
A handcrafted open-world platformer set in a world built by Mushrooms! Explore different locations filled with secrets, acquire new abilities and use those abilities to reach new places!
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): 0.29/day in the week to Jul 30 → 0/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.
About
Lone Fungus is a true Metroidvania set in a world built by mushrooms where you play as the last mushroom alive. Explore an ancient world, acquire new abilities and discover secrets!
There exist ten distinct areas for you to explore, each with its own unique set of enemies and obstacles. If you are willing to scour every nook and cranny in each area, you'll uncover plenty of secrets and receive well-deserved rewards. Through your exploration, you will earn significant upgrades in the form of Relics, Emblems, and upgrades to your Health or Mindpoints. These upgrades will undoubtedly be valuable to any player. To learn more about these upgrades, check out the combat section!
- Explore a huge interconnected world gated with true Metroidvania progression.
- Fast and responsive combat, play as an acrobatic mushroom!
- A spell system based on how you strike spells with your sword, giving spells multiple uses and a creative approach to combat.
- Unique and challenging platforming gameplay reminiscent of modern platformers such as Celeste but set in a fully open world. *optional*
- Play the game how you want! Pick between four difficulty modes or use the accessible Assist Mode!
The Combat in Lone Fungus is simplistic but has depth in terms of customization. You can for instance parry anything that would normally would damage you, but parrying incoming projectiles in particular will shoot them back at foes. You are however never forced to parry and you can even change how the parry system works by equipping Emblems!
Emblems are items you will find all over the world. Equipping an Emblem might change how the parried projectile behaves, for instance, you can make it home into enemies but deal less damage. Or instead of bouncing a projectile off your cap you will do damage to anything near you. There is even a Vortex Emblem which destroys multiple projectiles around the player.

In addition to Emblems, there are Relics that work very similarly to the Charm system in Hollow Knight. Some change how your healing works and others increase your sword damage or give you additional protection. There are 60 Relics in the game and you choose what your strengths will be through the Relics. You can make some really specialized builds focusing on defense, healing, speed, melee attacking, or spell-casting!
And then there are permanent upgrades that you gain from fighting bosses, these are all from spells to new moves and types of attacks!
In Lone Fungus, you can challenge and defeat 33 bosses to acquire new abilities. My goal is to design engaging and equitable boss battles that can be won without sustaining any damage from the boss. To achieve this, I craft distinct attack patterns for each boss and provide clear cues before their strikes. Additionally, I limit the randomness of their attacks. My aim is to provide an enjoyable and stimulating experience where players can triumph over bosses by mastering their techniques.
Lone Fungus is essentially a precision platformer, but it doesn't compel you to undertake overly difficult platforming tasks in order to advance in the game. Instead, all the platforming challenges are confined to optional side rooms, allowing you to relish the game as a Metroidvania-style adventure game focused on combat and exploration, while still benefiting from the precise controls of a precision platformer. However, if you're inclined to master the game's hardcore mechanics, there are practice rooms available for you to refine your skills and take on the most daunting platforming challenges that the game has to offer.

The game features 4 difficulty modes, several ways to customize controls (like a dedicated down-attack button), and a full-featured Assist-Mode!
The Assist-Mode allows you to turn on 6 different features which will drastically make the game more accessible.
Platforming Pause - Increases the pauses between platforming mechanics like Mushmovers, giving you a larger room to react and breathe in between platforming sections.
Magic Platforms - Adds special platforms to some sections in the game to make them much easier.
Worldmap Hints - Will show items you have missed in rooms you have already visited.
Stronger Sword - Increases your sword's base damage, allowing you to beat bosses easier.
Infinite MP - Play without having to manage your Mindpoints, heal and cast spells as much as you want!
Invincibility - You cannot die!
Keep in mind that the Assist-Mode is not only for players that might think the game is too tough but it can also be used to just mess around and have fun with the game in your own way!
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Это он! Это хидден гем про который я вообще нигде не слышал (да и из всего списка друзей её ни у кого нет, а в желаемом только у трёх). Одна из лучших метройдваний из существующих. Просто гениальный левелдизайн, гигантская карта с миллиардом секретов, отличные боссы. Есть билды с амулетиками как в холлоу найте. Присутствует вообще всё, чего бы вы хотели видеть в метройдвании. В игре даже есть челленж румы с платформингом, очень похожим на уровни в игре Celeste. Умер 350+ раз на хардкорной сложности, игра довольно челенжевая, особенно финальный босс. Но тут есть имбовый билд через атаку в кручении с айфреймами, с ним вообще мозг выключается и тупо крутишься на боссах неуязвимый, и всё само умирает. Мне только не понравились парочка секций с прыжками (на секретную концовку и на сбор божьих коровок), там просто нереально пропрыгать, я даже с гайдом не справился, а так мог бы на 100% закрыть игру. И не понравилось парирование, сделано супер криво, а под него миллион разных апгрейдов есть на выбор, но какой смысл, если оно работает через раз, к счастью немногие боссы требовали эту механику. В остальном это мега топ игра. Сильно рекомендую. Есть уже даже вторая часть, тоже обязательно попробую.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Incredible metroidvania with stuff to find everywhere and no dumb rewards like rosaries or geo, always abilities or power. Cool platforming challenge with the astral gates. And 3 boss rushes to unlock. Secrets wall were really hard to see though but you do get an ability to help you see them towards the end. Definitivly recommend
we need chinese
This is a revier from an achievement hunter. I enjoy completing games and I enjoy seeing the blue and yellow ribbon that signifies on Steam that I have gotten every achievement in a game. So that said, I do not recommend Lone Fungus for people like me. I often see this game compared to Hollow Knight (as every metroidvania release since Hollow Knight) and Celeste. But what Lone Fungus does wrong compared to these two games is very simple: Lone Fungus is not that great of a platformer. There are a lot of platforming challenges in this game and a bunch of them are fun. But those that aren't are REALLY not fun. This game has way too many abilities and yet maps some of them to the same buttons in a way that makes you have to mash your whole controller on the more challenging platforming segments. I think this game has a fundamental misunderstanding of what makes a platforming fun; it's not challenge, it's not how many movement abilities you have, it's not how fast you can go with said abilities. Rather, it's simply "is it rewarding?". And in the case of Lone Fungus, that answer is no. Also the combat in this game sucks ass the bosses are incredibly boring and take way too long to be defeated
Fantastic parkour-focused Mvania--a lot better than it looks. Not sure why I held out on this one for so long but I'm glad I finally delved into it. Lone Fungus sets itself apart with it's complex and fresh movement abilities. The post/side game stuff get very technical and really fun to overcome. I really like the weird vibe the world has with the curious NPC's and fragments of story--made uncovering all the secrets really worth it. Lone Fungus doesn't try to be obnoxious with its content (pixel hunting, vague clues with non-logical solutions, ridiculously vague event triggering), you get to see everything it has to offer if you just explore well enough.
这个小蘑菇真的超可爱哩… 此作虽然没有汉化,但是在优秀的地图设计和跳跳乐面前瑕不掩瑜,可当做「蔚蓝」代餐大力游玩! 游戏主角性能很强直接给了下劈,大大提高了玩家的探索上限。游戏量大管饱,虽然是很标准的四通八达类银式地图,但值得一提的是没什么恶心人的单向门循环路恶意设计,而且地图查看方便收集元素很多,所以探图过程挺舒服。 战斗设计倒是平平无奇没啥亮点,但好在boss难度不大,比较好打不会卡关,后续探索起来很有意思。 游戏设置了难度选择还有辅助模式,贴心照顾了每个层次的玩家,画风干净明快看着很治愈,音乐也挺好听,小蘑菇发出的音效很可爱看着萌萌的。 该作最大的缺点就是无汉化所以导致太冷门了,但剧情比较简单所以可略过,推荐给想体验跳跳乐的玩家。
i really like this game but eventually i got bored of it. I think it just overstays its welcome. My favorite parts are the platforming sections. Very tight and rewarding to master, and there are so many. The boss fights are decent. Where the game falls short is the metroidvania aspect of it. The map is just so big and i found myself lost often. That might not be so bad for some people but i think the game would have benefited by being just a little tighter in its content and length. I will keep playing for the platforming challanges
Skill-gate is real. I cannot finish this game. It was a fun 98% or so ride.
目前玩过全收集最难的类银,远超永恒之夜,我认为最难的部分甚至超越了苦痛之路…(但很短 整体重跳跳乐轻战斗,但主线跳跳乐很简单,难度在可选的收集物里,最难的地方不收集也可以达成100%结局 地图设计中规中矩,但每个区域都不大、体量正好不会让人觉得无聊 护符蛮多的,可惜boss都很简单,我拿到快劈修长力量就没换下来过 也没有体验别的流派() 法术比起用于战斗更倾向于作为能力锁开门 比较惊喜的是有类似于青春版凤舞的能力(但要用到的地方只有寥寥几个收集)和比较早期就能拿到[spoiler] 伪无限跳 [/spoiler]的能力(←有剧透 打得比较痛苦的点在于键位多容易误触(尤其是我习惯只用食指操作肩键和扳机键),以及在空中移动时,摇杆方向会明显影响移动距离(比如向右冲刺时,摇杆同时向右推,比摇杆向左推的冲刺距离远很多,跳跳乐里有一些需要连续下劈+向一侧极限冲刺的地方,不知道键鼠体验如何 但我觉得手柄不是很舒服)
I had wanted to enjoy this game as I've heard multiple people speak of its mechanics as being particularly engaging, but after 3-4 hours I'm unable to continue. The player character is lively and expressive, with some fun idling, AFK, and precariously-on-ledge animations. Player controls are tight, with an unusually pronounced jump height variability, which I like It's flat-out bizarre that it's not possible to pause boss fights. The game is, for lack of a better term, immensely game-y and non-diegetic. It constantly breaks the fourth wall and imports real-world terms and ideas into the game world. Which can have it's own value, but don't expect to find yourself immersed in a living, breathing world. All the fiction is little but a vehicle for mechanics. It doesn't seem to take its own fiction seriously, which means that it's very difficult for the player to either. Beyond that, at least early on in the game, it really does over explain things. Tutorial window after tutorial window after tutorial window. Again, it doesn't help that it's plain that this is the developer speaking, wresting you out of any fictional diegesis you might be ensconced in, but on top of that there's just excessive textual tutorialisation. Ceaseless. The world is just dull, visually. Most backgrounds are just plain, mundane, caverns. Practically the entire world as I saw it within my 2-3 hours is largely just cavern and tunnel. The same background after the same background. The architecture of the ground is very often the same from zone to zone as well, but with a different colour scheme, and slightly differently coloured/configured atmospheric particles. Further to this, in terms of geometry/shape/topology, most rooms bleed seamlessly into those adjacent to them, with no specific or deliberate use of varying topology/geometry to distinguish one room in a zone from the others; and no attempt to establish coherent topological/geometry pattern language between zones. All terrain/toplogy/geometry in basically every zone assumes the same basic configurations. In other words, there's nothiong to distinguish the shape of rooms/tunnels in one zone from those of another. The above, besides just being uninteresting to look at, results in an absolute catastrophe of a world map that is utterly impossible to navigate without a map. You'll likely spend at least as much time in your map interface as you will actually in the world itself if you play this game. Beyond no topological/spatial/geometric identity for zones, or even separation between different rooms in the same zone, there seemed to be no mechanical identity to adjacent zones either. Between the first (the grotto) and the second (color caverns), they had practically the precise same configuration of resistance to the player, in the forms of the same sorts of enemies, the same spike hazards, and the same bouncy affordance object (it was a flower in the first, but a sort of springboard in the second; but functionally identical). So, no topological identity, no mechanical identity, and scarcely visual identity either. That's just poor world design. To make all this even more frustrating, this game adopts the part of the Hollow Knight mapping system wherein the map doesn't update until you rest at a bench. However, this mechanic simply doesn't suit this game; it works in Hollow Knight by virtue of the fact that the density of navigational affordances offered by the average Hollow Knight map outstrips that of this game by a ludicrous margin. Whereas experienced players can often recognise individual rooms and accurately place them on the map from a single screenshot, almost any location in any given zone in this game looks almost identical to any other. So forcing the player to stumble about without an auto-updating map when the developer has completely failed to embed navigational affordances into the world was a BIG mistake. Unlike in Hollow Knight, the map is OVERTLY HOSTILE to cognitive map formation - everything looks the same. The only 3 or 4 bosses I fought were quite thoroughly frustrating. Largely hitbox issues where due to the extreme width of the player character's mushroom cap, and apparent hyper-sensitivity of hitboxes (no leeway given) I was constantly taking damage when it didn't "feel" like I had made contact with the boss. Additionally, the player character's slash attack has a width that is only marginally longer than its mushroom cap, which also adds to the frustration. Especially the Big Germ boss just felt plain awkward to fight, as I was constantly waiting for opportunities where I could strike due to limitations on the geometry of my slash (I don't know when you get upward slash if you ever do, but not having it sucks when the developer deliberately designs a boss that feels like it should require it). I forget which boss, but against one of the early ones, the game fails to distinguish visually between projectiles that do damage to the player and those that don't. One attack throws up these little pieces of dirt debris that don't do damage. But then the boss itself dislodges larger pieces of debris from the ceiling that do damage you. So, two objects that have the identical model, but are two different sizes, and only the slightly (no more than half or so larger) larger one damages you. That's poor visual communication. Parry starts out with incredibly confusing timing. It turns out that you can fix this in the Settings but it's bizarre that the delayed timing is the default. The default timing is that if you want to deflect a projectile you must press the Parry key 0.5-1.0s or so before impact; bewildering decision. Took me a little while to realise it can be fixed in settings Early on the game absolutely overwhelms you with unusable utility gates. You're just flooded by them. It was informational overload. I was wandering around aimlessly, through this non-descript monotonous system of tunnels, looking for something interesting, but not only could I not find anything interesting, visually or thematically/narratively, but it seemed I was just coming upon deadend after deadend due to unusable utility gates I didn't have the keys for yet. I was also experiencing an intermittent FPS dropping issue which was just the straw that broke the camel's back.
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