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Lumione on Steam

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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 on Windows, Steam Deck and Steam Machine.

It has received 476 reviews of which 351 were positive and 125 were negative resulting in a rating of 7 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.

System 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

Steam Price & Best Deals

User reviews & Ratings

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

8 hours played
June 2025
Similar to Celeste but with a overall higher difficulty. The spikes may be a little jank but I love the art style and the music and the mechanics.
241 hours played
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.
9 hours played
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.
80 hours played
Dec. 2021
Basically, try the demo! If you like it then get the game, if its too hard for you then ill let you know that the game is harder than the demo. But if you like the demo its a really good game! Really challenging and with a nice plot so far.
1 hours played
Nov. 2021
It's an okay precision platformer. If it's your first time with this type of game, I'd recommend playing Celeste or something else first. If you have more experience, this may be a nice challenge. A lot of the basics for precision platformers are there. The base mechanic is fun, and not too hard to understand, and up until what I've played, there are some pretty well designed levels. My main issue with Lumione is that, although it has a lot of potential, it still needs much more polishing: - Some levels are unnecessarily tight, for no apparent reason. - Hitboxes could be tweaked a little bit (specially lasers). - Grabbing platforms that move away from you is SUPER janky. - Wall jumps should have a bigger buffer or hitbox. (This is not super important in metroidvanias, but there's no reason not to do it in precision platformers) There are some other problems that didn't affect gameplay as much, but the devs should still take a look: - In some of the first screens, part of the map took ~1 second to load. - Animation for dialog boxes text/picture/background doesn't sync. - The intro goes way too fast, which kinda kills the vibe the music is trying to give. - The text in the intro goes way too fast as well, which would be painful for anyone who's not comfortable with the language they're playing, or just aren't expecting it. - Text when first acquiring "flight", on the other hand, is pretty slow, and the player should probably have control over it. - The story so far has felt pretty empty for me. Could be something lost in the translation, or maybe it just wasn't to my personal liking, but it feels like it *just* wants to deliver those motivational messages of not giving up and whatnot, instead of wrapping it inside a more meaningful narrative. Other than that, I'd say that the art and music are really cool. This could become a really good game, if the devs can and want to invest more on it. I'm willing to play more of Lumione and maybe finish it, in hopes that it surprises me positively. If it doesn't, and those issues annoy me too much, that's life. :)

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Frequently Asked Questions

Lumione is currently priced at 9.99€ on Steam.

No, Lumione is currently not on sale. You can purchase it for 9.99€ on Steam.

Yes, Lumione received 351 positive votes out of a total of 476 achieving a rating of 7.00.
😊

Lumione was developed by Glimmer Studio and published by Perfect World Games Singapore Pte Ltd.

Yes, Lumione is playable and fully supported on Windows.

No, Lumione is not playable on MacOS.

No, Lumione is not playable on Linux.

Yes, Lumione is playable and fully supported on Steam Deck.

Yes, Lumione is playable and fully supported on Steam Machine.

No, Lumione does not support VR.

Lumione is a single-player game.

Yes, there is a DLC available for Lumione. Explore additional content available for Lumione on Steam.

No, Lumione does not support mods via Steam Workshop.

No, Lumione does not support Steam Remote Play.

Yes, Lumione is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Lumione.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 16 September 2026 04:15 UTC
SteamSpy data 20 October 2026 08:06 UTC
Steam price 26 October 2026 19:50 UTC
Steam reviews 20 October 2026 05:58 UTC

If you'd like to dive deeper into the details about Lumione, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Lumione
  • SteamCharts - Analysis of Lumione concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Lumione compatibility
Lumione
Rating
7
351
125
Game modes
Features
Online players
0
Developer
Glimmer Studio
Publisher
Perfect World Games Singapore Pte Ltd
Release 12 Oct 2021
Platforms