Lumione

Lumione is a platformer game set in a deep-sea universe. Join the protagonist Glimmer on a journey in search of the Light as you put your wit to the test in solving challenging puzzle-like levels. Learn from your failures and restore the Light of Hope to the seabed.

Lumione is a platformer, precision platformer and 2d game developed by Glimmer Studio and published by Perfect World Games Singapore Pte Ltd.
Released on October 12th 2021 is available only on Windows in 10 languages: English, Simplified Chinese, French, German, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Spanish - Latin America and Korean.

It has received 475 reviews of which 351 were positive and 124 were negative resulting in a rating of 7.0 out of 10. 😊

The game is currently priced at 9.99€ on Steam.


The Steam community has classified Lumione into these genres:

Media & Screenshots

Get an in-depth look at Lumione through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or higher
  • Processor: Intel Core i7-4770 | Ryzen5 1400
  • Memory: 8 GB RAM
  • Graphics: Nvidia GeForce GTX 750 Ti | HD 6950

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Sept. 2022
Game is alright but it can be clunky at times, the spike hit boxes are very unforgiving and sometimes even random. The game is also very similar to Celeste, perhaps a little too much 6/10
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May 2022
I'll be speedrunning this game for SGDQ 2022, and after over 120 hours with it I feel like it deserves a thumbs up. But with a little asterisk.* * is because the criticisms that I'm reading in the negative reviews are largely valid. For a precision platformer, this game has made some odd choices. In particular players will likely find frustration in the lovingly handcrafted, artisanal hitboxes. What does that mean in practical terms? It means that the cool organic-looking wall that has a 92 degree incline probably has a matching 92 degree hitbox. It means that the little divot in the ledge that makes it look worn and natural is also a spot where Glimmer will slide off that ledge and die in a pit of spikes. It has the same energy of the old 2D Worms games where a bunch of explosions generates bizarre terrain, and you have to deal with there being 3 pixels that you just can't stand on but they are nonetheless still there interacting with the physics engine. See that tiny gap between hand-drawn spikes? Yep you can probably stand there. On your first playthrough this property of the game won't be anywhere near as big of a deal as the *intentional* difficulty that the game has, particularly in the later chapters. On subsequent playthroughs, chasing after speedrun achievements and whatnot, you might get agitated as you realize that sometimes you just slide off walls and die in a way that seems completely random and inconsistent. A lot of people rightly call this out as a crappy or unfair feeling experience. But way beyond that, with even more experience and replay, this game really starts to shine again. You start understanding what specific sets of pixels should be avoided, you get enough mastery over Glimmer to make extremely precise movements, and you really unlock potential for some high-skill-ceiling gameplay. This game is chocked full of tricks that are only achievable through extremely precise movement and attention to detail. A lot of the rooms seem like they have been designed to have incredibly fluid routes through them, but only if you can execute near-perfectly. I can't say if this level of depth is intentional or not, but I can say for certain that it is there, and incredibly rewarding to discover. There are also plenty of things about this game that nearly everyone praises. The art and music really are beautifully done. But don't let the Ori aesthetic fool you, this game plays a lot more like (and intentionally borrows heavily from) Celeste. Many sections of this game are probably harder than the C-sides, so don't pick this title up expecting to breeze through it. I am certainly not saying that you have to push the game to world record tier competitiveness to get enjoyment out of it, but I do want to put it out there that *if* you choose to do so, you'll find that the depth and challenge only increase as the frustration and sense of unfairness decrease.
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Dec. 2021
Edited after finishing the game. Firstly, there are lot of comparisons to games like Ori and Celeste in these review. This game has a hand painted artstyle and is a 2-D platformer, but it isn't a copy. It explores unique themes and had some pretty neat movement that is distinct from them. Overall, I really enjoyed this game, though it was frustrating at times. For those who have played other precision platformers, you will likely also enjoy this game. For those that saw the graphics and music, this is game is very difficult. I would put it bordering the "almost unfair" difficult category, which is the root cause of frustration. According to steam achievements, the game has a 7% completion rate at time of review. For what its worth. I think this is because of the difficulty. The soundtrack is phenomenal, and the graphics are beautiful. Each of the zones is distinct in their appearance. In terms of "art", this game is 10/10. Gameplay wise, the central movement mechanic is the ability to "fly". This is an omnidirection controlled dash, whereas a game like Celeste as a single directional dash that has no in air control, Lumione leverages the ability to move without gravity for a short time. I really enjoyed this play and thought it was unique from other platformers I've played. Additionally, every chapter has a set of unique platforming mechanics, introduced one at a time then combined together towards the end. However, there are usually 1 or 2 simpler screens before the game absolutely lays down the gauntlet with challenging screen one after another. I'd say it could use a more gradual increase in difficulty. I also found the first chapter to be much more difficult. Often times, the same screen is used once the next ability is achieved and it leaves you marvel at the level design put in, especially noticable in chapter 3. I thought every one of these mechanics was used in pretty cool ways, most of which are pretty unique to the game with exception of the last one which clearly takes inspiration from Celeste. The level design alone makes many screen a puzzle to be solved in addition to requiring precision movements, which added to my enjoyment. In terms of the afforementioned frustrations: Due to the nature of the fly ability and hand painted graphics (instead of hard pixelated), much of the controls feel extremely floaty. This is fine, but it can sometimes be difficult to tell where certain hazards begin and end. The devs put an insance effort into making the hitboxes actually align with the painted geometry and its actually detrimental in some cases. Spikes stick out ever so slightly and it will make some jumps that seen very doable nearly impossible. There is a point in chapter 3 that requires timing movement to particles that are shot at you. This was really well handled by having them only starting shooting once you start moving. A similar strategy was NOT implemented for some moving bits early in the game, and it absolutely should have been. The hitboxes were my main concern, and it was easy to push past them, but for new players to this genre it might ruin your experience. The dialogue is good, but you can tell that much of it was translated. It seemed way to formal for the English I am used to in most games. Not a big deal, barely noticable, but it made some of the quotes interesting. One final note was some weirdness with momentum and in-air speed. It seemed that on my DualShock4 that you moved faster in the air with the D-Pad as oppose to analogue stick. I'm not sure if its a weird bug or my controller, but it made some jumps WAY more precise than they should have been. Just an fyi. For those with potential disabilities or even just poor reaction times, there is no assist mode in this game (as there is with Celeste). I think this could be a very good addition to the game, especially considering the topics in the story. Everyone has their own mountain to climb, difficulty is going to different for everyone. Final thoughts: Lumione is a great platformer with great art style, music, and level design. There were some hitbox issues, but those could be easily solved and didn't prevent me from finishing the game. Would recommend to fans of this genre, but would warn new players that this game is quite difficult, probably on par with Celeste B and C sides and Farewell.
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Oct. 2021
Looks cool, graphics and audio are great ,and is fun at times. ONLY PLAY IF YOU ARE A MEGA ADVANCED GAMER. NOT FOR CASUAL PLAYING. This game is unbearably hard for no reason. Hopefully gets updates to balance game play (needs it a lot) and to fix a load of bugs (such as glitching through blocks, bad hit boxes etc.) again great game, could tell people worked hard which is why this is a positive review but also a WARNING. With balancing, the game could be much better, but as is right now, only buy if you want to go through the most stressful platforming of your life. I haven't even gotten past chapter 2 and it is already getting to difficult to call this game fun now. UPDATE: Updated game and it corrupted my save. i still have respect for the people who made this game but I'm in mental pain right now because I'm not going though the pain and horror that is this game to get back to chapter 3.
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Oct. 2021
In short, veteran players will likely greatly enjoy the challenges of the platforming in Lumione. Edit for clarity: This game is nothing like Ori or Hollow Knight besides the aesthetic. It is not a metroidvania. It is completely linear. The challenges are completely platforming-based. The gameplay is much more akin to Celeste, but the level design is very unique and more difficult than most of Celeste, C-Sides included. In-depth review below: Lumione is a very challenging puzzle-focused platforming game. You play as Glimmer, a Fairy of the deep sea. Quickly you are introduced to your main mechanic: A short flight, recovering whenever you touch ground or a bubble. The controls are somewhat floaty, and momentum felt very weird to me at first, but as the difficulty ramped up I started finding that the floaty controls and momentum allowed for very interesting design and challenges in each screen. What do I mean when I say challenging? Lumione will introduce a new mechanic, give you a screen or two to make sure you understand what it's doing, then it throws down the gauntlet. Screens quickly turn into daunting series of jumps with no breaks or safety until you reach the next screen, and it's all-or-nothing. There are only a few individually precise jumps, but it's stringing them together with consistency that provides the difficulty in this game. What do I mean when I say puzzle-focused? At first, the levels are very straight forward. You fly from the start of the screen to the end of the screen by hopping on a few platforms. Towards the end of Chapter 1 you will likely trial a few different paths before you get the correct route to the end, and as you get deeper, levels become just as difficult to "solve" the path as it is to execute the platforming--and there have been many screens that I am certain I solved the hard way because I couldn't figure out a better path. There is a lot of room for multiple unique solutions in each room, and it's up to the player to find--and execute--these solutions. This all said, there are certainly some flaws. The controls took a bit of time to feel intuitive, and sometimes I'm still not sure about the momentum. Overall, I feel the game could have had a balancing pass of forgiveness for the player--dying while clinging to the wall because the spikes on top of the platform stuck out too much, or a laser just barely clipping my cute little horn when I feel like it shouldn't count. If you're a bit new to platforming games, this might be a bit daunting, but with enough patience anyone can chase the light. For experienced players, this game won't wait before putting you into some tough spots, and the level design really starts to shine by Chapter 2 and on. I highly recommend this to anyone that can be patient with the fact that they will probably die a lot on the same screens.
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Last Updates

Steam data 17 November 2024 03:04
SteamSpy data 22 December 2024 17:15
Steam price 23 December 2024 12:37
Steam reviews 22 December 2024 09:50
Lumione
7.0
351
124
Online players
2
Developer
Glimmer Studio
Publisher
Perfect World Games Singapore Pte Ltd
Release 12 Oct 2021
Platforms