
A mind-blowing, fiendishly addictive reinvention of the puzzle classic Lumines from the creators of Tetris® Effect: Connected, where sound pulses through your body, mind, and every block you place, triggering dazzling visuals synched to the driving beat of an infectious, eclectic soundtrack.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
About
A mind-blowing, fiendishly addictive reinvention of the puzzle classic Lumines from the creators of Tetris® Effect: Connected, where sound pulses through your body, mind, and every block you place, triggering dazzling visuals synched to the driving beat of an infectious, eclectic soundtrack.
Journey through over 35 stages of synesthetic sensory wonderlands, everything from lush jungles to buzzing neon streets to more surreal experiences, matching blocks and crafting insane combos with the all-new Burst mechanic. Mix it up with a variety of other single-player modes and challenges, or test your mettle against friends or strangers in online multiplayer.
Whether you’re looking to get hyped up or chill out, new to the series or a veteran, have an hour to kill or just five minutes, want to play solo, with friends, or challenge strangers, or play in optional VR or stunning 4K, Lumines Arise is the ultimate puzzle game.

Lumines Arise is easy to pick up and play, but has incredible depth that’s harder to master. Players manipulate 2x2 blocks of two colors that fall from the top of the screen, aiming to create Squares of a single color/type. A Timeline sweeps across the Playfield to the beat of the music, clearing completed 2x2 Squares and generating points.

Every stop on the over 35-stage single-player journey evokes a different and complex emotional response. From lush jungles, oceans teeming with life and snakes preparing to strike, to more electronic frontiers like bustling neon streets and the endless expanse of outer space.

Trigger the new Burst mechanic to stop a matched Square from clearing. Build it as large as you can until time runs out. When the Timeline starts clearing again, enjoy the show as screen-clearing combos rack up massive points.

Customize your Loomii Avatar from the largest selection of options the series has ever offered. It’s a great way to express yourself and your personality when setting off on your in-game journey.

Let the electrifying soundtrack by Hydelic, acclaimed composer of Tetris Effect: Connected and Rez Infinite’s Area X, take you to new depths of immersion. You’ll want to throw on a pair of your favorite headphones for maximum effectiveness. Use the Playlist feature to create a mix of stages with your favorite tracks or to set a specific mood.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99−25% | 922reviews | 95% | — | $954.4K |
| $39.99 | 959ratings | 89% | — | 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.
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1] 1. Play. Start. (Arise) [/h1] www.youtube.com/watch?v=IlTOFJboyqQ I was no stranger to the works of Tetsuya Mizuguchi. A game designer who worked at Sega during the 90s, designing arcade machines. Mizuguchi was initially interested in the power of visual media when interacting with the human senses. Earlier in his career, when attending a music festival, he observed how the audience reacted when faced to the music. It wasn’t just a group of people, standing in the same space, listening to the same set of songs. More than that, It was a communal experience, one moment, which could elicit a shared emotion, a sort of invisible connection, communicating with feeling, a sort of “unspoken language”. In this unexpected community, everyone could be anyone, a completely different individual and yet, the same. United by their common understanding of this moment, their shared passion. He was inspired by music and visual arts to make experiences that could evoke that same feeling, that same physical connection through emotions, with image and sound, and music. After his years at Sega, he cofounded Q Entertainment where he continued making video games in a more independent way. One of these games was called Lumines… [h1] 2. Shapes & Colors (O H) [/h1] Lumines is a puzzle action game in which you place falling pieces of different colors into squares or shapes of 2x2. It was created as a musical puzzle game, for the portable PlayStation console, since Mizuguchi saw the portable device as a sort of interactive Walkman or moving music player. He originally wanted to make a Tetris game with music but, due to licensing issues it was not possible at the time and instead, devised a similar concept of falling blocks within Lumines. …. However, that wasn’t all there was to this story… You would often hear the word “Synesthesia” related to these games: “A perceptual experience in which stimulation of one sense could spontaneously trigger sensations of another”. “Seeing sounds as shapes of colors, tasting words, arranging sequences of numbers in space or feeling the touch of someone else being touched.” “A bridge between the five senses that can also include other types of perception…” The concept of Synesthesia has been studied for many years, well before the existence of any modern media and yet, as incredible and implausible as it sounds, the most simplified explanation of it would be that it is the effect of an increased communication between sensory regions or cognitive pathways of the human brain… and, it occurs only on a small percentage of the world population (probably not you or me). Since most players are not “Synesthetes”, Mizuguchi was always looking for a certain visual representation of what Synesthesia could feel like in a game, on how music would move (and be moved) in that visual space and paint our emotions with colors… [h1] 3. Something I can’t explain. (Sky Falls) [/h1] www.youtube.com/watch?v=N5PUldkWxdk When playing Lumines Arise each level has its own visual identity: a musical theme sets the scene between two abstract layers or objects, one in direct contrast with the other, they are opposites and they attract each other. They clash together, and yet they dance around their shapes, united by an untold bond. When playing through these levels of Lumines arise, moving the pieces of the puzzle you feel like moving through the music, you are changing the songs. They react not only to your progress through the stage, but also to how you play it and if you play different the song will reflect that. It’s not just the tempo, but the actual content of the song may shift and change. Your connection with each level will be unique, it depends on how much you connect with the musical theme as well as the visuals. It will come unexpectedly. This close relationship of music and sound with the way you play and move around feels like a representation of Synesthesia. Chromesthesia is a sound to color type of synesthesia (a sound can evoke an experience of color, shape and movement.) I’ve noticed when moving the pieces around that each color was in direct relation with my movements making them feel almost tactile, and they were increasing in size and intensity almost coming out of the screen… And then… suddenly… one day something happened… something I can’t explain. While playing late at night, I was fully immersed in a particular level, in front of me, moving shapes were dancing through the screen, outside of it, a faint light that separated my room from total darkness. The city was darkness. The darkness became infinite. Colors where taking shape as music followed my every move… I could swear my screen was getting brighter than ever before, but also I was getting faster (and for some reason wasn’t failing like before). Colors were becoming brighter, shapes were getting out of control, they seemed to be moving slower, by themselves (or was I moving them still?) I was getting out of control. Shapes were melting into strokes of color, and colors were turning into music, and music was light, light that in one second, filled my entire screen, but then it went beyond that and filled my entire field of vision. All I could see was light, and in that moment all was filled with music and emotion…. And then, everything became dark again. [h1] 4. Only Human (Pulse) [/h1] I tried to understand what happened to me that night. Did I experience Synesthesia? Were my senses failing me that day? Was I getting blind?! Many months have passed since the event and I was never able to replicate it. Always taking care of repeating the same conditions, on the same space with the same lighting, same headphones. Many times. The gameplay was fun, I even replayed it sleepy at late night some days (I do not recommend it!) but it never happened, my room never filled with light again. There is however something that changed after that night. Pieces were moving slower… It is said that Synesthesia could manifest on someone who is not Synesthete. There is the possibility. This could happen by “sense overloading” which could trigger sensations of another kind. Overloading the senses could be forced by causing sleep deprivation (play while being too tired and exhausted) or even by drug stimulation. This can not occur just by overloading your senses alone of course, there needs to be some kind of external stimulation coming at you. And then I realized… all this time, Mizuguchi was not trying to make a “visual representation” of Synesthesia but he was actually trying to make us “experience” Synesthesia through his games. Through the power of visual arts and music and using interactivity as far as it can go, he was trying to stimulate our senses to reach the Zen state of induced Synesthesia. Did he achieve that? Did I experience it? Or was I just too caught up in the moment, being too tired and unprepared by the novelty of the effects happening on screen for the first time? Good news is I am not getting blind any time soon. But… something has changed. After that day, it became easier to move the pieces. I became faster. Before that night, I was always trying to find my way around them, (over)thinking it. Now, I was breezing through them. This time I wasn’t looking at the pieces anymore, I was feeling them. This time, I was moving through the music. www.youtube.com/watch?v=iJjeOIcKUog Arise - Performed by Hydelic & Krysta Youngs [b] ©2026 Krysta Youngs & Noboru Mutoh [/b] Only Human - Performed by Hydelic & Krysta Youngs [b] ©2026 Krysta Youngs & Noboru Mutoh [/b] Sky Falls Down - Hydelic & Luma [b] ©2026 Brittany Cannarozzi & Noboru Mutoh [/b] [b] This review (finally!!!) written ©2026 Aleena. [/b]
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 31 → 0.29/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, French, Italian, German, Spanish - Spain, Korean, Simplified Chinese, Traditional Chinese, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Growing up i remember sneaking my brothers psp that had lumines on it. I would play it all the time. When i saw the same developer that did Tetris Connected also developed this lumines i had to check it out. The soundtrack for this game is awesome and the visuals are equally as good. The chameleon level has to be my favorite. The levels are fun and if you played Tetris connected, it has the same style of level transition so that was something that was familiar. Lets not forget that this is NOT Tetris, but rather its own puzzle game and a great one at that.
Helped break a deep depression and anxiety episode. 10000/10
I'm not a fan of these puzzle game, preferring tetris by far, but what these developers have done in honing their trance like states with visuals and timing is still remarkable and worth the purchase price.
Loved Lumines back on the PSP, this game is an incredible successor in every way. Absolutely stunning synesthesia, a true work of art.
[h1]Review zu Lumines Arise[/h1] Lumines Arise versucht, die (mir bis dahin un-)bekannte Lumines-Formel in eine moderne, audiovisuelle Rhythmus-Puzzle-Erfahrung zu überführen. Wie scheinbar schon in früheren Ablegern der Reihe geht es darum, Blöcke im Takt der Musik zu platzieren und durch clevere Kombinationen möglichst hohe Punktzahlen und flüssige Kettenreaktionen zu erzeugen. Das Ergebnis ist ein Spiel, das stark von Flow, Musik und visueller Synchronisation lebt. Im direkten Vergleich zu Genre-Größen, die ja auch vom selben Entwicklerteam stammen, wie Tetris Effect: Connected fällt allerdings auf, dass Lumines Arise zwar viele Stärken hat, aber nicht ganz dieselbe emotionale und spielmechanische Wucht erreicht. Genau das ist auch der Punkt, der bei mir hängen geblieben ist: Es ist schade, dass es nicht ganz so gut ist wie Tetris Effect, auch wenn dieser Vergleich natürlich etwas unfair ist. Am Ende bleibt eben die einfache Wahrheit: Es ist kein Tetris. Zudem habe ich den Eindruck – ohne harte Zahlen zu kennen –, dass das Spiel vermutlich auch kommerziell nicht ganz die Erwartungen der EntwicklerInnen erfüllt hat. Das wirkt weniger wie ein konkretes Problem des Spiels selbst, sondern eher wie eine typische Herausforderung in einem Genre, das stark von ikonischen Referenztiteln geprägt ist. Worauf ich hinaus will ist: es steht Tetris Effect von der Visualisierung in keinsterweise nach und trotzdem hat es deutlich weniger Verkäufe dargebracht, als Tetris Effect. Mal schauen wie stark das das Entwickler-Team dahingehend zukünftig noch beeinflussen wird... [h3]Gutes & Schlechtes:[/h3] [u][b]Pro:[/b][/u] + Starker Fokus auf Rhythmus, Musik und visuelles Feedback + Angenehmes, flüssiges Puzzle-Gameplay mit gutem Flow-Gefühl + Kreative audiovisuelle Gestaltung mit hoher Immersion + Einsteigerfreundliche Grundmechanik, die schnell verständlich ist. Zwar nicht so schnell wie in Tetris, aber dennoch verständlich genug. Das integrierte Tutorial hilft hierbei auch sehr + Gute Balance aus Entspannung und Konzentration + Solide Weiterentwicklung der klassischen Lumines-Formel + Geeignet für kurze und längere Spielsitzungen [u][b]Contra:[/b][/u] - Erreicht nicht ganz die ikonische Wirkung von Tetris Effect: Connected - Lumines wird leicht mit dem übermächtigen Tetris-Erbe verglichen (und ja, ich mache mich dem selbst auch schuldig) [u][b]Prontra:[/b][/u] +- Die musikalische Wirkung hängt stark vom persönlichen Geschmack ab Lumines Arise ist ein sehr gutes Rhythmus-Puzzle-Spiel, das die Stärken der Serie klar beibehält und audiovisuell überzeugend präsentiert wird. Trotzdem bleibt ein gewisser Abstand zu Genre-Referenzen wie Tetris Effect: Connected, die einfach eine noch stärkere emotionale und spielerische Wirkung entfalten. Es ist schade, dass es nicht ganz dieses Niveau erreicht – gleichzeitig ist das aber auch ein Stück weit systembedingt: Es ist eben kein Tetris. Und genau diese Lücke ist schwer zu schließen, egal wie gut die Umsetzung ist. Ein starkes, stilvolles Puzzle-Rhythmus-Spiel, das im Schatten eines nahezu perfekten Genre-Vertreters steht, aber dennoch seine eigene Identität behauptet. Ich danke fürs Lesen und wünsche sehr viel Spaß beim Spielen! ;-) [code]Hast du noch mehr Interesse an Reviews wie diese? Dann besuche doch meine [url=https://store.steampowered.com/curator/34784076/]Steamkuratorseite![/url] ;-)[/code]
Lumines Arise to dowód na to, że nie każda świetna gra VR musi polegać na intensywnym machaniu rękami, strzelaniu czy unikaniu ciosów. Czasami wystarczy genialna, wciągająca mechanika logiczna i muzyka, która pulsuje w rytm twoich działań. Odpalenie tego tytułu w środowisku SteamVR to strzał w dziesiątkę, bo moc peceta pozwala wycisnąć z tej oprawy absolutne maksimum. Zasady są stare jak świat – układamy dwukolorowe bloki, by tworzyć kwadraty, które następnie czyści przesuwająca się po ekranie linia czasu. Różnica polega na tym, że w goglach VR cała ta plansza i otaczający ją świat dosłownie ożywają. Każde combo to eksplozja cząsteczek, a tło zmienia się i ewoluuje wraz ze ścieżką dźwiękową. To czysty, muzyczny trans. Plusy: ➕ Płynność i ostrość obrazu: Dzięki wsparciu SteamVR gra działa obłędnie płynnie. Wysoki klatkaż i podbita rozdzielczość sprawiają, że neonowe efekty są ostre jak brzytwa, co w VR jest kluczowe dla komfortu. ➕ Stan "Flow": Gra fenomenalnie odcina od świata zewnętrznego. Połącz układanie klocków z przestrzennym dźwiękiem i genialną muzyką elektroniczną, a po 5 minutach zapominasz, w jakim pokoju siedzisz. ➕ Kompatybilność: SteamVR radzi sobie z tym tytułem świetnie, niezależnie od tego, czy grasz na Valve Index z najwyższym odświeżaniem, czy streamujesz bezprzewodowo na gogle typu Quest. ➕ Relaks i wyciszenie: To idealna "gra kanapowa" w wirtualnej rzeczywistości. Można wygodnie usiąść, wziąć kontrolery i po prostu dać się ponieść muzyce po stresującym dniu. Minusy: ➖ Wizualne przebodźcowanie: Ostra, neonowa paleta barw i błyskające światła przy dłuższych sesjach potrafią mocno zmęczyć oczy. To gra raczej na intensywne, ale krótsze posiedzenia. ➖ Brak ruchu fizycznego: Dla osób, które traktują VR głównie jako platformę do fitnessu i aktywnych gier (jak Beat Saber), statyczna mechanika Lumines może okazać się zbyt spokojna. ➖ Konserwatywny rdzeń gry: Pod wszystkimi fajerwerkami VR to nadal klasyczne Lumines. Jeśli ten typ łamigłówek (przypominający wariację na temat Tetrisa) nigdy do ciebie nie trafiał, oprawa tego nie zmieni. Podsumowanie: Lumines Arise na SteamVR to genialne, immersyjne doświadczenie, które wykorzystuje moc peceta, by zalać zmysły perfekcyjnym obrazem i dźwiękiem. Nie jest to gra, w której spocisz się od wysiłku fizycznego, ale twój mózg i tak będzie pracował na najwyższych obrotach. Gorąco polecam każdemu fanowi gier rytmicznych i logicznych – w wirtualnej rzeczywistości ten klasyk zyskuje zupełnie nowe, hipnotyzujące oblicze. Ocena: 8.5/10
This is my new casual game to jump into to kill an hour or so. Also the train level has no business going that hard..
Посвящается тем, кто купил игру из-за хамелеона - оно того стоит)) Классные саундтреки, практически сам управляешь видеорядом - красочно и красиво. Играть обязательно в наушниках. Хочешь стать киберкотлетой - эта игра обязательно прокачает тебе мозги. Русского языка нет, но не мешает прохождению.
Lumines was CRACKback in the day and it's still CRACK now. Wish my playlists would loop though like the old games. If I finish all the songs, I want it to loop back to the first track.
Players by region
Where this game's players are, estimated from review languages.
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