Reviews from

in the past


Very cool first person dungeon crawler. Exploration is fun and carries the game. Combat is simple but functional, and there a lot of secrets to uncover.

OST is very good and complements the game chill atmosphere.

Only bad thing for me is the kinda nonsensical ending and the fact that you get way too strong too early in the game.

Recommend for everyone who likes RPGs/Exploration in games.

This game is a game of extremes. As others have said already the athmosphere and general feel of the game is amazing. Some levels are just chefs kiss in their design and how they feel. That's by far the best thing about this game.

On the other hand you have the combat, and oh boy it really isn't that good. It feels a bit like your typical Elder Scrolls melee combat, in that you pretty much just slap at the enemy until it drops dead. Also ranged weapons are absolutely OP in this game and the combat just isn't strong enough to carry me through this game.
Besides that you have mechanics like alchemy which felt really tacked on for me.

If you love exploration games totally get this one. But if combat gameplay is important for you then maybe just skip this.

The atmosphere in this game is amazing. Exploring the depths of the great well is a lot of fun and there are tons of secrets to find. A lot of diffrent weapons and spells to experiment with. The combat isn't super deep but its still fun and the game is cleary more focused on exploration. The game has a mysterious aura which pulls you in. I really enjoyed my time with this game

Finally, a game that understands that dungeon crawling is all about the a e s t h e t i c s. It uses a more modern control scheme so it plays a lot faster than the old fromsoft games that inspired it. This does take away some of the challenge but also makes it far less frustrating, so that's probably a good thing. Exploring the dungeon is the main focus and it's good fun. Each area has a distinct vibe with a phenomenal soundtrack to back it up.

There's also lore about lesbian vampire mums and their son who's basically Alucard. A masterpiece.


Luncaid is a clear as day passion project, a game that wears its heart on it's sleeve; a game full of great ideas that means well, but ultimately isn't the strongest in it's execution of them. While the game excels in the presentation department, captivating you with its rich atmosphere, immersing you with the fantastic sound design and soundtrack, nailing the aesthetic and vibes of older games like King's Field/Shadow Tower; everything else was kinda mixed.

While the environments are beautiful and exploration is wonderful, the nature of finding secrets stopped me from fully appreciating the level design or the locales. With a lot of obtuse secrets hidden behind secret walls, which are very inconsistent in how they look with some normal looking walls being secret walls while ones with misaligned textures are normal walls, I was just going from room to room hugging walls and mashing 'E' as my first thought, rinse and repeat. Getting 100% without a guide is really tedious too, if you want all weapons/spells you'll spend an awful lot of time going back and forth between user made maps.

The game's balance just completely shits the bed as early as 2-3 hours in depending on your class and what you allocate your points into. Starting as Shinobi, I was already faster than everything in the first two areas and there were generally no threats. Put some points into speed, and in no time you're comfortably faster than the majority of the mobs in the game and combat poses no threat to you anymore. Likewise, I put some points into dex to increase my jump height for exploration, and decided to try ranged weapons since they also scale with dex; only to find out they're absolutely broken alongside magic, making you an untouchable killing machine and giving you no reason to even bother with melee weapons unless you really want to. The tension and horror elements that had me spooked out in the first 2 hours vanished with the realization I could zoom past anything and use my magic and ranged weapons to nuke them with ease. The gameplay just became really dull with the broken balance and stat allocation, realizing enemies were stuck in KF with their movement speed and animations while I was running laps around them enacting knockoff Skyrim dungeon gameplay.

It's still a fantastic homage and love letter to the genre of older dungeon crawlers and worth trying out definitely; just personally, I wish it wasn't so easy to break which resulted in a dull gameplay experience and that the secret hunting wasn't so tedious towards the end.

This is one of the practical proofs of how amazing indie games are!

To me, indie games still hold that wonder, that sense of adventure, and the lack of self-entitlement that most bigger games have nowadays. I get it, it is a race to gain as much money as possible and move on, however, I would not say that I like that approach.

Lunacid is a King's Field-inspired Dungeon Crawler, and excels at that, bringing such distinctive proto-souls vibe. We had SO MANY souls-like games recently, I guess it is time for DEVs to delve deeper into the proto-souls, which are gems in their right as well.

If you like obscure, quirky, and obtuse dungeon crawlers or are a From Software fan, play this game.

It is awesome.

Obra de arte, que alguien le de una compañia a Kira para que haga lo que quiera.

was thinking about dropping or putting this on hold while fighting snails in first ten minutes but a little while after exploration and gameplay pace clicked with me and went from I sleep to fuck it we ball. upgrading the speed stat early might be the trick (because youre very slow at first), or pick a high speed stat class in start, I wanted to decide how I want to go after leveling up so I picked thief (thiefs every stat is 5 and its level is also 5, other clasess differ and there are lot of class options).

two bad things I can say about lunacid is 1- it gets quickly easy because how fast you can level up and enemies dont scale with your level while at the same time you getting new gear (some are op plus not that hard to get). there is difficulty meter in settings if you want to meddle with that but still needing to do it manually didnt interest me, probably wouldnt for you too. 2- other endings are behind collectionist playstyles, with one exception which is just looking at a water puddle for 10 seconds, I got true end and saw others from youtube, theres also the choice of just going back which in turn makes you get future dlc item and best one because you get to be with the gang, demi my beloved. one other thing I want to mention is it broke my expectations even more in the middle-last hours of the game with banger area musics and the last boss (boss is actually not that special in terms of moveset etc. but what happens before and after was very good, you'll have to play and see)

Great game! The music and exploration elements are great.

The one big complaint I would have is that you cannot find or equip armor pieces. You are limited to weapons and spells to find mainly. So if you don't do alot of spellcasting and get a couple of good weapons, it feels like there is not really anything exciting to find anymore.

Never played a dungeon crawler like this before but I had my fun; it's more of an experience than an actually well-designed game, but this isn't to say that it's not well-made, rather that it feels much more than the sum of its parts to the extent that trying to single out aspects is somewhat disingenuous. Like I enjoyed the combat but it's pretty simple, and the exploration isn't too extensive, but it's still pretty fun to go through. It's more in conjunction where this shines and makes the game addicting to explore and play through with some great aesthetics and decent level of difficulty.

Akuma Kira games feel like being beset by a very earnest fae trickster and I mean that in the most positive way possible. I can feel the love put into it, even when it’s pointing and laughing at me.

Not many souls-likes (king’s likes?) actually capture the evocative atmosphere and mysterious problem solving that make them so special in the first place. This game, however, has both in droves.

i dont think anyone thats saying this is better than kings field has ever actually played kings field

Ok I had a complaint earlier but I'm actually fucking heavy with it.

Lunacid has a lot of things going for it, but I still have a feeling that it underdelivers, mainly because of the limited resources. It has a great atmosphere and a fantastic ambiance, but the design in some places is completely lacking or unoriginal. Nonetheless, many areas are still charming. This game is all about exploring, and, for me, it is both its strength and weakness. The exploring is really fun and the game has tons of secrets that you can discover, with or without the help of the internet. On the other hand, a lot of exploration comes down to you finding a healing item or some other potion, and doesn't feel rewarding at all, but only lessens the incentive of exploring the areas more thoroughly. The best part of combat is spells. However, even here, spells work the best not during the combat itself, but during the exploration, when a big share of the spells is directly applicable to the environment and with which you can discover already mentioned secrets. My favorite spell in this regard is "Coffin", simply because of how badly it functions in the game and how absurdly high the number of coffins can get when you finally reach the place you need to get to. As for the combat itself, I mean, it's there, but it does not bring any depth to the gameplay.
The plot of this game is pretty simple, but still compelling, mainly because of the cool environment. The lore, however, feels rather amateur and is sabotaged by some of its aspects like the Egypt-themed area which seems extremely out of place and kinda boring, and the game's size - a lot of areas are too short and seem too insignificant.
Overall, still an enjoyable experience, and a feeling that Lunacid had much more potential, had it had a bit more substance to it.
Grade: 5.2/10

Sei lá... o mundo do jogo parece interessante e as UIs são excelentes, mas tirando isso nada prendeu meu interesse. Achei o combate muito sem graça e a exploração não aparenta ser tão recompensante quanto poderia ser, não curti

This review is totally not biased in anyway.

Anyways no I love Lunacid, I already considered it one of my all time favorites games before I got the ability to work on music for it in October of 2022.

Kira is a developer I have an extreme ammount of respect for. I love their story telling through notes only, their atmosphere and areas they create, their characters, and worlds. The only thing that I was never a fan of was the genre. I hate horror, this of course hasn't stopped lost in vivo being one of my favorite games of all time and just an overall extremely important piece of media to me. But I do not like them, so in 2019ish when Kira started teasing a new project inspired by Castlevania that was a spiritual successor to lost in vivos midnight mode I was extremely excited.

Lunacid takes what Kira is the absolute best at and puts it in an ambient exploration game and it works so so well. The thing this game less succeeds at is in difficulty and combat but, in my completely honest opinion. In depth combat has ruined exploration games for me, as it oftent slows down combat in general, and games like that very often force you into combat arenas which slow down exploration even more. See games like castlevania lament of innocence or Hollow Knight.
Games like castlevania symphony of the night I don't think were unfocused on combat because of the time they were made but because exploration is the actual important and fun part of these games.

I think lunacid has the perfect ammount of exploration mixed with some combat, it's a chill, relaxing, and atmospheric game.

That still has horror in it Kira why :(

I absolutely loved this game. The vibes are immaculate.

This review contains spoilers

This game is an indie gem, i love exploring the world, one of the rare games i could actually immerse myself into the world, but besides all the praise i could give this game, the endings felt really.... ok-ish?

vai toma no cu to preso na primeira área ;-;

This is the kind of game that makes me interested in seeing what the dev does next. This did a good job creating atmosphere, the game made really good use of lighting and sound. The game play isn't bad, but I think the curve isn't great. I think ranged may be too op, the difficulty drops off pretty quick when you start getting good ranged weapons and a majority of enemies don't have much that can counter a ranged build. Final boss was pretty spongy. The atmosphere is there, if their next project has stronger game play I could see it being something great.

This review contains spoilers

It was good

- sooo unbalanced. after three or hour fours i became a nearly untouchable god on accident and unless you purposefully go for a challenge run to limit yourself it seems inevitable with the stat scaling and power of weapons/magic you can find

- the aesthetic of the game is really great and makes exploration fun and a lot of the spells give unique utility perks that are fun to mess around with in the game world. even if it's entirely useless/for flavor it's still fun to find it, see what it does, and smile a bit

- by the time the cracks start to show in the game design and by the point the combat is becoming too tedious the game is over because it's a relatively short experience, even without a guide, at least for the normal ending

- lunacid is almost nothing like the old fromsoft games beyond the superficial, and it's very very very very referential (at times eye-rollingly so) but as long as you enjoy the game on its own merits it's fun and enjoyable. at the very least i had fun with it

eu to namorando com uma slime e ninguém me avisou


I really like Lunacid, but it's a game that's strangely difficult to try to hype up.

You rotate it in your head, dissect it in the manner of a typical review, and analyze the components, and you can't really point to any individual aspect of it that's much better than Decent. The combat and RPG mechanics work well enough, but they're pretty basic and not exactly finely balanced. The level design is maze-y in a way that I'd usually hate, but I don't here. The characters are immediately endearing, but dialogue and interactions with them are very sparse. The story is a cliffnotes version of an actual Fromsoft game, and yes, I know that's saying a lot. The atmosphere is probably the most consistently on point thing, but even then, there's a lot of competition on that front in the Spooky Indie Game space.

None of these aspects are bad, either, mind, especially for a game made by a team of one. It's objectively very impressive on that merit, but I didn't really have that in the forefront of my mind while playing. It's not why I like it. So why do I like it?

I don't know if I've ever played a game that (successfully) coasted more on Vibes. I'm not the first person to say it, but Lunacid really does evoke a sense of nostalgia, and not because it's a tribute to an older series. I've never played King's Field (though considering other holes I've fallen into recently it's probably only a matter of time).

The game is tapping into something more primal and less specific than that. It makes you feel the way it felt, as a child, to play a weird exploration-heavy game you didn't really understand. Occasionally I've seen people attribute this quality to Souls games, but as much as I love them, I don't really get this feeling from them, or certainly not this extent.

There's a cryptic but more importantly inviting surrealism to Lunacid. The world is dark and desolate, but the core NPCs are upbeat and adorable. The music is spooky, but often oddly soothing. Several minor mechanics are tied to the real-world phase of the moon. The story gives you enough information to understand it pretty easily on reflection, but withholds just enough to create some delightfully baffling sequences in the moment.

The game is also shockingly reactive to experimentation--not in the Baldur's Gate way, but specifically to the type of strange, kind-of-logical-kind-of-not shit you might throw at a wall to unlock secrets in a retro game. You find spells with strange effects but no clear practical application, consumables that exist just to trick you, tiny interactions unique to specific starting classes. Considering the game's humble scope, there's an impressively strong sense that anything can happen.

It must be said that surprisingly, given its cited inspirations, Lunacid is not a hard game. I suppose it depends on your build, but the combat mechanics are simple enough that it doesn't take a genius to see what works. I'm not complaining, as a lifelong fan of being overpowered in games, but there's a reason most action RPGs don't tie your actual movement speed to a stat you can increase as much as you want. Level up Speed and get a decent way of dealing ranged damage, and there are very few enemies in the game that can do basically anything to you unless they catch you by surprise.

But to be fair, the game is pretty good at surprises; some enemies have massive resistance or even immunity to certain damage types, status effects can be brutal, and if you took my advice and specced into magic or ranged weapons you might be pretty fragile when you do take a hit. Add to that the game sometimes being very stingy with save points, and exploring a new area can still be decently tense.

Lunacid is a game that's more than the sum of its parts, and, I think, a game that really needs to be met on its own terms. Approached skeptically, it'd be very easy to write the whole thing off very quickly. If you're like me and you're charmed right from the character creation screen, it's just as easy to ride that feeling all the way to the end.

Very solid gameplay, level design and art direction, overall a really enjoyable experience for me. I think i came at this game at a different angle from most so this may be a me issue but i cant say the ending battle was that thrilling to me, the tedious struggle only to be interrupted by a bunch of NPCs with hardly any development to be the ones to save you felt undeserved!
The bosses in general felt subpar from the rest of the experience. However the rewards for exploration and devotion to cultivating the aesthetic of outlandish playground myths given form hit my sweet spots and I came out feeling very positive regardless of the mediocre final boss. It is imperfect but still worth your time if you enjoy the look or feel of early fromsoft stuff and dont mind a bit of a lack of challenge.

This was really fun! It leans on retro aesthetics with only few occasions getting bogged down with retro mechanics. It sets a nice, moody atmosphere and ties it together thematically in a neat little package.

A game that makes you nostalgic for something you never had. Still trying to get myself to finish this one after the 1.0 release but I don't want to be done with this game.