
Lunarium is an atmospheric fantasy A-RPG. Play as Ave, a light-armored knight, who teams up with Lune, a mysterious Starfarer. Together, they journey to save a dying world, engaging in challenging battles to retrieve the lost glow of the stars and forsaken memories, unveiling cosmic secrets.
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About
To save their dying homeland, they embark on a perilous journey into the unknown. Across multiple worlds, they must overcome countless trials while piecing together the ancient secrets of this realm—and ultimately uncover the truth hidden within themselves.


Play as Ave, a light-armored knight, and journey alongside Lune, a flaxen-haired girl with mysterious powers.
Together, they set out to save a world on the brink of collapse. Sword and magic echo between them as they fight side by side, weaving a bond that belongs to them alone.
Ave
An agile knight skilled in close-quarters sword combat. With precise dodges and well-timed parries, she turns enemy attacks aside and strikes back. She is the party’s blade — and the one who stands at the front when danger closes in.
Lune
A girl who wields mysterious magic. She can weaken enemies, enhance Ave’s attacks, and break through obstacles in the environment. She is an irreplaceable source of support — and the key to moving forward.

Players can adjust Ave’s combat style through Embroidery, the Skill Tree, and Cloaks, building a flexible progression system for different ways to fight.
Cloak System
Cloaks offer both unique appearances and ability effects. Players can choose different cloaks to match their preferred way of fighting.
Embroidery System
Embroidery works like charms, each carrying a different power. Equipping them grants Ave passive enhancements that can support different combat styles.

Step into unguarded temples, the ruins of fallen kingdoms, and churches shrouded in dark mist. Each area has its own atmosphere, terrain, and combat rhythm.
Explore forgotten lands, observe your surroundings, learn the mechanics, and press onward through a journey filled with danger.
"Our journey begins with parting, and perhaps it will also face parting in the end. The hardships along the way will surpass your understanding and imagination... You might even feel pain because of this."
"Even so, will you still come with me?"
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese, Traditional Chinese
Engagement
Reviews
Themes across 556 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
美术和boss设计挺好, 但能不能把一些bug修一下,有屏幕动不了的情况,只能退出了,没存上档
除了流程有点短,其余都好评
I'll change that review if my playthrough becomes bad or anything, but for now it's been super cool. The game starts very gently, but the difficulty is slowly ramping up. The artistic direction is superb, and the dialogs... surprisingly tasteful! The combat OST of the first threat music is AMAZING (and I'm annoying about OSTs) so I hope there'll be a song as good as this one later. Now, of course there are some issues, but they are minor things that will get ironed out, I'm sure of it. Because they've been suuuuper responsive already. There's literally a feedback button. I'm happy to have bought it day one!
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Hours played at review time, across 558 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just finished 100%ing the game, and I fully recommend it now that some major bug fixes have been implemented. The game itself feels great and I personally thought it was great. I'm glad to see the darkness vine in Dream Path was fixed after I succumbed to it :). I can NOW recommend this fully since there were a couple of major bugs that I had to experience and my hour count was heavily inflated due to them. The biggest being the collection numbers for each zone. There was probably a good 8 hours of me searching in zones that did not have my item since there were no proper guides out yet. I was 27/28 in Starfall Village and 1 item left in Isle that I just could not find. Turns out they were working improperly. Will be a much better experience for those who come after. As for actual game experience now, story was pretty good, I was happy with how the MCs interact with each other and I felt like there was quite a bit of development for both of them. I felt like I actually knew who they were throughout the game. Obviously an indie company only capable of so much output, but I felt a bit hungry for more afterwards, but I think that's indicative of how much fun I had. Too short. Gameplay was also great. Felt like it had good design in 99% of areas and the combat really fleshes out around cyanstone/the major boss, especially after some cloaks are unlocked. I personally think the combat flowed really well especially within boss battles*. I think the game could have been a bit more challenging, but there's an answer to almost everything combat wise*. I highly recommend playing the game almost due to the combat alone. * I think that there were two bosses that were absolutely miserable within the game. The fish is the worst boss in the whole game, and that's saying something given that the second worst boss seems to have been so bad it was patched. The fish is so boring. It goes against most everything you come to enjoy in the other parts of the game. Tl;dr the fish is a sit and wait game because for some reason you can't hit it until a fin drops down except with a resonance attack, except there's not always enemies to get resonance. So you sit there and wait 95% of the fight for something to happen. It's okay though cuz the final boss heavily carries. Most people are here for the aesthetic and tone anyway, those are already great and so I won't comment on that too much. Obviously beautiful and serene game experience. I just spent far too long trying to 100% cuz I was misled by a faulty counter system. If we could get a NG+ system I'd probably sink too many hours into the game. 9/10
加油,好游戏,我喜欢唯美画风,喜欢双女主
太好玩了
画风很亮眼,剧情无毒点。少女超可爱,地图很用心,战斗难度也适中。 好评。
19h全成就达成。 美术很有特色,箱庭地图的设计也很有惊喜,剧情干练不拖沓,战斗的难度曲线设计得也不错。 但是,有些动作体验上不够丝滑,在A处所升级的必须到B处才能装备,在战斗区域和非战斗区域之间人物的收剑动作会把疾跑卡掉…… 瑕不掩瑜,是玩了不会后悔的作品。 [spoiler] 并不是以百合为卖点的游戏,倒不如说,幸好没有把百合当作是卖点 [/spoiler]
[h1]【9分】《星之旅》评测:就像是一场梦,醒来后还是很感动[/h1] [h2]视听奇旅[/h2] 《星之旅》采用辨识度极高的奇幻NPR渲染画风,搭配上多层次的细腻场景美术,只能用“夯”来形容。对于独立游戏来说,每一片区域都拥有专属的色彩语言,同时保持如此高的一致性和完成度实属不易,可以说只为了鉴赏《星之旅》的画面也是值回票价了呀! 这种级别的视觉体验搭配上每张地图的主题旋律和战斗曲,你能够非常自然地融入艾芙与卢恩的寻星之旅,即使在长时间的游玩中游戏的OST略显重复和欠缺,仍可以用瑕不掩瑜来评价。 [h2]过于“身临其境”的冒险[/h2] 《星之旅》的箱庭设计本身是不错的,游戏大量运用垂直空间设计,高低落差、浮空平台极大丰富了场景立体感,但在游玩的时候给人的体验并没有达到我的预期,问题主要出在寻路和探索方面。 相较亮眼的画面,《星之旅》的地图指引称得上本作一大短板。推进探索时,我不得不时常在同一区域反复折返摸索,寻找手绘地图并未清晰标注的隐蔽通路、垂直通道与密道。我明白地图的风格化服务于世界观,但每当我为了矿物或者未收集的道具来回奔波,我还是难免显露出“没有头绪”的烦躁。此外,有关椅子的交互,如传送和休息显得过于慢节奏,偶尔战斗失利、需要反复往返区域搜集素材时,频繁等待坐下、起身、传送过渡动画,持续打断探索节奏。设计初衷或许是想用舒缓演出贴合静谧的寻星氛围,却在高频重复使用时演变成拖累游玩体验的累赘。 [h2]独一无二的旅程[/h2] 我相信对这一版本的战斗体验颇有微词的并不在少数,但是在难以掌握的弹刀节奏和混乱的群体战斗之外,《星之旅》仍为我们打造了富有深度的游戏机制。基于共鸣和披风、刺绣打造的战斗系统是及其具有可玩性的,你可以自由尝试适合自己的流派,如:通过闪避获得暮景效果来缓速时间、恢复血量。 [h2]星途相伴[/h2] 驱动整场冒险的核心,是艾芙与卢恩双向陪伴的旅途叙事。在剧情表现上,剧本没有宏大沉重的救世框架,更多聚焦两人一路同行的细碎对话、沿途留下的回忆碎片。随着寻星之路不断推进,角色过往的故事缓缓揭开,情绪铺垫克制而细腻,我们能够见到亲人之间的美好情感、跨越时间的对星使的祝福、主角二人深厚的羁绊。 遗憾的是支线内容数量偏少,不少区域的背景故事缺少独立支线任务补充世界观。大量充满设计感的遗迹、古老文明,只留下零星文字记载,如果能够增加更多互动剧情,或许能为每个泡沫世界、为二人相伴的旅途增添更多乐趣。 《星之旅》带着独立游戏难以避免的瑕疵,寻路、战斗手感、内容体量都尚有提升空间。但绝佳的美术氛围、可深度钻研的构筑系统,温柔治愈的双人冒险故事,共同构筑了一场如梦般的旅程。冒险落幕之后,旅途带来的感动依旧久久不散,衷心祝愿制作组未来的筑梦之旅星光璀璨,为大家带来更多精彩绝伦的游戏体验!
学什么不好把哈迪斯2的狗屎冲刺手感和疾跑学了,拉的依托
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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