
Nightmare: The Lunatic is a parrying action rogue-lite platformer game about escaping a nightmare. Constantly swap between 3 weapons, use special attacks, and avoid and parry enemy attacks. Strengthen yourself by collecting powerful and unique totems.
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $16.99 | 271reviews | 89% | — | $90.5K |
| $16.99 | — | — | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
정말 로그라이크 류, 그 중에서도 핵 앤 슬래시? 2D 횡스크롤 게임은 안 해본 게 없다고 해도 과언이 아닐 정도로 많이 해본 사람입니다. 그 중에서도 '나이트메어 더 루나틱'은 생각보다 재밌게 했다고 봅니다. 약 14시간 정도 플레이 했구. 거의 모든 무기로 다 보통 난이도 클리어했습니다. (예전에는 약간 도전 욕구를 자극한다고, 일부러 난이도 계속 올려가면서 했지만. 이제는 그렇게까지 하고 싶지는 않더라고요.) 처음에는 '무기 스위칭' 시스템에 조금 귀찮음? 같은 게 느껴지기는 했으나. 뭐든 계속하면 익숙해지기 마련이기에. 금방 익숙해지긴 했습니다. 난이도 자체는 사실 모든 방을 다 돌면서 아이템만 잘 맞추면 그리 어려운 편은 아니라고 봅니다. 나름 로그라이크 특유의, 아이템 잘 모았을 때의 뽕맛도 확실히 있고. 정말 재밌었습니다. 리뷰가 허접한 이유는, 제가 평소 이런 리뷰 같은 걸 잘 남기지 않기에 양해부탁드리겠습니다. 그럼에도 리뷰를 남겼던 건, 재밌기도 했고. 아쉬움이 남아서가 아닐까 싶네요. 다음에도 재미난 게임으로 뵐 수 있으면 좋겠습니다. 감사합니다.
Nightmare: The Lunatic, developed and published by Maetdol Games, is a kinetic action roguelite that leans heavily into speed, adaptability, and a looping sense of progression that mirrors its dreamlike premise. Set within a distorted nightmare world where each failure resets the cycle, the game builds its appeal around repetition that feels purposeful rather than punishing. While the foundation may be familiar to fans of the genre, it quickly establishes its own identity through fluid combat systems and a design philosophy that rewards constant engagement rather than cautious play. The most defining aspect of the game is its combat system, which revolves around managing and switching between multiple weapons in real time. Instead of encouraging players to commit to a single style, the game pushes them to actively rotate their arsenal, chaining attacks and abilities in a way that keeps every encounter dynamic. Each weapon fills a different role—some excel at close-range burst damage, while others provide safer ranged options—and the act of switching between them becomes just as important as attacking itself. This creates a satisfying rhythm where combat feels less like repetition and more like an evolving sequence of decisions, rewarding players who stay aggressive and adaptable. Movement and responsiveness play a crucial role in maintaining this flow. Dodging, dashing, and repositioning are all tightly integrated into combat, allowing players to weave through enemy attacks while maintaining pressure. The controls feel intuitive once understood, but the pace of encounters can initially be overwhelming, especially as enemies begin to layer their attack patterns. As players become more familiar with the systems, however, the chaos starts to resolve into something more readable, and the game reveals a strong emphasis on skill expression. Boss encounters, in particular, stand out as highlights, often requiring precise timing, awareness, and effective use of all available tools. The roguelite structure ensures that each run contributes to a broader sense of progression. As players advance, they unlock new weapons, abilities, and upgrades that expand their tactical options. The variety of enhancements allows for different build paths, encouraging experimentation across multiple runs. Some combinations can significantly alter how combat feels, giving players the opportunity to tailor their approach to their preferred playstyle. This long-term progression loop is one of the game’s strongest elements, providing a steady sense of growth that keeps players invested even after repeated failures. Visually, the game embraces a stylized pixel art aesthetic that complements its surreal premise. Environments often feel fragmented and otherworldly, reinforcing the idea of navigating through a distorted dreamscape. Character animations are smooth, and the clarity of combat effects ensures that even during intense moments, the action remains readable. While the art style may not be groundbreaking, it is cohesive and effective, supporting the game’s tone without distracting from its mechanics. The audio design follows a similar approach, reinforcing the pace and tension of encounters without becoming a central focus. Where the game occasionally falters is in its balance between depth and repetition. While the core combat loop is engaging, extended play sessions can reveal a degree of sameness in enemy behavior and encounter structure. The early hours can also feel dense, as the game introduces multiple systems in quick succession, which may be intimidating for newcomers. Additionally, while the narrative framework provides an intriguing backdrop, it remains relatively understated, offering only glimpses of a larger story rather than a fully developed narrative. Despite these limitations, Nightmare: The Lunatic succeeds in delivering a compelling and highly replayable experience. Its strength lies in how it encourages players to improve—not just through numerical upgrades, but through a deeper understanding of its mechanics. Each run becomes an opportunity to refine strategies, experiment with new combinations, and push further into the nightmare. The sense of progression feels earned, and the game’s pacing ensures that there is always another challenge waiting just ahead. In the end, the game stands as a strong example of how familiar systems can be elevated through thoughtful design and execution. It doesn’t attempt to radically redefine the roguelite genre, but it refines its core ideas into something polished and consistently engaging. For players who enjoy fast-paced combat, layered progression, and the satisfaction of gradual mastery, it offers an experience that is both challenging and rewarding, even if it occasionally leans on repetition. Rating: 8/10
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Languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
absolutely amazing game!
Non si capisce nulla, ci sono troppi effetti sullo schermo, e si parte troppo lenti per poi non trovare la arma che ti piace e quindi non potenziarti a sufficienza per i nemici più tosti.
익숙한 맛의 액션 로그라이크. 손맛 좋고 재밌음. 가격 적당함. 스컬 데드셀류 좋아하면 무조건 즐길 수 있음. 빌드도 많고, 사기치면 딜찍누해서 보스 패턴 안보고 1초컷 가능함.
非常喜歡這遊戲的美術,敵人的設計也幾乎都是我最愛的類型,沒有太多醜醜的人類臉角色出現 遊戲雖然鼓勵切換武器來遊玩,但其實也能用單一武器到通關,沒有強制這點很不錯 武器多樣性以及各武器還有特化衍伸,遊戲中道具也非常多,雖然也有詛咒效果但不影響遊戲體驗,簡單說就是不會噁心玩家 補血也給得非常大方,地圖還有大量可以瞬間傳送的裝置,很多地方都對玩家非常友善 小兵攻擊會顯示驚嘆號來提示,boss卻不會有這提示,這其實會導致前期在推圖時養成的習慣導致遇到boss時會被打成智障,但因為敵人攻擊主角的傷害本來就不是高到被打到2、3下就死,所以至少能硬扛過去,算是體感上稍微欠佳的部分 另外就是防禦回饋感其實沒有到很好,很常不知道玩家自己到底由沒有防禦成功,這點可能需要改良,不然我到現在還是沒辦法成功防禦女帝王的攻擊 除此之外一切都相當不錯,是款好玩的遊戲 <3
the fight is great the gameplay is great bosses are fun to play the main story is good too.
Fun game, lots of variation in combat and combat is really diverse aswell, a lot of different playstyles possible.
스컬같은 느낌으루 할만함ㅇㅇ근데 컨텐츠가 많지 않음
挺好玩的
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