |
| 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 875 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1][b]东方月神夜:时停丢飞刀[/b][/h1] [b]质量很高,令人惊喜的同人游戏[/b] 对于同人作品我本没多少期待,寻思着是能动就行,卖卖情怀,割割韭菜的,没想到它[b]意外地好玩![/b]倒不如说更像是制作组原本就想做一个时间能力相关的横版动作游戏,而套上东方的皮之后让一切更加合情合理。 动作非常流畅,保存、恢复点也丝毫不拖沓。且毫无违和感地融入了擦弹元素——当靠近而又没有被敌人击中时恢复HP/MP。且擦弹的判定也在宽松舆精准之间,正反馈相当大! 货币系统也很有意思,玩家本身几乎得不到流通货币,打怪只会掉落宝石,收集到的宝石可以拿去卖钱,不卖的话,放在身上又会给玩家微量的增益 至于缺点嘛,唯独[b]流程太短,[/b]没有什么多结局,玩一遍足矣,地图设计的中规中矩,部分房间十分巧妙,但路线单一,看似类银河城,但其实是获得新能力后开辟一个单独房间获取收集品,而非一段新的地域。再加上主角可以停滞时间,让过图、战斗更显得很轻易,使其流程只有6-8小时左右 总的来说,不了解背景也没影响,不认识角色也没关系,都能感受到停下时间丢飞刀的魅力!其体验丝毫不输有几分相似的[url=https://store.steampowered.com/app/692850/Bloodstained_Ritual_of_the_Night/]血污[/url]! 最后,[b]非常感谢脱坑王的礼物٩(๑>◡<๑)۶[/b]
wonderful game, the gameplay feels so rewarding, the soundtrack should be put in a museum and you don't even need any previous knowledge of touhou to enjoy this game. googles "patchouli knowledge fat boobies"
I’ll be upfront; I went into touhou luna nights knowing absolutely nothing about touhou project. no lore, no idea who sakuya izayoi is or why she can stop time. luna nights is a metroidvania developed by team ladybug, and it is a genuinely impressive one. you play as a maid with the ability to freeze time, sounds deceptively simple, but the game constructs an entire combat and exploration philosophy around it. stopping time is not merely a neat trick. it is how you solve puzzles, evade attacks, and set up devastating combinations against enemies. it feels fluid and purposeful in a way that mechanics of this kind often fail to achieve. the map design complements this beautifully. areas feel distinct and interconnected in thoughtful ways, but what truly sets luna nights apart is how it handles revisiting old ground. backtracking never feels like an obligation. each ability you unlock does not simply open doors ahead of you; it recontextualises everywhere you have already been. you find yourself genuinely compelled to return to earlier zones, not because the game nudges you there, but because you can see precisely what was previously out of reach and curiosity takes over. the pixel art is detailed and expressive throughout, with boss designs that linger in the memory long after the credits roll. the bosses themselves are a highlight. each encounter demands that you actually understand and utilise your toolkit rather than brute-forcing your way through. they are challenging, but between these boss fights and the elongated platforming sections. I really don’t know how’d I’d place the hierarchy of the difficulty. if you, like me, arrive with no prior knowledge of touhou project, do not let that deter you. the narrative does not demand familiarity with the source material. the game stands entirely on the strength of its mechanics and design. it is a tight, confident, and polished metroidvania. this one goes to sultan.
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I really loved it when Saguya stopped time and said "It's Luna Nighting time" and touhoud all over the place. 10/10 game
Scientists believe that they may be able to explain what Touhou is to the general public by 2036. Until then, rest assured that even if you, like me, have no clue who all these anime girls are and what they're doing, this is still a great little Metroidvania with a strong core mechanic.
This is a fast-food metroidvania. It has almost all the bones that make up the basic skeleton of a design in this type of game, but instead of the emphasis on atmosphere, methodical exploration, and immersion usually associated with the genre, what you get is a fast-paced comedic festival of particles and numbers. Everything you touch explodes. Colorful gems and neon orbs fly everywhere. Resources are dumped without the slightest restraint and almost supernaturally regained at the same speed, while a synthesized voice from beyond announces interface-related events. Even the music (very good, by the way) is properly energetic to match the game’s uninterrupted action. A quick look at Wikipedia reveals that this project is derived from a series of bullet hell shoot’em ups [i](Touhou Project)[/i], which explains why the game feels more like a run-and-gun (or run-and-knife) that borrowed a few ideas from elsewhere—and why it’s as subtle as a New Year’s fireworks show. It’s a bit difficult to identify what’s happening on the screen and what the endless enemies you dispatch with a puff are doing amid the frantic chaos of combat. That’s probably why the whole thing revolves around a time-manipulation mechanic, letting you slow down or pause the action to dodge attacks, prepare combos, and solve a lot of navigation puzzles. It's to even the odds. To round this out elegantly, the main way you recover HP and MP (the latter used to perform all your attacks) comes through a risk-and-reward dynamic the game calls “grazing,” which consists of getting very close to enemies or their projectiles without being hit in order to regain your resources. Throw in a handful of elements containing specific rules, like platforms or projectiles that can't be stopped but can be slowed down (or objects that only move when time is stopped), and you have combat and platforming challenges that basically squeeze just about the most you could hope for from these mechanics. A high point of the experience is the bosses, extremely fun to fight and balanced in such a way as to allow a modest margin of error while still being punishing enough to encourage the player to develop a deeper understanding and appreciation of the tools at hand—without demanding unreasonable levels of proficiency. The map, in turn, is an almost incomprehensible amalgam of small, cramped, barely distinct rooms stacked on top of one another, seemingly designed with no planning except to funnel you into traversal challenges and combat sequences every second. You never quite feel overwhelmed, but neither do you really take in what you’re looking at. There’s a certain lack of visual storytelling, and the game clearly has no intention of making you stop to think about where you’re going. But, in this case, is a positive. It would be terrible to get lost in a game like this, which is always pushing you to keep moving forward. You’ve got all the progression elements, from granular increases to your resource stock, utility items, to new abilities that serve both combat and navigation purposes—and thanks to the game’s short length and fast pace, they’re delivered appropriately in very short intervals, preventing the journey from falling into monotony. You go from basic to complex in just a few hours. And the challenge rises accordingly. Backtracking, shortcuts, portals, secret passages, and that sense of a interconnected environment do exist, but they aren’t emphasized as much, making the experience feel more segmented, as if you were playing a level-based game—just without the interruptions of loading screens. Usually each place has its own sense of challenge, and you can clearly feel a sharp separation between them due to the rather abrupt transitions. Still, expect to encounter the occasional annoying dead end due to poorly planned progression. Acquiring a new skill and immediately trying to return to a previously inaccessible area (except for those planned by the developers) often results in finding out you need ANOTHER upgrade to advance through that area. This is especially exacerbated by the fact that you always have to repeat slow traversal challenges that were previously solved. They didn't think to simply connect the areas with enough shortcuts to avoid this kind of time-wasting. Being curious, digging for secrets, and trying to fill the map (which fortunately is almost never necessary) can sometimes result in more frustration than reward. Finally, put this all together with competent, charming pixel art, great animations, a lighthearted, youthful, humorous concept, and flawless controls, and you have a solid package that can be finished in under 7 hours—ideal for short sessions. All in all, despite the minor flaws and even though it isn’t a conventional metroidvania and doesn’t exactly cater to the sensibilities of genre purists, I can say with confidence that this is a excellent game, executed competently and with a strong original identity. It's fast, chaotic, explosive and a lot of fun. And doesn't drag on any longer than necessary. Buy one for yourself and one for your dog. P.S: I definitely recommend checking out the rest of the studio's catalog. They have several little gems like this.
[h3][b][i]Final Rating: Positive Rating[/i][/b][/h3] [hr][/hr] [b]TLDR:[/b] If you enjoy tight metroidvania action with Touhou flair, great art, and fun time-stop mechanics, Luna Nights delivers a solid time. Level design and basic enemies hold it back from greatness, though. [hr][/hr] [h3][b]Full Thoughts[/b][/h3] [b][i]Positive Points:[/i][/b] [b]Art & Music -[/b] Excellent art that captures the Touhou aesthetic beautifully. Great music keeps the momentum going throughout. [b]Gameplay & Abilities -[/b] Solid gameplay packed with varied abilities for such a compact game. The time-stop mechanic stands out as really fun to play around with. [b]Story Fit -[/b] Characters make sense for the story and concept, giving it a cohesive Touhou feel. [b][i]Mixed Points:[/i][/b] [b]Enemies -[/b] Enemies are pretty basic overall. They get the job done but lack creativity or challenge variety. [b][i]Negative Points:[/i][/b] [b]Level Design -[/b] Level design falls short for a metroidvania (it feels linear and uninspired at times). With Touhou's rich world, I expected way more interesting environments to explore, but they are nowhere to be found. [hr][/hr] [h3][b]Closing Thoughts[/b][/h3] Overall, Touhou Luna Nights shines with its art, music, and punchy abilities, making it a fun Touhou spin-off for fans of quick metroidvanias. I just wish the levels and enemies matched that polish. [hr][/hr] [h3][b]Information for Fellow Completionists [/b][/h3] [list] [*]1 missable achievement ("No Continues for You!") [*]Grind Level: Medium [*]No paid DLC achievements [*]No broken/bugged achievements [*]No multiplayer achievements [/list] [code]If you liked this review, then feel free to check out my [url=https://www.youtube.com/@VinroyIsViral]YouTube Channel[/url] for more reviews. I also have a curator group called [url=https://store.steampowered.com/curator/43774503-The-Completionist-Crusaders/]"The Completionist Crusaders"[/url] that focuses more toward completionists. Thank you, and happy gaming![/code]
¿Hace falta leer reseñas? ya compra el juego we.
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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