- We're Headed to BitSummit! - 11 May 2026
We are headed to BitSummit!BitSummit is May 22-24, 2026 in Kyoto and we hope to see you there!Come meet some of the team who will be in the booth showcasing Descent of Lunaris. You'll be able to ask them all your burning questions too! We will be in the Graph booth with an unique build of Descent of Lunaris localized in Japanese. You'll be able to choose from a few prebuilt party options to get you into the game quickly too.These three different parties all play a bit differently. It should be challenging, but possible, to make it to the end of the level with all parties. We've also partnered with Graph to do our Japanese localization! We are so excited to be able to not only reach more players, but make Descent of Lunaris more accessible. And it personally means a lot to us as a team to translate Descent of Lunaris into Japanese, which was the original language for so many titles that…
- Stability System Added - Dungeon Crawling with New Dangers - 2 April 2026
Strange signals emanating from within the moon have the power to warp the fabric of reality. As you explore the dungeon, the chances of the inexplicable rise, something is watching you. New, dangerous encounters and events become possible, where there is risk there is also reward.Taking inspiration from some of our favorite dungeon crawlers, the “Stability System” allows for a risk/reward approach to dungeon exploration. Simply put, if the player explores for long enough, “Glitched” encounters will begin to spawn. These “Glitched” encounters will feature new powered-up variants of the levels enemies, with new dangers! This is not all however, as certain narrative events can also be affected by the current Stability!Resting can be used to restore Stability, and a trip back to base will always fully reset things back to normal. Managing your party’s Stability during your expeditions will…
- The Demo Has Been Updated - 26 March 2026
Check out the patch notes for the demo and, as always, feel free to join to the discord to chat with the dev team and meet some new pals who also enjoy dungeon crawling. Patch Notes (0.7.5)Content: Narrative flow through prologue has been slightly reworkedIntro cinematic slightly recut Features/UI: Difficulty can now be set in the settings menuIncreased movement responsiveness Minor improvements to controller targetingYou can now always skip the Prologue Balance: Cow Skull HP slightly nerfedVanquisher Strike HP cost increasedSpray and Pray changed to line targetVarious minor tweaks Bug Fixes: Fixed many bugs related to controller support and focus lossWhistler no longer decides to randomly do nothingWorker Joe no longer decides to randomly do nothingGreatly reduced the chances of movement/interaction during conversationsFix for Swarm death noise not playingFix for camera not auto-center…
- Available Now - Descent of Lunaris Demo - 9 March 2026
Play the demo and learn more on its dedicate page here. About the Demo/Prologue:When an experiment at a secret facility goes terribly wrong, an elite security team is tasked with protecting the researchers as they prepare to evacuate. Reality breaking anomalies are warping the minds and bodies of some of the researchers, transforming them into monstrous mimics of their former selves. The elite team is given their orders to protect the evacuation but tears in reality and warped grotesque scientists are the least of their worries when a cosmic entity appears.Once the prologue is complete, you will be briefed on the main mission and given full control to create your own level 1 party, assigning attributes and skills as you see fit. Once your team is ready and a leader is selected, you are free to explore the entire first level of the game. You can return to base to heal and change out team…
- How We Crafted Our Character Classes - 13 February 2026
Back with some development talk about how Descent of Lunaris came to be and how our character classes were created and evolved over time. (Read on for some cool concept art images and some scribbled notes too)To start, lets go back a couple years, near the end of 2023. Originally the plan was to use RPG Maker to make a short dungeon crawler with visual novel elements, harkening back to old school tabletop games from the 80s and 90s. The idea of a highly customizable group of diverse characters was a part of that design since day one, and has remained a core pillar that we have built around as the project has grown.Despite Lunaris' small team and scope, complex character classes were immediately drafted. Medic, Gunner, and Shielder were created as our three archetypes of "damage, healing, and survivability". Blademaster, Inventor, and Cyber Surgeon were created as hybrids, offering a mix…
- Playtest Big Changes: Update #2 - 9 February 2026
Have you been playing the playtest? (Patch Notes Below)Take another look! We pushed an update today that changes up the prologue and tutorials to get you to the bulk of the playtest faster.Like always! We want to hear from you. You can comment on this post, start a discussion on Steam or even join our discord to chat with the devs directly. Here are some of the highlights: We trimmed the fat and reworked the prologue to improve the narrative flow. We've also added new lore and converstions!UI is more responive in general, and a fast-forward is now possibly by holding tab ("Y" on controller)Betahub now allows suggestions, and can report crashesAll Bosses have been improved, prologue enemies have been buffed substantiallyFixed some major bugs, including resistances not working, status effect duration going infinite, and taunt not working properly. A lot of these changes came as a direct r…
- Playtest Update & Patch Notes - 2 February 2026
First, thank you all for your interest in playtesting Descent of Lunaris. It has helped us tackle so many tiny things with having more eyes and ears on the project. We are a few weeks in and while these patch notes are not the entirety of what we've been working on, you can see some tweaks we've done. (Somethings have been fixed so fast we can't even remember what it was haha)As of posting the new build is live. It will break your save because of all the systems updates we've done. The notes below show the majority of large adjustments we've done while we still tackle implementing finished playable character sprites and more. Thank you again and if you haven't already, join our discord to chat with the team and share your experience. Playtest Patch Notes:Content/Art:Character creation! (a simplified creation available after the prologue)New animations for various speakersNew sound effec…
- The Descent of Lunaris Playtest is LIVE! - 19 January 2026
If you've requested access to the Descent of Lunaris playtest, check your email and please join the discord to provide feedback and chat with the team. If you've been activated the playtest will appear in your Steam library.We are conducting our playtests in waves so fret not if you did not receive an email yet. We will continue to release keys and continue bug fixes along with your help.You can still request access to the Descent of Lunaris playtest.We want to hear what you think!
- Behind-the-Scenes Dev Vlog - 15 January 2026
Let us know what else you'd like to learn about Descent of Lunaris and how we are bringing it to life.Don't forget to request access for our playtest on the Descent of Lunaris Steam page and join our discord. We talk about Descent of Lunaris, but also about a ton of current and retro video games. And no surprise its a lot of RPGs and JRPGs. We hope to see you there.
- Let's Talk Combat Encounters - 5 January 2026
Hi there! I'm here sharing some game design knowledge from Chris, our gameplay designer on Descent of Lunaris, on how combat evolved for us on this project.Check it out below. (and Chris asks some questions at the bottom and we'd love to hear from you)🡻 “What’s the deal with Combat, is this grid-based or not?”This is perhaps the most frequently asked question, and for good reason! Our trailer shows footage of both a classic 1st person combat system and a top-down grid based battler… so which is it? The answer is both! Both systems are used throughout (at different times) to deliver different experiences and add depth + variety to our gameplay loop! Initially, a 1st person combat system (now dubbed “Formation Battle”) was all that we had planned for Lunaris.(Initial combat mock-up, in this version up to 10 enemies could be onscreen at once)Formation Battles worked great for random encou…
- Descent of Lunaris Dev Log 01 - 23 December 2025
Hi all - this will be a roughly weekly blog going into detail and pulling back the curtain a bit on our process for building Descent of Lunaris (DoL). As a founder and production manager on the game I've had the opportunity to see the evolution of the team's creative process over the course of development and watch the ideas of all our talented members combine into something greater than the sum of its parts.An interesting part of our dev cycle is driven by our art style which combines 3D and 2D assets into a highly unique aesthetic. We're big believers in finding our favorite talent for any given area of the game, and giving them a ton of latitude to express themselves. We find this allows people to bring their best efforts and engagement, and the game is really greater for it when things click.Francine Bridge is our artist for all the enemies in DoL - and wow are there a lot of them.…
- Descent of Lunaris Playtest - 12 December 2025
We’re getting ready to launch a playtest for our dungeon-crawling RPG! You’ll be among the first to try early content, test combat, explore the first dungeon areas, and send us feedback before we move to the next development stages. Full details on timing, participation, and feedback channels will be shared soon.How can you help?A request-access button is live on the Steam pageJoin our discord and fill out the playtest recruitment form for extra questionsProvide bug reports through our bug report channel on discordChat with devs and share your experienceInvestigate a signal emanating from deep within the moonIf you’re excited to delve into dangerous dungeons, help us identify opportunities to improve, and break things (in a good way!), we’d love to have you.Stay tuned—and thank you for joining us.