
LumenTale: Memories of Trey is a captivating Monster Collector RPG set in a beautiful and enchanting world. Follow Trey as he embarks on an adventure to recover his missing memories and make new ones with the Animon.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 1.57/day in the week to Aug 24 → 1.29/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
Embark on an unforgettable adventure with LumenTale: Memories of Trey, a captivating Monster Collector RPG set in a beautiful and enchanting world.
Discover an emotional tale of self-discovery, adventure through captivating regions each as unique as their people. Join Trey as he navigates his way through a land full of mystical creatures to reveal the mystery behind his lost memories.

Long ago, in the golden era of Talea, the Emperor kept the lands peaceful, and the people prospered. After passing away without naming a successor between his twin sons, a civil war raged between the North, Logos and the South, Mythos - fighting for who would take control of the throne. The townsfolk lived in fear from the atrocities being carried out in the conflict. In a bid to stop the destruction, a part of the empire’s military became Talea’s dedicated protectors.
From the everlasting darkness of war, these people were the beacon of light that brought people hope. The Lumen were born, and as guardians in their provinces, they ensure the safety of the residents of Talea, both the people and the Animon.
Since ancient times, people have long studied the Animon. Not much is known of their nature to this day. They’re made of Anivis, an energy that flows through the whole world, and they possess the ability to affect emotions and interact with the very soul of every living being. Catch the Animon and become inseparable partners as you harness their elemental powers and battle alongside each other with your Holoken.

Test your skills with the Holoken and catch Animon in the field to recruit them to your party or initiate an incredible and exciting battle against them to prove your mettle! Every Animon can perform their own abilities and skills, and victory is achieved through using the best strategy with your team. There are around 140 known species with 13 elemental types, which are categorized with attributes depending on the emotion they're able to evoke in people.

Engage in thrilling 1v1 duels or team up for epic 4v4 showdowns with your party in battle. Level up your Animon and outsmart your opponents by using the best strategy to win. Each Animon has strengths and weaknesses for you to uncover, so use them to your advantage.
With up to 3 different ways to trade your Animon, you can effortlessly complete your collection and build the perfect battle team. Connect to the Animon Trade Station to seek the Animon you need, trade directly with friends, or the community.

While on your adventure, be sure to take a rest at the Fountain, where you’ll be able to craft useful items and cook delicious food! If you’re feeling adventurous, you’ll be able to experiment with ingredients to help nurture your Animon.
The Anispace is a place that exists and doesn’t exist at the same time. A space detached from the world as we know it. Here is where you’ll find your Animon after you capture them and where you’ll be able to train your Animon for battle. Customise their space when they’re not in your battle party and create stronger bonds with them!
Sums Steam only; Xbox, 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 | $23.99−20% | 1.4Kreviews | 72% | — | $837.3K |
| Free | 0ratings | 0% | — | not modelled |
Engagement
Reviews
Themes across 144 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I tried really really hard to love this game, and its an okay game, I don't hate it, but I absolutely do NOT love it. Lumentale has been on my radar for years now as I was a big fan of the game Xenoverse: Per Aspera Ad Astra produced by the same developers, and the demo for the game that released approximately ~3 years ago now made this game one of my most anticipated Monster Catching RPGs ever. Overall, I liked the dev's previous work, I really liked the demo, so where do my issues with Lumentale's full release come from? Unlike most reviews, it is not the bugs, though they're definitely abundant. My main issue with the game is that it does not feel like it cares about the player's time or delivering a fulfilling experience. Many times throughout the game did it feel like the game was shafting me, basically telling me "You already paid full price, you're past the 2 hour refund period, you're gonna play through this long, miserable section, you're gonna like it, then, instead of rewarding you at the end, we're just gonna spit on your face and tell you to go onto the next quest." That, combined with the quality of writing in certain areas of the game, really make the game dissatisfying to play, and that's not even getting started with the gameplay issues. The actual combat gameplay of this game is fine, and even offers some interesting differences from most typical monster catchers to keep things interesting, though, every squadron match in the game is dreadfully boring. Each squadron features usually around 3-4 filler battles you must fight back to back before the Squadron captain. These fights end up taking way longer than they can keep me engaged, and the squadron captain restores your party to full health before their fight anyway so it never feels like the grunts wear you down. For the overworld gameplay, movement is fine, though I have a lot of issues with the Holoken and how annoying the wild animon can end up being. For the holoken, imagine if Pokemon had 16 HMs for each type, with those HMs ONLY being learnable by a Pokemon with that primary type. Want to use your Water/Ground type Quagsire to use the ground HM? ♥♥♥♥ you, it's a WATER/ground type, so it only gets the water HM. Have fun swapping around your team every 20 seconds because we place these obstacles EVERYWHEREEE, and don't even think about having fun on a higher difficulty because the game's hard mode restricts swapping animon to designated safe locations like towns. The holoken also cannot be used while riding the hoverboard (despite Trey's arms being free) which makes the already annoying animon even worse. Speaking of, the wild animon in the game end up being more frustrating then systems like random grass encounters. My biggest issue is trying to fight weaker animon in the game, hitting an animon with a holoken before the battle can KO the animon and give you the items/exp very easily, except usually unless you greatly outlevel the animon, attacking the animon will not fully knock it out but instead start a battle where the enemy animon are all on about 10% hp or less. Which, if you couldn't guess, makes a 3 second interaction into about a 30 second interaction with no substance behind it aside from wasting my time. Pairing this with animon that charge or attack you outside of battle make traversing areas extremely annoying, no, I should not be able to avoid every encounter ever, but I shouldn't be annoyed by encounters for the sake of encounters. I mentioned the quality of writing before, and just to touch on that again, there is one section of the game that really REALLY lost me. Each town in the game has a cast of important characters who you'll interact with through the story missions in each town. In one town, the main characters you'll interact with are a pair of siblings, which you meet by being pickpocketed from by the older brother. After an extremely obnoxious back and forth section where you run from point A to B chasing the pickpocket, you corner him by running him into his sister who he is trying to not appear like a lowlife in front of. He pretends to be some sort of touring guide, makes the party play along with his act, and then hands the items he stole back without an apology, but an excuse, claiming that his low quality of life and his responsibilities as an older brother give him an "Okay" to be a thief. And then this guy is just treated like our best friend for the rest of the time we're in the town. Ironically, he gets arrested after picking a fight with a city official who stole and patented one of his sisters designs and the game then expects us to want to do a MASSIVE SCALE PRISON BREAK TO SAVE THIS GUY. We don't just let him out, we let out ACTIVELY DANGEROUS CRIMINALS to free a thief from prison. The context of his arrest is corrupt, sure, but given that we can literally kill the corrupt officials who arrested him if we want to do the "heckin evil" route, I think the game maybe should've considered that hey, I maybe do kinda want to let that guy suffer the consequences of his actions. His questline contains multiple of those "♥♥♥♥ you I hate you" type quests I mentioned before (usually back and forth/fetch quests) which just makes it even more infuriating. To mention something I do like, the card packs are an awesome addition to this game. Each animon has an equivalent TCG card that can be obtained through purchasing and opening cards packs. The art on each card is extremely high quality and beautiful (much like the whole game I might add, visually this game nails the artstyle and aesthetic it is going for). This is also a great in-game way to find new and interesting animon during your playthrough you want to add to your team or to see if an animon evolves into a design you find appealing, which, is sadly rarer than I wish it was. Many of the animon designs in the game feel really mediocre to me. Many animon feel like they REALLY needed a third stage of evolution they did not get, while others have issues with design readability or color palettes. The worst offender of a bad color palette is the animon Fulgaze, which with its shiny/lost palette is easily my favorite design in the game, while the default palette looks kinda gross to me. As well, a lot of the final stage animon end up becoming very big and the game does not take this into account in battle, causing your team to become very visually crowded when you have 4 fully evolved animon out at once. Overall, I think I accounted for everything I wanted to say at the moment. I have more minor complaints like side quest locations being tucked away and not revealed on your map until you find them, but mainly I said everything I wanted to about this game. I still have not fully finished the story, though I do plan to, and while I can't see myself going for 100% achievements given how grindy some of them are looking, I may do my best to fill out the aniwiki atleast. If my experience going forward with this game changes my thoughts (which it probably will, but not for the best since I think multiple endings in a monster catching game is generally a flawed idea) I will come back and edit this review. Though, as sad as I am to say, I don't think I can recommend LumenTale unless you are a massive fan of creature collector rpgs, my final verdict is just go and play Cassette Beasts instead, that game ♥♥♥♥♥♥ rules.
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 1: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese
| $24.99 | — | — | — | 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 145 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Same song and dance as most other negative reviews here. Wanted to like the game, but holy ♥♥♥♥ is there so many problems. From the overly large maps, a whack combat system that lets my friends take down over half my team with a single attack, exploration mechanics that I'm convinced were added at the last minute, and a non-existent story that repeats for EVERY ♥♥♥♥♥♥♥ TOWN. There are just so many things, questions, I thought of during gameplay that never got an answer even after credits. "When do I unlock status effects and what are they?" "Is there a way for me to change weather in combat for those buffs mentioned in the loading screen tips?" "What the ♥♥♥♥ does the dex mean by Special+ as an evolution method?". OK general rant done. the Cherry picked Cons -Evolution methods. so yeah that "Special+" can mean, Item based Evo, Needs a specific mon in the party... "be level 30+ while your system time is between ♥♥♥♥♥♥♥ MIDNIGHT and 1am", take to a specific zone, etc. -Emotions and their balance. cause why would I EVER use Joy that heals for about 5% HP over Fear that pierces type resists or Calm that ups my Crit rate/damage -Speed going the Gen 1 pokemon route being a catch all for Turn Order, Accuracy, Evasion & Crit rate meaning using any Animon with a low speed is a handicap -the TP system in general. Landing an AoE move and getting a free action because 1 foe was weak to the type and Calm landed 3 crits is fair from bosses I'm trying to scan and in PvP. -type/Emotion distribution. You want a Fire type? there's 3. you want a Rock type? well because you didn't pick the Calm starter, best i can do is Molapom until you get the gimmick mon that needs FOUR of them on the field to not be trash. You want to run a Chakra mon? well there's 5 of those... 3 are Sad and the other 2 are Joy no calm chakra's in this home, tranquility is a myth -Weather as touched on above, has buffs for certain types and moves... but only for main story as there is no way to change it for battles. -the Holokin and it's whole type embody thing are bad, oops you don't have the type needed on your team to solve this puzzle but we can remove that limitation in the final dungeon as a little treat. -the cake is a lie -my pockets still have 40-ish servings of lasagna because the button under the amount to buy in shops is not to buy the number selected, but rather a "have all my money and give me all you have" buy all... the NUMBER is also the buy button. ok, the little good that I liked -Music was good in more than a few places, and I did add some to my playlist -Animon designs have some misses but overall nice (Firtrich my beloved) -uhhhhhhhhh overall a sad 3/10 save yourself money and go play the team's old Pokemon fangames instead with your time
What a waste of time. Don't bother playing this game that doesn't value or respect the players time. A lot of people will tell you how buggy the map is and how lacking some of the Animon are and how many 2-stage evolutions, and the lack of sprites for "lost" variant Animon, which is something the devs got too lazy or ran out of time to finish and would rather have you pay upfront for somethings that should've been in game on release. My biggest problem with this game was the story; quite frankly it sucks. The issue is this game tries to make you think there is a story and plot and character weight. It starts off promising, but once you leave the Islet the game just goes downhill, Each town is the same loop- Trey gets in trouble or someone gets in trouble we have to help them, then we fight a boss Animon, then Captain battle (What is the point of the Vice-captains?). Then you repeat this in the route you didn't go for a second time, with no meaningful changes to dialogue on how you just conquered one of the regions of Talia, everyone treats you like a newbie. Ultimately following this loop you end up at the end of the game, where it all just falls apart. The ending really made me come to dislike this game, It just kind of ends abruptly with zero closure. Just hero saves the world and FIN. Nothing to make you feel the weight of the final battle and the conclusion of the story.
Review by [url=https://store.steampowered.com/curator/34633003-Gaming-Masterpieces/lists/] [u] Gaming Masterpieces [/u] [/url] - The greatest games of all time on Steam. Is this game a masterpiece? No. But since I don't like Pokémon, you should probably ask someone else. I can describe how the game plays, though. The story follows Trey, a cyborg searching for his lost memories. He awakens with amnesia and has no idea who he is. In the world of Talea—divided between the traditional southern region of Mythos and the technologically advanced northern region of Logos—Pokémon-like creatures are called Animon. You capture them, tame them, evolve them, and let them fight on your behalf. And, of course, you collect them—the more, the better. Visually, the Animon are just as unusual as classic Pokémon, though with less of a distinctly Japanese aesthetic. You control the pixelated Trey (along with a cast of equally pixelated characters) through a much higher-resolution world. Talea is populated by both humans and the mysterious Animon. No one truly knows where the Animon originated, but they are creatures capable of forming powerful emotional bonds with humans. Once tamed, they are essentially pets. In the wild, however, they are considerably less friendly and may attack people on sight. Only certain individuals can tame and train Animon. These people are known as Lumen. Trey possesses a Holoken, a device used to tame Animon. Unfortunately, he still has no memory of who he is or where he came from, so he now lives with the friendly inventor Kapan and his niece Ales, who have taken him in. Before long, you'll also gain access to the Anispace, a strange realm where captured Animon are stored—a place that both exists and doesn't exist at the same time. Normally, nobody can enter it, but Kapan's latest invention changes that. Within the Anispace, you can create a home for your Animon and strengthen your bond with them. Back in the real world, Trey explores Talea from an isometric perspective, talks to townsfolk, gathers resources, smashes crates in search of materials, and rests at fountains. The resources you collect can be used to prepare meals. Following recipes makes cooking easier, but Trey is also free to experiment. The meals you create can then be fed to your Animon to improve their stats. Talea is a rather strange place. Players willing to embrace the quirky setting will discover that the game is, at its heart, a traditional Japanese role-playing game. Guide Trey and his companions through the world, hunt down Animon, and engage in turn-based battles against wild and enemy creatures. Select from various attacks and abilities to defeat your opponents, exactly as you would in a classic JRPG. The game features more than 140 different Animon, encouraging players to catch them all. Before long, Trey and Ales embark on a journey across the country with the goal of winning the prestigious Animon tournament held in the capital city. Online features allow players to challenge opponents and their Animon teams over the internet. Both 1v1 and 4v4 battles are supported. It is also possible to trade both monsters and collectible cards with other players online. The game does not include voice acting, but it fully supports gamepad controls. [u][b] Conclusion:[/b][/u] LumenTale: Memories of Trey is primarily designed to appeal to fans of creature collectors. Catch and tame every Animon, gather every available card, and build the ultimate collection. Alongside the collecting gameplay, players will find a charming yet surprisingly deep JRPG filled with quests, conversations, character development, and the gradual uncovering of Trey's mysterious past. Fans of games such as Pokémon, Coromon, or Cassette Beasts will likely feel right at home with it.
Very sad, game has potential but its a buggy mess full of crashes and QOL nightmares. Devs promised a fix would be released in July for a lot of the exact issues I had with the game so I had hope, but here we are in late August and the patch is nowhere to be found. Checked the Devs discord to see if there were any updates and the first thing I see is them announcing an xbox/ps5 port of the game while the steam version people already payed for is still broken. Its a small indie team so I can look past the awful launch, but now we're 3 months in and the game still broken, PLUS the devs are prioritizing selling their broken game to a new audience instead of fixing it for their current one first, I can safely say the hope is dead...
I wanted to enjoy this game so badly. I played the demo and loved it so much. I was excited for the 1.0 and even retroactively purchased the Deluxe Edition as a way of showing love to the devs for what I thought would be a game I could enjoy. The demo worked perfectly fine, but ever since 1.0 the game hard crashes the instant I try to open it. I was able to launch it exactly *once* on release day. Loaded my old save from the demo, and have not been able to launch the game since then. No title screen, no nothing. Just instantly crashes. Was hoping for updates or hotfixes to come, but nothing has arrived and I'm losing faith that anything will be fixed. Which is a shame because I was really looking forward to this.
Finally finished the game and caught all creatures. They took the worst features of both Pokemon and Digimon and added them all together.
Let's start with a premise: all things considered, I liked the game just enough (helped by its reasonable price) to be able to recommend it. However, I've decided not to. I've decided not to recommend it (and to advise against it) because I consider Lumentale a tremendously and inexcusably PRESUMPTUOUS and CLUELESS game. First, a small digression on the positives — the game does have some, not many, but some: Trey is not an exceptional protagonist, but he's definitely "alive" enough to stand out among the typical MCs of these games, who are usually lobotomized, chaste, squeaky-clean drones. The Animon (aka this game's Pokémon) are genuinely gorgeous. And this is something that truly infuriates me, because creating a pool of beautiful monsters (and here we're well beyond "beautiful") is, in my opinion, the hardest part. Seeing that they succeeded at the hardest part but failed spectacularly at the "easier" one was truly demoralizing. I don't want to dwell on the bug situation, though. Let's be clear: the issue itself is absolutely unacceptable, but in my playthrough I didn't encounter enough of them to cry scandal. Besides, I believe the truly interesting questions about Lumentale's failure — in my very humble opinion — run deeper; they're questions of identity. Lumentale's art direction is undoubtedly exceptional and undoubtedly its greatest strength. However, it's also its worst weakness. The impression that lingers from beginning to end is that Lumentale is a game made by artists, for artists. To be clear, that sentence is not meant as a criticism of the category. However, it's obvious that extreme importance was given to the artistic side, while programming and game design were left to fend for themselves. This isn't necessarily a bad thing, especially for a small studio that has to ration its resources and therefore has to make choices. However, allow me to say that having more people dedicated to music composition than to programming (this information is easily found on the studio's website) is a suicidal choice. More broadly, the industry is no stranger to products with a strong identity component that subvert the classic conventions of their genre (the Souls games or the Death Stranding saga are examples, although in those cases the identity component has a strong grip on the game design, not just the art). This stance toward the industry — which, to be clear, I've never fully appreciated, whether the product comes from a small Italian studio or from the brilliant mind of Hideo Kojima — comes with both honors and burdens. And on this point, the game fails miserably. The implicit premise of every "Pokémon-like" is always the same: to deliver a Pokémon-style experience (without, obviously, the extremely heavy Pokémon brand on the little monsters) but without its downsides — which, given the sales volumes Pokémon keeps posting, show no sign of ever being fixed. Lumentale objectively tries to offer some QoL elements, but ultimately it trips over its own feet: The game maps are deliberately chaotic and tedious, and more than once, in favor of some insane game design choice, the confusion and frustration reach mind-boggling peaks. Some dungeons, deliberately labyrinthine, lack a local map. You're often forced to traverse the same map multiple times to access a previously blocked area. On top of this, Animon have a sort of PP system determined by type rather than by specific move. Utterly useless and unbelievably annoying. The result is that exploration, which in theory should be free and rewarding, is often pointless and demotivating. This brings me to another important point: Whoever handled the game's design wanted to make a Pokémon-like with RPG elements. But this suggests, in my very humble opinion, that the design team may not have fully grasped that Pokémon is, in its purest essence, already an RPG — nor what makes a well-crafted RPG work. The consequence is that, in addition to the absolutely terrible world-exploration experience, the combat system is also riddled with flaws that undermine the game. Pokémon has a combat system that looks trivial on the surface but which, as its long-lived competitive scene demonstrates, actually has non-trivial complexity and balance. In Lumentale, instead, the combat system tries to keep the typical Pokémon formula while saturating it with 4 controllable Animon, and despite some more or less valid ideas and various patches, it collapses ruinously under its own weight. Initially, I had high expectations for the combat system. And I admit without shame that, together with the incredible charm of the Animon, it was one of the things that pulled me through to finishing the game. However, the combat system never fully develops, and once the power level rises, it ends up caving in on itself. I'd also like to digress on two things that left me particularly dumbfounded: Dialogues cannot be skipped: this is a choice I find truly incomprehensible, and one that reveals a great deal of presumption and cluelessness on the part of whoever handled the game design. It's presumptuous because whoever decided to make dialogues unskippable evidently believes their story is too good to be skipped (spoiler: it's a very mid story, verging on banal), and it's clueless — or willfully so — because it negatively affects the game design. What if I didn't care about the story at all and just wanted my Animon to fight? What if I'd loved the game so much I wanted to replay it, but was forced to sit through every dialogue all over again? The UI is confusing and unhelpful: here too, nothing scandalous (I've read some truly exaggerated reviews on this front), but it would have taken very little to make something more functional. In conclusion, the game has (or perhaps it's better to say had) great potential, but due to more or less debatable choices, it can't bear the weight of its expectations and comes crashing down — loudly.
As a fellow Italian, I cannot recommend this game. I have several nitpicks with it and one big turn-off. Let's start with the big one: this game feels culturally offensive. Having grown up in southern Italy I have seen with my own two eyes the disdain of the North towards the South. My mother, who moved to the North in her formative years, was denied work, sometimes even a roof, because of her being southern. And let me be EXTREMELY clear, this was (and still somewhat is) a SYSTEMIC issue that lasted decades upon decades. Why am I bringing this up? Because the game slapped me in the face with a distinction between North and South, describing the North as a technological rich marvel and the South as a tribal, technologically set-back steppa. SInce the developers are Italian, I find it hard to believe that this wasn't intentional and there wasn't some malice behind it. Even if not done on purpose, it shows just how deep this **** runs. I do not recommend the game based solely on this fact. Now, for the nitpicks, I'm sure you've heard most of them already - buggy and slow at launch, obscure mechanics and evolution trees, and (this is my opinion) terribly designed human characters. The music isn't very engaging either, I found myself muting the game and listening to my own playlist instead. Overall, the game got stale quickly and I frankly did not find any compelling reason to come back to it. These are all my opinions, but I suppose that's the point of the review.
It is just really clunky with little explaintions. There are hidden types for everything that the game just doesnt tell you exist and some guys only evole if you have that type. I hate how the dex is, it tell is supposed to tell you how something can evolve but it only says level+, so you need level and something else, it doesnt say what that something is. It could be a hidden type, move, item whatever but there is no hint towards it. You also fight second stage animon long before you can evolve your own. Layout and menu are just annoying. I really wanted to like the game but it just isnt fun.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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