I’m impressed by how Lunacid captured me. Not entirely, but the sheer passion created by Kira and others is worthy of note. For a dark fantasy first-person dungeon crawler. Inspired heavily by FromSoftware’s Kingsfield and Shadow Tower IPs. While I haven’t played those games in particular, I know the style and gameplay enough from videos I’ve seen. Other influences I feel worth mentioning are Zelda, Castlevania and another franchise I love, but I can't say or else it'll spoil a major thing. I'll give you a hint though. The person most famous for creating this IP is from Square Enix. Even those with no experience may find something worthy of note to be found. Bonus points for those who love/like Souls entries I would say it's enough to tickle your soul's interest into overdrive. I know it did for me.

Nonetheless, the dark fantasy tag is apt, but I want to highlight one element here and that is horror. And though I have limited experience in the genre, I feel there was enough stuff here to warrant it because I had plenty of spine-chilling moments crawling up my back. Facing off close to a dozen truly nightmarish creatures I wish I didn’t have to face since I was constantly yelling “Nope! nope! nope!” Slowly making my way through grayish stygian corridors with none other than my handy torch or ghostlight magic to illuminate my surroundings during my inkiest of days. While fearfully at times investigating corners or empty rooms for any hidden surprises. Phew… Be that as it may. Lunacid doesn’t boast a must-play in the story-telling department nor does it captivate me with thrilling combat mechanics. Instead, the music captured my heart, and the dungeon exploring fueled my sense of curiosity like a cat where I could not stop delving deeper into the Great Well. A fresh and diverse chunk of enemy variety, spells, weapons, and level design consistently kept my fun factor decently high against several heart-pumping segments and concerns I found. I'll talk about the enjoyable parts first and discuss several alarm bells later.

Story-wise, a short exposition begins detailing how a great beast brought an age of death and how the inhabitants throw the wretched, criminals, and ill into the Great Well. And you, the main player character are one of those unfortunate souls thrown in. Escape, fight, learn, what lies beneath. That’s the main gist to get started. And after completing everything in the game in eighteen hours I can only say the narrative isn’t the strongest to entice players. Instead, the freedom to explore, level up, and find what lurks in the shadows and caves! And more kept my intrigue! The fascinating NPCs you encounter every time during Wing’s Rest(the main hub) were enough of a reason for me to come back. Listening to new stories I didn’t expect would be delightful. Imagine sitting on a campfire listening to the storyteller. Kinda feels like that. Except in reality, I'm listening to a forgetful skeleton by the name of Clive casually drinking HP potions like no tomorrow. I’m still in disbelief where it all goes…

Moreover, the gameplay loop of exploring, fighting, and healing is a formula I found oddly satisfying. Though, I admit early on about 30 minutes in I was not particularly enthused. Only took an hour plus before I slightly became enthralled. I cautiously explored the first area to find another entrance to a dimmer zone called the temple of silence. From here, I was hooked. This lightless section filled with mummies and a haunting atmosphere sped up my heartbeat beyond the average. I found myself beset with anxiety, fear and reckless courage to brave gloomy corridors. A trusty sword, torch, and my low levels kept me slowly progressing until I achieved victory by finding a crystal shard. Shards can become sites of rest to heal, teleport you to past crystal locations, and most importantly level up your stats. These can range from increasing health, mana, melee & spell damage. Most unique in these stats is the inclusion of jump and running speed which are essential for newcomers. Don’t doubt the speed at which you run. By upgrading the stat value you can run away from enemies and whittle down their vitality until their demise. By the same token adding points to your jump stat allows you to jump across obstacles you wouldn’t otherwise reach. Both horizontally and vertically. Ties well enough into the level design. So the gameplay loop of fighting enemies, gaining enough experience, leveling up, completing sidequests, and healing, returning to new grounds is a fun cycle.

The world of Lunacid is as free as you can muster. And as deep as you can bravely master. Don’t see constant boring walking simulators here. Levels are intricate and provide multiple pathways through interconnectivity. I almost hesitate to say this is a Metroidvania except I'm not forced to have essential abilities to progress. Certainly, several keys are needed to progress, but for the most part, the varied amount of dungeons are carefully constructed to induce a wide spread of biomes to venture. With enough secrets, clever wall positioning for hidden valuables, verticality for platforming(not a lot, but a decent number), and multiple zones within. I saw filthy sewers, stood in awe of a red sea, held my controller tightly upon entering a deep tomb, and became mesmerized finding greenery! As if Nintendo decided to swing by and whisper in Kira’s ear “Hey! We want a forest dimension!” And voila there it is. I gorged the countless books in the library archives, tackled the looming castle, and sought the throne within. Even undertook the challenging abyssal tower for the greatest of all treasures shining under the pale moonlight. Yes, my wanderlust was satiated. Conversely, more than half a dozen, I dreaded due to the enemies I found to be horrifying, but regardless of the nightmarish creatures, I breathed a sigh of relief upon realizing each locale I visited. I think we're carefully balanced not to the brim filled with mobs of baddies. The placement of each of them throughout my playthrough felt balanced and not too sparse. I even found kawaii inhabitants in the most uncommon of sectors. To embrace or for those with murderous tendencies, you can eliminate them if you wish.

Simplicity in mechanics is a core focus. I didn’t find anything complex in the systems. And I would say it is a strength to keep it simple. Jump, attack, guard, use spell 1, spell 2, activate item 1, item 2, etc. These are all you need while paying attention to your health, mana, and charge gauge(This determines how hard to hit opponents). Aside from the easy-to-learn stats. You can equip any weapon without any stat requirement. The rule applies to magic as well. However, you can only have two slots to equip. And both of these categories have a great wealth of equipment and arcane to discover. Use ranged weaponry like a bow and arrow or any manner of swords to the smallest of daggers and unconventional arms like clubs or hammers and lance. Additionally, quite a decent sum of these melee armaments can be upgraded once you accrue enough experience for the equipped arm! Great way to evolve a weapon granting better stats, and a new look, and perhaps may give you the edge unexpectedly. I found a broken hilt and turned it into a fire-sword! Not gonna lie, it looks like a fantasy red lightsaber. No need to use a torch anymore in shadowy regions heh. Doesn’t take all that long to fill up the experience bar. Although, a decent chunk of endgame weapons can take a bit. Do yourself a favor and wack breakable objects or cheese the method by whacking a dead enemy, raising the values faster than you can ordinarily fight mobs. Sadly spells can’t be upgraded, but there’s a plethora to choose from. My favorites were healing magic, a god-tier moonbeam, lightning, and summoning a classic companion from the good old days. Won’t say the name, but if you played any of the franchises I mentioned above you’re in for a good time, not a bad time. Naturally defensive, utility, and support are available. Move faster, barrier, create coffins, rockbridges, fire, dark, light, wind, ice, and blood elements are at your disposal. Go mad you crazy wizard. Weaponry can be found in various ways through NPC’s, enemy drops, and by mere searching on the path ahead. A good incentive to explore every inch. Hell, you may come across a hidden door revealing good loot or a new shortcut.

The soundwork is stunning. I felt a wide range of feelings upon hearing the music. I felt the sorrow and hatred of realms giving off plenty of melancholy and sadness. I nodded vigorously upon hearing uplifting instruments turning my sad soul into one of light. Full of brightness and joy. I have to hand it to Kira, ThorHighHeels, and others. Holy. Black Magic! They manage to keep me invested. Notwithstanding becoming unsettling, yet oddly enough some tracks were atmospheric and tranquil. Also, super love how entering a new location will show the track name listed in the bottom left corner. With author credit on who composed it. Wish more devs included the feature. Thereby, we can properly credit the composer/s and see what track occurs when entering a new zone. Seriously underrated aspect, while I listened to pleasant sounds! Soft instrumentals like pianos and percussions are used to great effect to give off peaceful melodies. Accompanied by a diverse amount of tracks to hit specific spectrums like anxiety when you’re lurking in a dim tomb or inside a desolate area full of forgotten criminals. Even sewers are given lots of love to be eerie and kinda desolate. By far my favorite is Serence which is the main hub theme you go back to. Much like Firelink Shrine from Dark Souls. A place of rest and quiet comfort amid constant fighting. I was lured by the gentle sounds and stayed in it for countless hours. It’s not as heavenly to the Nier lengths of a certain franchise. For what it's worth, the ambiance and soothing rhythm beats while trekking, battling, and healing left me with a feeling of contentment.

Despite all the praise I’ve been sprouting I have to talk about my mixed feelings. Not a positive or a negative, just stuff I felt during my playthrough that could be improved or tweaked.

First, my biggest disgruntlement is the lack of a lore archive or database. As a lore-nut I always wish games had a menu option, you can constantly reference and go back to the documents you found or significant objects during your travels. Especially for those who like to litter the ground with papers of scattered entries. A prudent feature, you don’t need to reference user print screen images or steam’s handy screenshot key like I did where I stored countless notes I found during my ventures into the deep. Providing a reference point or allowing the player to go “Hmmm I see” like a smart fella where you can see all the cards falling into place. Connecting pieces of documents by process of elimination and linking them to the worldbuilding if I see a common pattern or core thread to tie knots. Here my knots are fraying at the seams at the frustration I have since there isn’t enough of a focus to properly identify half of the notes I found to a person. The papers I found only give a quote that ties into the locale, but the missing person’s identity leaves me befuddled at the meaning beyond a random person’s woes to give off a false illusion of being careful of what lies ahead. Thankfully, not all the notes are like this. More often than not the books I found say who wrote the message like Sir Garrat, Bonnard(random tangent, but I'm speechless at what this guy did), Jusztina, & Ophelia. Everything else? Nothing, I can’t connect the person to the vicinity or race, only allocate their message to the residing location where I found the quote. Still not a big deal, since my boney dude Clive was lore dripping me with lore stories. They more than makeup for this transgression. Highly recommend checking them out. Always love what they have to say to me every time I return to the main hub.

Second, the alchemy system feels underutilized due to the pitiful volume of drops you may gain from random chance and perhaps no materials at all. Making the early to mid part of my playthrough somewhat of a struggle for resources. But not necessary to scavenge. For example, I didn't have enough of the exact materials to create a mana potion, I had to rely on destructible objects and be careful of how many health potions I had on hand. There is a shop, but you can only gain money from destroying objects and defeating enemies. You don’t gain a lot during your playthrough. This becomes hampered by a plethora of usable items that the game teases you often by showing the formulas but doesn’t fully express itself to the fullest extent by again a lack of materials. Maybe I played in a weird format and that’s why the required ingredients didn’t show. But I thoroughly explored every inch and crevice, and something clearly went awry. I think giving more monsters and flora you find of the common ingredients would be a better alternative. Additionally, instead of dropping one measly morsel per enemy death. Or none at all. Make it double or triple if it's a common rarity we need for consumables. Thankfully, you don’t need to use the alchemy system, I only used it after the final boss to see what recipes I was missing. Feels like a supplementary system attached to give players extra breathing room.

Third, a multitude of factors: more bosses. I can count on one hand, the exact number including to a lesser extent mini-bosses. I get it’s not supposed to be souls-like and more of a Kingsfield-like. However, I feel it's a missed opportunity since there were plenty of open spaces in various biomes I visited that could’ve been used to test the player. Granted, less than a handful of major bosses do a great job of testing me to my limit. And the sick art models and artificial intelligence made fights visually interesting. Kinda weird to expect more, when there isn’t. Additionally, I abhor the fact there is an enemy in the game that steals your money. I lost over 500 bucks. I was devastated. Needed the money to buy a very expensive weapon. And I’ve been saving in bulk since the start only to lose it all in the 80% mark. Couldn’t regain my wallet after defeating them either. So beware! Happens when you’re in a sandy region. Keep an eye on your vitality. And don’t get hit. I paid dearly for it. Don’t be a fool like me! I was arrogant to think I could defeat this dastardly foe. Furthermore, there is a bit of obscurity in certain areas like not knowing how to use elemental spells to open doors and how to achieve one of the endings clearly. Consequently, I highly recommend looking up a guide for those. I’ll post links below to help players in case they're in a slump. No shame in finding the solution instead of spending 'x' hours struggling. I used them only when I combed every new field blind and then checked a map guide to see if I missed any.

Finally, I think more NPCs could’ve been added to make a handful of spaces filled with more life in spite of the apparent and purposeful design to keep it somewhat sparse. Inducing a sense of anxiety and fear ramping up. Certainly, there are NPCs in various sectors, but these are only used more than a handful of times and don’t offer much besides several sidequests. I’m not asking for a new person per new biome. Feel it is a 50/50 chance of there being one and perhaps gives me something to do other than finding/fighting new enemies and discovering new loot. Along with the occasional minor puzzle here and there by pulling or destroying mechanisms. The game does a good enough job with the existing characters inside that you can help each of them during a level to complete their side quest. So extra individuals to spice up locations. A tiny bundle would suffice. Doesn’t even have to be friendly… Could be a rival or murderous individual who hates us. I think that would’ve been a nice twist.

Overall, there’s a decent sum I appreciate from trying my first-person dungeon crawler. With no bugs, crashes, or major framerate dips encountered to my utter relief. Took me over a week to consolidate my final thoughts. Nevertheless, my mixed feelings don’t affect the overall game too much. The biggest hurdle I think is the fact the beginning may not be the most enticing and it takes a decent effort to sift through beyond the mundanity, yet for those patient enough. For an indie-Kingsfield-like, Lunacid shines once you familiarize yourself with the simplistic core mechanics and express courage and genuine interest into crawling into the unknown. The accompanying sound work deserves special praise, and I cannot for the life of me wait until the soundtrack is available to purchase. It is not the next must-hear for unheard composers, but for an indie, I am awe-inspired at the sheer quality of most music tracks. The nuance in level structure by not adhering to a copy-paste in every single pathway kept things fresh and new throughout my eighteen hours. Becoming more complex as you progress further with no big difficulty spikes. A nice way to raise the challenge once I reach the endgame. Not too insurmountable while taking a fine line to be not a cakewalk even for my level 92 cleric. Ok, maybe I was too over-leveled… Well... it's okay. Going overpowered is good in my books hah! In the end, I hesitate to say this is a must-play to try for newcomers in the genre due to its shortcomings. Rather it is merely a valid choice to consider. So if you’re interested in this type of game I would suggest checking videos of the gameplay and reviews to get a broader idea of what you’re looking into. For fourteen USD I think it's a fair price for what you’re getting. Better on a sale. Anyway! Excuse me while I fill up my backlog on dungeon crawler games I missed out on! While keeping a close eye on whatever else Kira is cooking up.

7.5/10

Additional Material:
Adventurer’s Guide & Before I play - All around guide and other helpful tips to keep in mind.
100% checklist - To help those trying for 100%
Maps, Secrets, Items - Need a map?
WIP Alchemy list - Alchemy recipes
Other reviews on Lunacid - Other reviews to read
Curse’s review - touches on a lot of points I like. Not to discourage others, but to give a circumspect view.

Reviewed on Nov 16, 2023


9 Comments


woah this game looks rad, might check it out. great review as always

5 months ago

@NOWITSREYNTIME17 - Yeah! It's pretty cool. Surprised me a lot during my time with it. Now I wish there are more indie Kingsfield-likes lol

5 months ago

great review, i'm definetively following you

5 months ago

Love the review. Certainly gotten me interested into looking into this game.

4 months ago

@crimevirtual & @TGA_backloggd - Thanks!

TGA_backloggd - Eyy nice. I think you're in for a good time if you decide to buy it. And hey if it doesn't work out. No biggie. steam refund in less than two hours is pretty good to see if the game is for you or not.

1 month ago

Damn, detailed review. The Temple of Silence was the most enthralling moment for me too, in any indie or AAA game in a long time. You really feel like an explorer in a dark tomb and get the sense you're somewhere where you're not welcome. The atmosphere is obviously the big pull in Lunacid as you said, but I still felt like the power creep ramped up way too fast. I went from being a cautious explorer managing my health and mana to a speed god that can zoom through enemies and areas like nothing. Once you unlock a ranged weapon or level your magic high enough, there is no benefit to using melee at all. That took away from the feeling of deliberate exploration and swinging for me. If Kira ever makes a sequel(I really hope so), the tension present in Temple of Silence should be prolonged for as long as possible.

1 month ago

@HelmetKruger - Oh I agree. The power creep does amp up once things get going. Makes me wonder if the experience gain should've been lessened a tad. I do stand by your point if Kira does make a sequel. The tension should should be prolonged. Don't think i'll ever forget my first time exploring the temple of silence. I still get chills from my memory venturing down there.

1 month ago

@Detectivefail Agreed, if nothing else, the experience of that temple alone makes the game worth it. I would recommend playing King's Field if you haven't. This game put me on to that series and my mind is being blown by the 4th game.

1 month ago

@HelmetKruger - Indeed. Planning on playing them someday since I want to see how the older inspirations stack up. I honestly didn't mind this type of gameplay at all. For a dungeon crawler. From your response it seems like you're having a grand time! Heck yea! Love to see it.