
Cast into the Great Well, unwanted by the world above. You delve the dark in search of the Old One, your last salvation. Lunacid is a dark fantasy dungeon crawler inspired by Shadow Tower and King’s Field.
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About
From the creator of Lost in Vivo and Spooky’s Jump Scare Mansion, Lunacid is a horror ARPG from a bygone era. Immerse yourself in a dark, desperate world full of foes, lost souls, and hidden secrets.
Long ago, the Great Beast arose from the sea and covered the earth in poison fog. Choking out the land of both life and light, a new era of wonderous misery began.
Centuries have passed. The once hallowed halls and bustling streets are mere shadows. Those deemed undesirable are thrown into the Great Well, a pit of chaos and disease. Cast into its depths for crimes unknown, you awaken in this moonlit subterranean world. Your only hope lies with the sleeping Old One deep below. But many perils lie between you and your ultimate goal.
From the mind of horror master Akuma Kira, Lunacid harkens to a lost era of first-person ARPGs. Legendary for their meticulous design and dense dungeons, the King’s Field series was the Dark Souls before there was a Dark Souls. Long abandoned by AA/AAA developers, the mantle of “King’s-Like” is left to the humble indie. Which is great, because that's where all the cool weird stuff comes from anyways.
The world of Lunacid is bursting at the seams with new things to discover, from hidden magics to secret areas. This isn’t just the odd room with a chest in it; entire new areas await those with a watchful eye. Esoteric puzzles and cryptic hints galore are sure to confound and delight even the experienced dungeon delver.
Take yourself back to a time before dodge rolling. Swipe, backstep, block, and overcome foes with patience and persistence. Featuring a robust body targeting system and unique elemental weaknesses/resistances, each encounter becomes a skilful yet deadly dance of death. Begin your journey as a thief, knight, cleric, or… vampire? Building your character up to you.
Over 75 weapons await you in the fetid halls of Lunacid. 37 Unique spells, each with applications beyond the obvious. Finding them all, however, is another matter. Unless you use a guide. Which hey, we won’t judge.┐( ̄ヮ ̄)┌
Don’t forget to save.
Featuring dozens of hours of gameplay and multiple endings, Lunacid is a rich and rewarding take on a classic formula. Relics of past game design long abandoned lie in wait. So jump in the Great Well and let the wonders of Lunacid surprise you. Mimics might just steal your silver instead of eat you.
(ノ◕ヮ◕)ノ*:・゚✧
Add-ons
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Reviews
Themes across 1024 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если честно - шляпа редкостная. Не можешь сделать нормальный геймплей? Тогда сделай уровни-лабиринты с кучей коридоров и развилок без опознавательных знаков и скажи всем, что у тебя игра про исследование. Исследование и тыканье по одинаковым углам - это совершенно разные вещи. Даже с учётом того, что это игра "по мотивам", играть в неё крайне уныло и не интересно. Да, есть свои интересные моменты, такие как шорткаты (привет метроидваниям), не очевидные секреты (выстрели в ветку, чтобы с неё упал меч) и тд. Но они нивелируются тем, что 60% времени ты уныло ходишь по коридорам, 35% уныло месишь однокнопочной боёвкой тупых врагов и 5% времени читаешь три строчки диалога. Короче, НЕ СОВЕТУЮ, присмотритесь с конкурентам в том же стиле.
La verdad que el juego me ha tenido las 22h enganchado incluyendo el "grind" para sacarme el platino buscando armas, hechizos, etc. Lo que mas me gusta del juego es el apartado artistico y lo divertido que es perderse en este juego. También me flipa la atmosfera de "terror, tensión" que he podido sentir en algunos sitios.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great Atmosphere, explorative, fantastic Soundtrack, suprisingly spooky at times (more so even than most horror games I played), and because you can upload your own player icon, it even made me draw my own avatar! Yeah, it's a banger
Atmosfera boa demais, explorar cada cenário pode ser desafiador mas vale a pena entender as mecânicas e conhecer os NPCs
I absolutely love this game. I love the overall aesthetic of the game. The gameplay feels good, and some monsters have breakable limbs to them that can add a bit of strategy to fighting. There's a good variety of weapons and spells. I do think being able to have more than just 2 spells equipped would be nice, but I generally prefer using weapons over magic in games so it didn't bother me much. The music in this game is absolutely incredible, with Book Betrayal being my favorite song in the game. It just helps to add to the overall atmosphere of the game. When I first walked into the Archives after grinding enemies for way too long so I could get my Dexterity high enough to jump up there early, Book Betrayal started playing and I looked around the Archives knowing that I was playing something special. This is easily a 9/10 game for me. I've played through it twice, and I'm already considering a third playthrough. It's a fantastic game.
I loved this game! I found the first couple hours to be the most gripping, then some frustrations arose. What I loved most were the sights and sounds. Really beautiful art and scenery, with super duper nice music to boot! I also loved the range of atmospheres the game conveys. I’m torn on the exploration & secret hunting, I do like them but I started to get pretty frustrated by the execution at times. I’ll write the rest of my gripes and suggestions down below, maybe useful for Kira if they keep a feedback list for the DLC. Balancing & experienced challenge -really nice in the early game, in the hollow basin I saw a great increase in complexity with the second enemy type, but in the next dungeon I found I could easily cheese enemies which weren’t that threatening in the first place -great first experience with ankou in the temple of silence, real dark souls moment of being completely outmatched and afraid. IMO this should happen always, not only during a full moon. More of these massive difficulty spike enemies in secret areas would be nice, especially when they’re not too spongey and can be beaten early game with practice -combat is not threatening in late game, even when underleveled. It just takes long -make it so that warping doesn’t reset lunacy and mana, only saving -lunacy increases way too slowly without items for me, make it less slow in bad times of the lunar cycles -resistance leveling is too situational, I would bundle this with speed or defense Combat & enemy behaviour -combat feels too simple and unengaging, a lot of strafing and backstepping is often enough -no necessity for blocking in combat design. Blocking also feels sluggish. I would prefer adding mechanics from other Fromsoft games like: rally, dodges, undodgeable moves and parrying. Though it sounds corny, I think it could work well in the game. -combat doesn’t involve a lot of strategy outside of elemental weaknesses and passively moving out of the way -consumable items like throwing knives are often weak, simple and not fun to use -more unique effects of the dismemberment system would be nice, like making a certain approach more easy, while making another one more difficult. Or changing behaviour, but that’s a lot of time investment so maybe not. -you can easily cheese difficult fights with summons or cheap tactics, this is often the only reliable way to clear tough HP sponge enemies, which is not fun -most of the game enemies feel too spongey, and I feel like I have too much health too. I can tank through way too many attacks before having to heal, even on lower levels. Look for the souls games for balancing this. -grinding for xp on weapons is a drag, especially in the late game. Using secret items to forge upgrades instead of XP would be interesting, also to keep early game weapons relevant -a lot of weapons already feel redundant at the point you get them. IMO all weapons should be usable without making combat a drag. Ideally all weapon pickups would be viable, and have interesting properties and use cases that others don’t -give more weapons unique mechanics, like a staff that chains damage between enemies, but does more damage to the chains than the one shot at. This requires you to look at weaker enemies instead of the more threatening ones, going against player instincts. -certain enemies have no clear counter except for consumable items, like the Lupine skeletons slowing you. Ranged attacks don’t really work since they’ll catch up quickly. I like how they interact with the jailors though. -a select few spells are clearly superior in combat. Make more of the spells viable, and make them more different from each other. I also would like more unique properties of spells, like ice spear leaving a little ice pillar which explodes on taking damage, or fire worm following enemies which are weak to fire. -some weapons take up way too much space on screen -option to sheathe weapon would be nice for visual clarity, otherwise you have to keep a small weapon on strap at all times to switch to. Menus & items -being able to use an item from the menu list would be appreciated -double click for item select would be nice, I figured out halfway that pressing E also works -the sound effect on selecting an item sounds more like a (back) key has been pressed -I would much rather have four keybinds for items (1-4 keys) instead of having five available and having to stumble to find the right one during combat -light reveal always took up one magic slot for most of my playtime, making it an infinite use item would fix this Secret walls -more visually distinguishable hidden walls, or subtle foreshadowing in the environment. Sometimes this is well done, but most times I can’t tell them apart even when I know where they are. -Remove ? popup for secret walls when close. I don’t want to hug every wall of a dungeon until I see this popup. Maybe limit guesses of hidden walls to 5 per save. Exploration & levels -when I leave an area, it doesn’t feel like progression. It feels like I’ve missed a thousand things. Honestly I don’t know easy ways to address this, I’m sure you’re working on changes for the DLC -I often felt exhausted and frustrated when looking for secrets. When I entered the Sanguine sea, my first thought was: ‘’wow, this is one of the best experiences I’ve had with games in year’’, immediately followed by ‘’damn I have to sluggishly scour this area for secrets until it loses its impact’’. I don’t HAVE to, but the design definitely encourages this. This is honestly difficult to solve, maybe spelling out secrets in hints more like books or the environmental design. Or sometimes just making clear: ‘’there are no secrets here, just immerse yourself’’. When I stopped frantically looking for secrets when I entered an area, I had a much better time. -more fake enemies outside of mimics would be cool -weapons or magic with lighting properties overbrighten environments or change their colour. I much prefer the atmosphere when I don’t use these, though sometimes I can’t see anything. I would like a proper balance to be struck here. Also not requiring certain items or weapons and designing an area with short field of vision in mind would make for more interesting scenarios -limiting significant healing items per save would have my preference, akin to the souls games -sometimes progression can be too vague, like the side entrance of castle le fanu requiring blood but the pedestal having a ruby shaped hole like it needs an item -I don’t like that you can teleport out when death chases you. I think locking item usage and making health drain more slow would make it easier to balance the time required for a backtrack through the maze -poor music mixing in certain areas. The track serpentine superiorum was way too loud and grading compared to other music -I would appreciate new short areas where you are limited in fundamental tools, like taking away your gear, briefly disabling mana usage when exposed to light/water/blood etc. I find this creates focussed sections which are memorable and easier to balance & design. -more variety in level mechanics would be nice. I liked the central light mechanic in the accursed tomb, but it could’ve been used more heavily. Think of a reversed amnesia mechanic, where being in the dark nets you more gameplay rewards, but is more stressful. -the dining room in lefanu castle was a real missed opportunity for a miniboss, such an incredible setup. For a second I thought it was a miniboss too, but it was just a regular enemy… Maybe this was the intention, but it got cut due to time constraints? -it would be interesting if the blue glow in the accursed tomb would be connected to each other and would teleport you around in different orders with hints on the combinations spread around the dungeon -make it more clear that recipes are unlocked by trial and error, maybe in the first couple times you interact with Etna
好玩 但不是找路厨不建议玩
i absolutely love this game and others of its type, the only negative for me is that some things for the 100% require you to wait real life time, like waiting for a full moon to get a certain item for an upside to the link to real time, the whole lunacy tying into the real life moon cycle is a really cool idea and, to my knowledge, really unique
nostalgia backwards spells depression
It's hard to express how I feel about this game. Honestly it's been a wonderful experience and has become a comfort game for me. It's more than worth playing and even after getting the true ending I still want to go back and experience more
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