
Diary of Lucie is action-roguelite game made with RPG Maker. In addition to simply avoiding the enemy's barrage, strategically use the enemy's bullet to make the battle situation advantageous!
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 25 → 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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
그린: 처음이라 뭐가 뭔지 몰랐을 뿐. 노멀: 사실상 제일 고생함. 럭키피그: 돈 관리 한번만 되면 노멀보다 훨신 쉽네; 사실상 장비 강화장. 나이트메어: 뭐? 한대 맞으면 뒤진다고? 응~ 딜찍누~ 헬: 할만한데? ..같은 소리 하고있네;; 으아아아~ 내가 이걸 해냈습니다!!
쯔꾸르의 한계를 넘은 갓겜
中文本地化不完全,看得云里雾里的 Bug过多,在商店如果买到某些物品游戏会崩溃,Normal难度通关后送了一个物品,在背包内查看后游戏也会崩溃
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
어려운 듯 하면서도 은근 할만한 게임. 무기 내구도가 생각보다 빨리 닳아서 보스전 때 무기 깨지면 정신 나갈 것 같다....
Diary of Lucie is a challenging action roguelite that blends bullet-hell combat, randomized character building, weapon experimentation, and persistent progression into a surprisingly substantial adventure. Developed and published by Parange Project, it immediately stands apart from more conventional RPG Maker productions by focusing on fast real-time action rather than traditional turn-based encounters. Its pixel-art appearance may initially suggest a relatively simple experience, but beneath that presentation is a demanding combat system built around repetition, experimentation, and gradually mastering its mechanics. The primary Roguelike mode places Lucie into dangerous runs where enemies, weapons, skills, and other useful resources create changing circumstances each time. Rather than allowing players to rely on a single predetermined strategy, the game expects them to adapt to whatever opportunities appear. A promising run can develop very differently depending on the equipment and abilities obtained, making improvisation an important part of success. Randomness can occasionally produce frustrating situations, especially when useful combinations refuse to appear, but it also keeps repeated attempts from feeling completely identical. Combat is easily one of the game's most distinctive qualities. Enemies can fill the battlefield with dangerous projectiles, forcing constant movement and careful positioning, yet avoiding bullets is only part of the challenge. The game encourages players to understand and manipulate hostile projectile patterns instead of simply treating every incoming attack as something to flee from. This creates a more tactical rhythm in which observation becomes almost as important as reflexes. Learning enemy behavior, identifying openings, choosing when to attack, and maintaining a safe position all become essential as encounters grow more demanding. Weapon selection adds considerable variety. Different equipment types encourage different approaches, with swords naturally supporting aggressive close-range fighting while bows provide opportunities to maintain distance. Magical options introduce further possibilities, and individual weapon abilities make equipment more meaningful than a simple collection of statistical upgrades. Enchantments can further modify a weapon's usefulness, encouraging players to examine how equipment interacts with the rest of their current build rather than automatically choosing whatever appears strongest on paper. Skills provide another important layer of customization. Because available abilities vary between attempts, players are encouraged to discover combinations that complement their equipment and preferred tactics. A collection of individually modest upgrades can become extremely effective when their effects work together. This system makes experimentation rewarding and gives experienced players opportunities to create increasingly efficient builds. There is enough control over progression to prevent the experience from becoming entirely dependent on luck, although randomness remains an intentionally significant part of the roguelite formula. Difficulty is a defining feature, and newcomers should expect to fail regularly. Early attempts can be particularly punishing because both Lucie's development and the player's knowledge are limited. Repeated runs gradually change that situation. Players learn enemy patterns and encounter structures while progression systems provide additional strength and options. This combination of mechanical improvement and player knowledge creates a satisfying sense of advancement. Eventually, situations that originally seemed overwhelming become manageable because the player has learned how the game's systems fit together. The visual presentation uses colorful pixel artwork with an emphasis on readable action and character animation. Lucie's animations help give her personality, while the top-down perspective is well suited to projectile-heavy battles. It does not possess the visual extravagance of larger-budget action roguelites, but the presentation is cohesive and functional. More importantly, the graphics generally communicate the information required during hectic encounters, which is crucial when positioning and split-second reactions can determine whether a run continues. Storytelling provides additional motivation beyond simply surviving another attempt. Details surrounding Lucie, her history, and the circumstances behind her journey gradually become clearer through continued progress. The narrative is therefore closely tied to persistence, rewarding players who push deeper into the game. This method of storytelling complements the roguelite structure, although anyone primarily interested in immediate narrative development may find that important information arrives more slowly than expected. Steam Deck compatibility deserves some qualification. Diary of Lucie does not have a prominent official Steam Deck Verified designation to guarantee a completely validated handheld experience. Nevertheless, its relatively modest technical demands, controller-friendly action design, and straightforward presentation make it the kind of game that can be practical to play on Steam Deck through SteamOS and Proton. Players should therefore regard it as potentially playable rather than officially guaranteed as Verified, with individual configurations or Proton updates possibly affecting the experience. The compact screen also suits the pixel presentation reasonably well, although dense projectile sequences may naturally require extra concentration on a handheld display. Its biggest weakness is also inseparable from its intended design. Repetition, randomized rewards, and frequent deaths can become exhausting for players who prefer consistent forward progress. Some runs will simply develop better than others, and losing an especially effective combination can be disappointing. The presentation is also comparatively modest, and the game's RPG Maker foundation occasionally becomes noticeable. These limitations are easier to accept once the combat and progression systems begin revealing their depth. Diary of Lucie ultimately succeeds as a focused action roguelite that rewards patience, adaptability, and mechanical improvement. The mixture of projectile-heavy combat, multiple weapon approaches, randomized skills, enchantments, permanent development, and gradually uncovered story content gives repeated runs meaningful purpose. It is particularly suitable for players who enjoy overcoming difficult encounters through both character progression and personal mastery. Its demanding nature prevents it from being universally approachable, but players willing to endure its early punishment will discover a surprisingly engaging and thoughtfully constructed roguelite. Rating: 8/10
피했는데.. 분명 피했는데.. 왜... 닳아있지..?
어린 소녀의 일기장을 마구마구 모험...으흐흐
(스포주의!) 정말 재밌게 하고 있습니다만, 그, 스토리 패치돼서 최종보스가 추가된 이후에 아무리 노말을 돌아도 진엔딩 선택 분기가 안 뜨고 바로 루시가 푹찍하는 루트로 가버리는데 진엔딩 보는 방법이 달라진 건가요??
예쁜 수녀눈나가 평가 남기라고 협박해요 ㅠㅠㅠ
나 슬퍼 ㅠㅠ
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $2.8M | 9.5K | 87% | $14.99 | |
| $2.4M | 10.8K | 96% | $9.99 | |
| $158.4K | 603 | 88% | $8.99 | |
| $32.9K | 126 | 70% | $14.99 | |
| $22K | 149 | 90% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $154.4K | 1.1K | 98% | $5.99 | |
| $154.4K | 578 | 63% | $14.99 | |
| $154.3K | 387 | 66% | $9.99 | |
| $154.5K | 411 | 76% | $14.99 | |
| $154.5K | 115 | 89% | $59.99 | |
| $154.3K | 684 | 98% | $9.99 |