Reviews from

in the past


Some okay environments and a decent first impression, but extremely boring gameplay and some genuinely terrible level design. It's just a sea of hallway mazes. Similar to King's Field in name only, seems to have focused in on copying King's Fields weaknesses rather than taking inspiration to do it's own thing.

• you cant ctrl+c ctrl+v 1-2 rooms for entire level because >like King's field
• the combat is "press S and MB1"
• i would say that at least one good thing that it has going for it is the atmosphere, but even that is ruined by "cute demon anime girl ^_^"

i get what it was going for, and tried, i really did - i even opened most of the levels - but i cant bring myself to finish this
i get what it was going for - but i dont get it on the emotional level, if that make sense

There were a ton of things that really scratched an itch for me, the way the game simply just drops you in and lets you puzzle and figure stuff out, the general tone and flavor of even just the character creator. It's all really wonderful, and even more impressive that this is the work of a solo dev, it's inspiring honestly. Especially looking into all of the endings and digging into the story further, I think it's a really fascinating art piece.

I think that being said however, I was disappointed with pretty much all of the story that wasn't meta. It was disappointing because I think there was a lot of opportunity to have the game's plot tie into what Kira was saying in the endings but I ultimately felt super unrewarded for delving into the story, aside from a few really exciting and interesting notes scattered around the game. I wrote down my findings about each character, pieced together the plot myself, but it felt like it never really connected and came full circle, which was a little disappointed with. The plot points felt generally derivative as well, taken from other similar games without adding new flavor to the storytelling, which really left me wanting.

I was pretty satisfied with a lot of the art direction. I think as you peel back the layers, a lot of the more strange design decisions aesthetically start to make more sense, and there are some really stellar sights to see. Like a lot of people, there are some hits and misses within the tracklist, but I think it actually adds to the scrappy diy feel a lot of the game has. I was sometimes taken out of the experience though due to some really strong screen tearing throughout my playthrough and one area which had middling performance on my admittedly not great laptop. The rest of the game ran like butter though!

When it comes to the gameplay, I found myself really enjoying it toward the beginning, finding new spells and leveling myself up, finding new spells, weapons and secrets and getting that oh so great feeling jump. Although that is the case, I found myself really losing the momentum I had built up about halfway through the game. My jump height started capping out, and I found that I was using the same weapon for nearly my entire playthrough. I only found three ranged weapons in my whole time playing, and I like to think I found a decent amount of secrets. For many sections I had to use melee weapons and magic, which I was not skilled into, and I felt like my build was just by chance a lot less powerful than other people's builds, which was disappointing. I feel as though I specced into a playstyle which was undercatered to, which was disappointing. Over time, as the progression slowed down to a halt, I really felt as though the combat felt apart. In order to win fights, I would run around in large circles, firing arrows at an enemy until they eventually died. I never really had to engage with the enemies much, and it hurt tension over time. I think if you're going to make me powerful enough as a player to avoid pretty much all damage, I shouldn't have to play a waiting game and fire so many arrows at my enemy. I would honestly have appreciated if I was running around at the end one shotting most enemies so I could focus on the environment and not really have to engage with the combat, which had grown rather stale for me.

In addition to this, I think there was an overabundance of settings within the game. It was to the point where I wasn't sure what experience Kira intended me to have, whether the game was too easy or too hard, whether I should have a compass or not, things like that. I really appreciate being told how I should engage with the difficulty of the game, because of course I haven't played it before. I'm not not a huge fan of difficulty sliders in general. I know the game can't be too difficult due to the sparse saving, and I think it was good to make it on the easier end for that reason, but I wish I felt like I was playing it the way Kira wanted me to.

The standout of this game, however is the map design. I found it struck an absolutely perfect balance between labyrinthine and navigable that I really clicked with, I had to chart out my own path, use the tools I had at my disposal and I was very much rewarded for that, it was a ton of fun. I do wish that illusory walls stayed open, instead of closing each time you swap maps. I found it kind of tedious and anxiety inducing.

Although I do have quite a few things that nagged me throughout my playthrough I still had a pretty great time. I really appreciated the ending and final boss fight, as well as the other endings that I ended up watching on YouTube. I also really appreciated the sheer amount of ways you can interact with the world via the spell system and ability to level up your jump. I felt really free playing Lunacid, and it was a nice way to refresh after not playing video games for a few months. This game obviously has so much heart and soul poured into it, and I'm so happy I got experience a game by this dev.

If you want a more streamlined experience of King's Field or Shadow Tower then definitely pick this up. I had a really fun time playing it, though I did have to look up a couple of things. Game has so many weapons and magic to collect. My main complaint is sometimes the secrets can be a little too annoying to find as well as some of the normal paths to progress, like having to take a leap of faith through a hole that you wouldn't normally think to do because of fall damage. Will definitely replay in the future to do some other the other endings.

Really wished the combat was fleshed out more but I guess the focus on vibes was more important. Music is nice for the most part but really unfitting in some areas.


Lunacid's ambience and exploration is very appreciated. While not every area in the game is a masterpiece, I find myself invested in them nonetheless. Feeling lost in winding paths, coming across secret doors, figuring out how to gain access to something locked away to me, backtracking to somewhere I've been before to discover there was a whole lot more for me to venture now that I'm fitted with better stats and equipment—all of it is a great part of Lunacid's beautiful world. While there is combat and boss fights, these aren't really Lunacid's focus. What you set out to do is to get immersed in its exploration and find as many secrets as you can. The whole gameplay loop is very relaxing. I do need to point out that I personally had some incredibly frustrating bugs near the end of my playthrough that nearly locked me out of an ending, even with the use of the official save editor to mediate it. Just a tad bit of a warning for any completionists interested.

This game is such a vibe. Inspired by King's Field, one of Fromsoft's first products, and even games such as Dark Souls and Bloodborne, Lunacid allows you to relive the old Playstation 1 era. Although it is not very difficult in terms of difficulty, since there is no automatic save system in the game (which I cannot judge since it is a design style), saving frequently is an important element for you to continue enjoying the game. The slightest mistake and you dying and losing hours of progress will cause you to become bored with the game or even quit it. I also experienced it from time to time and quit, but when I regained my patience and came back, it is the kind of production that you will have a lot of fun with, especially if you play by researching, getting stronger and saving frequently. Many times you will get lost in the game and not know what to do, which is completely normal. Therefore, I recommend you to turn on the compass in the settings to find direction more easily in the game. Of course, do not hesitate to look at the wiki frequently when you are lost and want to find direction. There are many secret parts in the game, so researching them plays an important role. You can find many powerful weapons and spells in the secret sections and continue the game much more easily. As a result, Lunacid is like a spiritual sequel to Fromsoft's King's Field, with old Playstation-era graphics and mechanics. Unlike other indie souls-like games, it is not uncommon for them to take King's Field as an example in terms of style and style and to do this successfully, so the producers should be appreciated. With its music, old-style mechanics, atmosphere and level designs, Lunacid is one of the successful souls-likes that you should definitely try.

I was a big fan of Kira's games before this one came out, so it was quite the pleasant surprise to learn they too were King's Field and Shadow Tower pilled. Lunacid not only does a beautiful job emulating the charm of its spiritual predecessors, it also modernizes and iterates on them in a clearly very passionate, loving, and respectful sort of way. Of course, it also has no shortage of its own ideas, and they really do give it a fresh, endearing identity. And goddamn is this game sweet— if I fell down its well I don't think I'd want to return either.

It's such a vibe to do some old school dungeon crawling to the tune of lo-fi, listen to the Banjo-Kazooie speak of an adorable little cast of characters, then shit myself when moments of this game are lowkey scarier than any horror game I've ever played. There's also not really a speed or jump height cap so far as I know, so if you wanna grind and turn the game into Quake, the world is your oyster. And don't get me started on all the cute little nods to some of my favorite game series, King's Field and Shadow Tower obviously, but off the top of my head, also Castlevania, Drakengard, Zelda, and Kira's other games of course! Shit, even the real life moon cycle buffs your in game magic, if that doesn't sell it I dunno what will.

I've always wanted to make a game like Lunacid, and seeing someone inspired by all the same shit I like honestly really inspires me. Given aspects of it can be a little obtuse I'm sure it won't be for everyone, but maybe give it a shot if it's a rainy day (or preferably, full moon) and it looks like your thing!

Miserable personalised experience of getting hard-locked & robbed. YOU might have a better time than me. I love the style and music, exploration is nice. But my time was hampered due to a hard lock going from EA to full release.

Great music and atmosphere but gameplay and world building are a bit lacking.

Игра крайне заманчивая для жанра данжен-кроулер с элементами метроидвании и очень атмосферным, гнетущим сеттингом на уровне какого-то Dark Souls 3 с элементами хоррора, где все выполнено крайне напряженно, а мир ощущается потерянным, полностью уничтоженным и увядающим. По мимо мира, обращая внимание на геймплей, можно сказать что он не выдающийся. по крайней мере, я не могу сказать, что нажатие кнопки удара и уклонение вправо-влево от линейных атак, в боевой системе, можно назвать увлекательным. С другой стороны, для данного жанра куда более интригует сам мир и его исследование. И поверьте, мир этот может вас иногда нехило удивить! Сюжет так же интригует и синергирует с миром, от чего и происходят все те эмоции, что я описал выше. Чего не скажешь о концовках, я не совсем понял, что автор хотел ими сказать, но они просто выбивают тебя из колеи после прохождения.

this game just fills that spot that i crave so much. i love to just explore and see a world and this game is so full of interesting things to explore. there is always something else to find and so many unique items to get. its just exciting to look everywhere.

Started playing as a very happy fromsoft fan.
Left as an even happier Drakengard fan.
Incredible game.

Beautiful inspiring game that makes you want to explore every bit of it.

Lunacid harks back to old fromsoft games like Kingsfeild and does so greatly while also having its own aesthetic with a cool lofi wavy style.

I finished the game while it was in early access and found it really interesting and beautiful, Akuma Kira's style oozes through with both the amazing soundtrack and glamorous visuals, particular highlights were the library and forest level. as well as the amount of unique weapons and spells allow you to explore freely and play the game how you want.

There were some things I found that did hinder the experience. The combat for example is pretty bland however having to use different weapons in order to defeat certain enemies faster was nice and allowed for a bit of variety the actual combat was more just stepping back and forth until the enemy falls. Also there is some grind to the game which i don't think is bad, however when you are killing slugs for a fair while can be a little boring.

This doesn't detract too much from the game though as once you gain some momentum you keep it and the fun of exploring the variety of locations in the pit becomes a cool adventure. I'd definitely recommend this game, especially for its price.

If you like kings field, or just any first person RPG, you'll like this game. Something I think a lot of indie games are missing is atmosphere, something I think Lunacid does great.
Combat is really simple, though if that's good or bad is really up to you. good gayme :)))

Have you ever danced with the devil in the pale moonlight?

In Lunacid, you come across a devilish looking being early in the game. That character is called Demi, she has glowing pink-red eyes, horns, a pointed tails and she is wielding a large and threatening scythe. Demi may look like a devil but you’ll soon find out that she is probably the kindest and most wholesome inhabitant of the world of Lunacid. Because this world is a dark, hazardous and not so gentle place.

In the very first scene of the game, you get a pretty good idea of what kind of world this is. A shady looking man that looks half-dead himself carries a cart across a barren land that once resembled something like a town. On that cart is a corpse, about to be dumped into an oversized well in the center of that town. But this corpse refuses to be pushed down into the darkness. They cling onto the cart and try to pull themselves up again. But alas, this attempt to “steal their life back” is in vain as they “belong to the depths now”. The character’s hand is chopped off and all efforts to resist are now fruitless as they fall into the below. And so, the journey ends. But a new one is about to begin and let me tell you, it’s a good one.

The first surprise, and one of many the game has to offer, follows immediately as you realize that in this game, you do not take control over the body that was dumped in the well, but the hand that was chopped off. This came as a shock to me since the game actually offers character creation where you choose a starting class, a name, and a portrait representing your character. In the end though, you are just a hand making its way through the darkness. In all honesty, I found that quite funny. I felt like the game was in on the joke as early on, you find a wooden shield which is practically useless. You see, you only have one hand or rather you are just one hand and so, wielding sword and shield is quite impossible. I couldn’t help but be reminded of Bloodborne in this moment – remember the plank shield? Yeah, it was kind of like that. Whether this reference was intended or not, it wasn’t the only one. From the very first steps you take in Lunacid, the game quite obviously wears its inspiration on its sleeves. This is a dungeon crawler game, heavily inspired by the works of FromSoftware such as King’s Field and Shadow Tower. Now, I haven’t played these games yet but I have watched a fair share of video essays and talked to some people who know and love these games. Lately, these older FromSoft titles have received more attention with well-written and well-produced YouTube reviews popping up left and right. If you wish to learn more about these games, I can definitely recommend Majuular’s coverage of the series which really goes into detail and made me want to pick these games up eventually myself. Much of what I’ve seen here reminded me strongly of Lunacid. You control a character in first-person through a dark, decrepit, and mostly uninhabited world. While exploring this eerie place, you fight off monsters with weapons and magic, gain EXP and slowly build up your character. It just feels nostalgic to me despite the fact I never played King’s Field or Shadow Tower. I did however play the Souls series and Bloodborne and Lunacid is filled with references and nods to these games. I’m not going to spoil anything in regards to the narrative but oh boy, there’s a lot, including the numerous allusions to Berserk (yeah, Lunacid’s lore actually contains a character called “King Griffith” and his favorite knight is said to have wielded a huge sword made of “Wolfram”, not gonna lie – this made me chuckle).

But Lunacid is far from being a purely referential work. It has its own ideas and charm which sets it apart from the games its heavily inspired by. An example of this is the characters that inhabit this land. I already wrote about Demi, the demon girl that greets you at the beginning and sends you to “Wing’s Rest”, the hub area of the game and a place of peace and respite. Here, you meet a handful of NPCs, each with their own personality and quirks. I found them all so endearing and fun even though there are only a few characters and the dialogue is quite limited to only a few lines. Still, it’s just charming to talk to the crow, which complains that she is the only sleepy character since all the other are already dead and don’t need to sleep or the skeleton at the bar which tells stories of old while teaching you about the lore of the world. You can also find characters out in the world and I grew fond of all of them. I feel like Kira, the game’s creator, understood that it doesn’t need much to make characters feel relatable and charming. There’s elegance in brevity and I appreciate that a lot.

Speaking of charm, let me say that Lunacid has it in spades. From the PSX-graphics to the strange chillwave LoFi-soundtrack to the weirdly stylistic fonts and menu design – Lunacid is a unique audiovisual experience. It mixes medieval and modern elements and creates something truly novel. It’s hard to put into words but the vibes man, the vibes of this game are unreal. Listening to these awesome tracks while striding through caverns, catacombs and castles is just a marvelous experience. What I loved was that for each music track you hear, the title and composer are displayed in the lower left corner when it starts playing. This way, I found out that, among others, ThorHighHeels worked on this game’s music, which warmed my heart. This is another content creator I can wholeheartedly recommend. The music and looks really made me get immersed in this world, I could truly get lost.

Unfortunately, I also got lost quite literally from time to time. In general, I would say that Lunacid’s level design is pretty solid. There are some areas in the game that reminded me of FromSoft’s work in the best way possible with multiple paths leading forward and back again, making the player unlock shortcuts and allowing them to gradually explore each area of the game. Since the game is quite open and non-linear in structure, I discovered some places earlier in the game that I am pretty sure I was supposed to find way later. This was really cool. However, there are also more than a few maze-like areas that made me pull my hair out from frustration. More than once did I end up in the middle of a dungeon with no direction of where I was or where I was supposed to go. To top things off, there are illusory walls all over the place. This in itself is not a problem but what I really didn’t like was the fact that illusory walls, once found and opened, close again after some time. It’s just a small detail but it would feel so much better and more impactful if these paths would remain open for good. This way, they just contributed to me being lost quite a few times. Still, I have to emphasize that Lunacid offers some amazing level design in certain areas and also a large variety of settings and moods. Being a dungeon crawler, you will mostly walk through caves, tombs and - of course - sewers. But the game does eventually get more creative with its visual themes. Again, no spoilers from me, but there was definitely a “Valley of Defilement” moment if you know what I mean, which left me in awe. There are a couple of such moments. Furthermore, even though some levels may feel like confusing mazes, exploration is pretty much always rewarded. There are so. many. secrets. At the end of the game, I had a bazillion weapons in my inventory and just as many spells that I found scattered throughout the lands below. To be fair, you don’t need all of these but there are situations that do require you to experiment a little with your arsenal. Some weapons have special affinities attached to them, for example light, dark, or fire which is helpful when dealing with certain enemies. The cool thing is that using some weapons grants “weapon XP” which allows you to upgrade them after filling the XP bar. This made me switch weapons regularly as even a useless club could become a powerful steel mace after leveling up. I love systems like these. Spells offer a large variety of effects as well. Of course, there are typical offensive spells like a fireball or a lightning bolt but there’s also a spell simply called “Coffin” and yes, it creates a coffin, nothing more. You can imagine the amount of fun I had trying to sequence-break the game by creating coffins everywhere and jumping on top of them. And for the most part, the game just lets you do that and even encourages you to use this spell. At one point, it’s even mandatory to solve a puzzle.

Speaking of jumping everywhere, Lunacid made the absolute insane design decision to bind jumping distance to a stat that you can level up like any other. If you dump all your skill points into dexterity, you’ll basically fly across the map like an icarian mad man. It’s so unhinged I can’t help but loving the game’s creator Kira for that. Kira seems to be a pretty awesome person in general. This is not their first game. Before Lunacid, Kira developed the horror game “Lost in Vivo” which offers a similar PSX look and some truly disturbing monster designs and moments. You can definitely see the influences that game had on Lunacid. There are some genuine horror moments here which greatly emphasize the dark atmosphere of the game. Sound and music play a huge role here as do enemy placements and movement. Not spoiling anything but man, some of the more horrific well-dwellers of this game had me running away like a scared little kitten. Kira definitely knows what their doing here. I read a tweet in which Kira explained that they added pronouns to the character creation just to piss people off as NPCs in the game address you by your name and don’t use any pronouns. I mean, that is just so based, I can’t even :D

Alright, enough praise, let’s talk about the bad stuff. Frankly, there ain’t that much. One thing that comes to mind is the game’s alchemy system which I barely used. You can find and mix ingredients of various plants and monsters drops to create health vials, mana potions, throwing knives and to on. At the beginning of the game, you have a handful of formulas to create basic stuff. More recipes are unlocked through experimentation with other ingredients. I never really used any of this. There are enough usable items to find in the game world and I never felt like I had to restock on health potions or something. But I guess it’s nice to have this option if you’re running low on items and don’t have the money (silver) to buy them from the vendor.
Another point of criticism which was pointed out by many reviewers already is the boss battles. There are very few and they are kind of mid to be honest. I don’t think they were outright terrible but they could definitely use some revision. In terms of presentation, I have little to complain. Bosses are introduced via well-written and well-voiced pieces of dialogue and they offer a variety of neat little visual effects. The battles were definitely a spectacle. Gameplay-wise though, they were quite the slog. Even though I dealt a pretty good amount of damage, they would just go on forever. On top of that, some boss attacks were basically undodgeable which made the whole thing feel like a battle of attrition. If you have enough health potions and deal enough damage, you win; otherwise, you’re dead. Still, I wished the game had some more bosses with more intricate combat design but who knows, maybe we’ll see that in a DLC or future game, there is always hope.
Lastly, I need to address the issue of glitches and bugs. I played on the SteamDeck so maybe, some of these are hardware-specific. Some minor glitches were annoying but not outright game-breaking. For instance, sometimes I would press RT to attack but the game would register this as holding the button down which charges the attack. By pressing RT again, the attack would be unleashed but in a weird, glitched-out way. It’s hard to describe but it didn’t feel right. Then there are some minor issues like flickering lights, pop-ins, messy hit-boxes for some enemies where attacks just go right through them, and the mouse cursor icon being displayed from time to time even though I solely played with the built-in controller of the Deck. That stuff isn’t so bad. However, a rather important side quest that you need to complete to unlock one of the endings bugged out and couldn’t be finished. I’m just gonna say that a certain librarian asked me again and again if he could read one of my books even though I had given him that book already. That was a shame because I really wanted to unlock all of the game’s endings.

Even though I have my gripes with the game, I can wholeheartedly recommend Lunacid to fans of old-school dungeon crawlers and anyone who always wanted to give this genre a try. I’ll admit that I haven’t played too many games of this genre myself but I still enjoyed my time in this eerie and strange world all the way until the end. The atmosphere and overall vibes of this title are unmatched. It’s an audiovisual experience unlike any other. If you like FromSoftware’s library of games, even just the more modern stuff like Souls and Bloodborne, you will feel right at home with this one. There is so much to explore, so much to uncover and learn and I had a blast figuring out how to solve certain quests and how to unlock the endings. It’s a fun but sometimes frustrating ride but believe me, it’s absolutely worth it. So, take up arms and venture into the dark below dear traveler, may the moonlight guide thee.

Great atmosphere and environment design.
Playing this I felt quite immersed while exploring and even a bit spooked in some parts.

Fuck the blinding effect though... that shit is obnoxious as hell.

Since this game is pretty much catered to me, I dont have any complaints.
Lunacid is a Dungeon Crawler with real time first person combat.
You will move between the interconnected areas with more than plenty secrets to be found.
While the general ambiance leans towards horror with a similar setting like Shadow Tower, its very much a "LoFi" game.
The Soundtrack is composed by a plethora of artist that all did a genuinely amazing job in framing the experience.
The Artstyle is capturing late PS1/ early PS2 era graphics with options for multiple screen effects like Texture Warping and Scan Lines.
My biggest problem is that the player is very much able to become quiet over powered on accident. This can take away some tension you had in the early game, but this might be a plus for some people.

Kira has done a really good job again and I want to see what he comes up with next.

So I can fully recommend the game and I dont think anybody who looks at the steam page and decides to buy Lunacid will be disappointed.

Oof. This is a tough score to give. I really really really tried (and managed to, at least for a while) to enjoy the game. Progression is fun and the ps1 era vibes is also great (Could be better, the realistic fire on the torch, to cite on example, feels very uncanny), but the game has LOTS of problems from that era.
Clunky is the definition of the game. The game started with me killing every enemy twice because i didnt knew how to open a locked door, The requirement to unlock it was always very clear, a key that costed 1C from the merchant, but I had zero even after killing everything twice and also breaking every pot near the pit. I then thought "Okay, makes sense that snails don't give any money but there is no way I have to grind" and I did and that was the first problem I had playing Lunacid. It is terrible game design to lock progression behind a random drop that you haven't even told the player that it's obtainable! That's ridiculous and it was so simply solvable by having one single snail have a guaranteed drop... I then googled how the hell to get coins and then grinded for a bit to proceed.
All maps are labyrintic and the lack of variety within the same area + the lack of an actual map makes most areas a hell to navigate, and this is exactly what made me drop the game. It's unnaceptable for me the fact that a game focused on discovery/exploration is so unpleasant to explore like this. But it got way worse when the game makes an area terrible to navigate on purpose and punishes you if you stay there for too long. After loosing some hours of progress because of that, I can't see myself picking up the game again.
The combat is nothing spectacular, but it's fun most times, besides the fact that some enemies take too many hits to die and at the same time did almost no damage at all to me, like the first and only boss fight i faced.
The soundtrack is very hit or miss, while sometimes it gave me chills other times the songs feels very out of place, destroying the ambiance. Another stupid thing is the decision to show what song is playing, this breaks the entirely immersion of the game, bothering me a lot.
I really had fun with this game for a while, but it have way too many flaws for me to overlook and put in the work to recover the progress I lost, so i'm dropping it. If I can take anything from it is that indie devs must understand that it's not because the game is based in an onder generation that it can't learn and take advantage of modern game design.


Lunacid is really really good if you're into the kind of game that's more an exercise in ambience and exploration than it is a game about action combat or difficulty. Which is to say, I think this game is maybe too easy, some of the spells especially are broken strong. That being said, I don't think that really detracts from what Lunacid does very well. This game is shockingly restrained. Through much of the early game I kept expecting to encounter a big boss or extremely scary threatening enemy, but it never really came, and honestly I very much think that's for the best. Running around with your arsenal of weapons and spells is a pretty good time and the world feels extremely good. I do think that some of the vibes fall off in the later game, especially as you get strong, but the way the maps weave in themselves and connect to each creates this perfect maze that feels both easy to get lost in and easy to visualize. There are also of course an absolute plethora of secrets. This game is very much designed for people who love searching for secrets and puzzles. There are times where I think the game could be a liiiiittle more giving with it's hints, but it's down to taste really.

Definitely a strong recommend from me.

Un minimapa o un mapa le vendria bien

This review contains spoilers

Loved the vibes, this is definitely a really interesting game, inspired by King's Field, Dark Souls and even Castlevania. Even though the first two hours are really slow, it quickly starts being more dynamic as long as you boost up your speed. (nice detail, I definitely recognised Alucard's voice) The combat is definitely lacking, I understand it's not the whole point of the game, but even so, I decided to level up dexterity, since I wanted to use ranged weapons, only to realize there are only about 5-6 ranged weapons in the entire game. It's something the game (obviously) does not tell you, but it can be a bit frustrating at first.

Incredible atmosphere, exploration and soundtrack unfortunately tainted by combat that, despite offering a huge arsenal of weapons and spells, feels monotonous due to bare-bones and predictable enemy AI.

Still a great game that I recommend if you like exploring and finding secrets. It gets really weird with the secret endings :)

Lunacid made me a fan of Kira's style and from now on, I will likely play everything they release.

Loved the vibes, aesthetics mechanics, everything but it feels a bit pretentious in some areas, a great homage to the king's field series and I loved the experience quite a lot, but it didn't hit quite the mark for me.
Large arsenal of both magic and weapons to choose from and the way some stats work is delightful


Lunacid was a fantastic game and the first time I've ever played a game in the Kingsfield style. I really enjoyed the style of game, getting lost (literally) in the world and soaking in the atmosphere. The music was amazing, a lofi kind of feel but still matched the tone of the game. The exploration and the music were the shining parts of this game, I always felt rewarded when exploring every nook and cranny, looking for secrets. One thing I wish there was more of is boss fights, but honestly, some of the encounters alone were harder than the boss fights, so I can't complain too much. Overall a great experience and I highly recommend it if you like Dark Souls in any capacity!

Maybe this is not my style of game

There's etheral and oniric ,then there's lunacid . One of the vibest game to ever vibe .

I may get back to this at a later date when my yearning for a lovecraftian-esque atmosphere in a art style reminiscent of older playstation consoles comes back to me as it does while I continue to write this review, however, the pure amount of backtracking within this game mixed with its very simple and sometimes annoying combat (due to a focus upon enemies health and time-to-kill than making fluid or enticing combat) simply push me away at the moment.

As I've stated above, the atmosphere of this game is simply breathtaking and possibly among the best I've seen before, I was constantly stopping in place to turn off my HUD just to take screenshots of the beautiful areas. While the combat and gameplay itself may not be the cleanest or grasp you into it's world as other games may, it's atmosphere is beyond breathtaking and, to be honest, the main reason I'd want to get back to this game.

The lore within this world is also fascinating too, given to you mostly through your own acts of stitching the narrative together through dialogue and books found upon the ground scattered throughout the world, it's very interesting and reminds me a fair bit of Dark Souls reading item descriptions and diving into tiny bits and pieces to truly build the full picture.

Overall a definite positive experience, but one I'm conflicted on getting back to in the near future.