
Luna Abyss is a single player story driven action-adventure with fluid platforming and bullet hell combat. Follow the journey of Fawkes, a prisoner of Luna caught between a cryptic prophecy and their prison sentence.
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): 2.29/day in the week to Aug 24 → 3.29/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 2,402 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




Sums Steam only; Xbox, PlayStation, Epic publish 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 | 1Kreviews | 87% | — | $639.2K |
| $29.99 | 3Kratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 212 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A beautifully unique blend of platforming and shooting in a bullet-hell style. Had a lot of fun with this one, actually sat down for a solid 6 hours on a day off work just to finish it because it was that immersive and interesting. I usually struggle to play games for that long in one sitting anymore without needing a break. Pros: + Surprisingly decent story that gives you a lot to think about. World-building is nice since, for the most part, you don't need to ruin the flow of progression by constantly looking around for secrets. They're usually quite obvious + FPS gameplay is simplistic but doesn't outstay its welcome via not being a heavy feature of the game + Incredible atmosphere and visuals. Very unique mix of industrial/fantasy and an awesome colour palette + Voice acting generally pretty good + Level design overall pretty decent (though rather linear) + Upgrades etc. are well paced and all feel good to use + Soundtrack is good, just nothing to write home about + Appears to take mild inspiration from games like Returnal and Metroid Prime and does it well Cons: - One of the later levels is padded out far too much - Platforming is a bit inconsistent at times due to floatyness (mostly the dash), leading to "deaths" that feel a bit ass at times - The "hub" if you can call it that, feels like a bit of wasted potential, as is the room you're in between missions. Indie dev budget be like that though, so it's okay. - Due to the combination of simple gunplay and platforming, the game can feel a bit tedious here and there - Shotgun (won't spoil the name) sound is ear-piercing lmao Well worth the money. Play it.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Portuguese - Brazil, Russian, Traditional Chinese, Polish*languages with full audio support
| $20.99−30% |
| 299ratings |
| 89% |
| — |
| not modelled |
| $29.99 | — | — | — | 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 213 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Luna Abyss is a pretty cool game, taking inspiration from a bunch of places and making something pretty unique. Its an FPS bullet hell which gives you a lock on to let you focus on dodging the bullets, and in between the fights where you're dancing around 1,000,000 projectiles you're leaping and crawling through the canyons and crawlspaces of a vast megastructure lit in shades of red. Its a bit like if BLAME! was British.
Good game, though a bit unpolished. Story and gameplay mechanics feel really good, difficulty is uneven (way too easy in the beginning and then drastically becoming more difficult and staying around that level), some animations are weird (like Fawkes stretching her shoulder during all the emotional conversations). Still great game
What the hell did I just play? Luna Abyss is interesting in that I can't really make up my mind about it. It is set in an interesting world with an engaging story and unique combat, but it can also suffer from the occasional disconnect throughout that can mar the overall experience. And I still have many questions unanswered after having completed the game. --- Story: You play as a prisoner called Fawkes that finds themselves in a prison on a mysterious red moon hovering just slightly above Earth. Fawkes is not your real name, it is merely an identity assigned to you by the prison guard who manages you and your sentence. Who you were before does not matter. You woke up one day with red eyes which in the eyes of society identifies you as as a devil's spawn, and so you were sentenced accordingly. Your only way out of the prison and off the red moon is to live out your 25-years sentence while cooperating with the prison guard and reduce your sentence by performing the tasks assigned to you. Get going, prisoner, as time waits for no one! Try not to die on the journey, will ya? --- Gameplay: Most of the game plays out on a linear path across jumping puzzles with frequent combat encounters interspaced between. You might initially assume that the game focuses primarily on the action and bullet hell mechanics but this is incorrect. Most of your time will actually be spent doing jumping puzzles and traversing the environment and you will quickly learn to predict when the next combat encounter arrives. Unreal Engine 4's capacity of levels of insane scale is on full display here, with impressive vistas and massive environments that you will traverse. If you see something far off into the distance, chances are high that you will eventually find yourself standing there as well. If you expected a normal first-person shooter, this is not it. Because of the bullet hell nature of the combat, you will find that aiming manually is a fool's bargain, and leaves you worse off. Even early-game combat can be challenging if you try to aim manually. Instead, what you will quickly learn to use is the game's lock-on mechanic that, well, locks on a single enemy and tracks them through obstacles and projectiles. This is your best friend as it allows you to focus on dodging the enemy projectiles and moving across the combat area without having to concern yourself with manually aiming. --- It is a shame that the developers were laid off shortly after release because I would've loved to see this world explored more. It was a unique game and while I do not think it is for everything, there is no doubt in my mind that there is an audience for it if they give it a shot.
I have several questions about the story and the ending lol [hr][/hr] Pros: - I has a nice gameplay, and a nicer story, [i] I think [/i] - Nice polish, didn't crash, not even once, performed very good. - Interesting enemy design and very interesting environments and vistas. Cons: - Short, about 10 hours total.
I originally bought this once I saw the art style and thought the combat looked like it could have expanded into something interesting, but what I learned is I really should read more reviews before I jump in a game blind. The aesthetic looks amazing with some excellent structural and character designs. The game overall ran well in terms of optimization and the platforming movement is quite good. This is all I can really say for the positives though. Combat is bland, mostly due to the limited enemy variety and only having four weapons to utilize the mechanics, which boils down to breaking two types of shields. Given the length of the game clocks around 6 hours (3 if you start using the accessibility features, will cover later), it might be okay for some. The main issue is the enemy attack patterns are similar in most aspects (nothing fancy, shotgun blast, line and spiral tracking) and the rare boss fight (not counting the few that are just normal enemies later on) boils down to flip switch, shot switch, or kill enemies to remove invincibility between minion spawns. Platforming is at least a little more robust, but there are long stretches of level sections that are just simple jumps and falls either acting as loading screens or stretching it out enough to allow dialog to play (and you feel the emptiness of this world after awhile). Even the collectibles felt sanitized with how many white paint symbols there were. Not terrible, but there were plenty of times the motivation to continue died due to the lack of challenge (even on max difficulty settings). The worst aspect of this game was without a doubt the writing. The voice acting was okay, but the dialog constantly pulled me out of the experience. For being set 200 years in the future (even with the story reason for some of characters making the stretch less of an issue), the language just doesn't match the tone or otherworldly feeling of this setting. There are other story issues that felt underbaked or even forgotten by the time the credits roll, which wasn't enough to hide the fairly predictable story beats. Another issue, surprisingly, is the wide range of accessibility features. Some features I can understand (visual ones are desperately needed given how much of a headache the bullet spam can be with particle and screen flashing when hit by certain attacks), but is a teleport function for platforming needed for a single jump? No damage during combat? You are better off making a instant kill option over no damage if the goal was helping progression over learning fights (which is made easier with the lock on setting). I am all for accessibility (I need it from time to time due to my own problems), but this is the first time I honestly had to question the excess of the settings. Normally the combat and environmental story telling can carry a game for me (even if a lot of the areas in the first half are way to dark), but the dialog and writing were enough for me to put this as a don't recommend.
El juego es divertido tiene buen ritmo y en dificultad máxima es bastante disfrutable . pero el tema de los pronombres es una maldita mierda . a principio pensé que era error de traducción pero no. lamentablemente rompe la inmersión . recomedable si te saltas todas las conversaciones xDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD tambien agregar que en 3D se ve genial . probado en un samsung odyssey 3d
Solid combat, beautiful environment design and amazing audio work. Would highly recommend. The story may be a bit convoluted but there are enough codex entries to mostly figure things out.
Always good to be able to ask for a they/them in dialogue, lmao. Gendering on the moon is very Blame.
A solid "Buy on sale". Its a bullet hell fps. There was obviously a lot of budgeting involved in the development, but for the most part they made it work. The combat starts slow to teach you the ropes, then picks up pace significantly towards the first major boss. The game then continues to develop straight through to the final fight in an organic way. My main gripe is that the game feels incomplete. The ending doesn't feel right. Like there was something more that should be there. A "post game" mission of sorts. I doubt we'll see it, unfortunately. Regardless, its a satisfying few hours. I'd say 7-12 hours, depending on what difficulty and how many collectibles you end up searching for. Just wish there was that last push at the end for an ending that was more satisfying.
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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