RPG

Descent of Lunaris

Descent of Lunaris is a sci-fi dungeon crawler RPG by Unison Games. Lead a party of four into a lunar underworld where low sanity warps the dungeon itself.

Dungeon CrawlerTurn-Based RPGStrategyIndie
Descent of Lunaris key art showing the surreal descent beneath the lunar surface
Developer
Unison Games
Platforms
windows
Price
To be announced
Release date
December 31, 2026
Players
Single-player
Game type
Dungeon Crawler, Turn-Based RPG, Strategy, Indie
Publisher
Unison Games
Updated
October 30, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
October 30, 2026

Update history

  1. Created from verified Steam metadata, the Unison Games announcement, and the free demo's description. Game unreleased; systems drawn from developer materials.

Official game

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Wishlist on Steam

What Is Descent of Lunaris?

Descent of Lunaris is a first-person dungeon crawler RPG from Unison Games, self-published on Steam with a release window of 2026. A free demo (technically a prologue) has been playable since March 9, 2026, and it covers the opening mission plus the entire first dungeon level.

The setup: it is 2070 and a lunar mining operation picks up a signal from somewhere deep inside the moon. Moments after the signal is detected, the base's robotic workforce turns hostile and slaughters most of the crew. You command a team of operatives sent down to find the source. The deeper they go, the less the tunnels obey physics, biology, or common sense.

Unison Games describes the game as a love letter to Wizardry, Ultima, and Shin Megami Tensei, and the DNA shows. You get grid-based first-person exploration, turn-based party combat, permadeath-adjacent resource pressure on long runs, and a story that keeps asking whether your squad is the investigation or the defendant.

Descent of Lunaris Details

DetailInfo
GenreDungeon crawler, turn-based RPG, tactics
DeveloperUnison Games
PublisherUnison Games
PlatformWindows (Steam)
PriceTo be announced
PlayersSingle-player
Release2026 (window), demo available now
Store IDSteam app 3824720, demo app 4461290
ControllerPartial controller support

How to Play Descent of Lunaris

Everything runs on the stability system. As your party explores, it loses stability with reality. Low stability is not just a debuff meter: the dungeon itself changes. Rare encounters, strange events, and better loot chances unlock, but dangerous enemy variants spawn too, and sometimes something starts stalking the party. Every push deeper is a wager on how much distortion your team can survive.

Combat runs in two modes. Normal fights use first-person formation combat where you manage a frontline and backline, classic DRPG style. Bigger encounters switch to a tactical grid where movement, positioning, and terrain decide the fight. Skills and items work across both modes, so a build you test in formation combat carries over when the floor turns into a battlefield puzzle.

Weaknesses have two layers. The combat system revolves around exploiting enemy weaknesses either with the right weapon type or with buffs and debuffs. When a fight stalls, check whether you are attacking the wrong layer rather than simply hitting something that resists you.

The demo is the real tutorial. The prologue puts you in command of an elite security team protecting researchers during a botched-experiment evacuation, complete with reality tears, grotesque mimic-scientists, and a cosmic entity appearance. After it ends you build your own level 1 party from scratch and get the full first dungeon floor to explore, with unlimited returns to base for healing and roster swaps.

Classes and Party Building

The party is four operatives drawn from 9 classes and 18 subclasses, with over 200 skills to unlock. Subclass choices transform characters rather than just adding stats: a frontline fighter can pick up healing, and a support operative can learn battlefield control.

A few party-building principles that hold up in the demo:

  • Bring two layers of damage. Since weaknesses respond to both weapon types and status effects, a party that can only apply one layer stalls on the wrong enemy.
  • Leadership matters. Leadership abilities depend on which character commands the team, so the leader slot is a build decision, not a flavor pick.
  • Balance for hazards, not just hits. A squad built for raw damage struggles against psychological and environmental hazards. The dungeon punishes one-dimensional teams on purpose.
  • Use the base freely. There is no penalty for walking back to swap members, resupply, and test a different class combination before pushing to the next floor.

Attribute points and an affinity system are assigned manually at party creation, and unique gear modifiers plus passive traits stack on top. Two players' "same class" characters can end up doing completely different jobs.

Exploring the Lunar Underworld

Early floors stay grounded: industrial corridors, dead control rooms, the hum of heavy machinery. Past a certain depth the geometry stops cooperating. Structures glitch, perspectives warp, and you start seeing distorted echoes of human civilization that have no business being inside the moon.

Enemies are hand-painted 2D art by the artist witnesstheabsurd, layered over modern 3D dungeon environments. The contrast is deliberate and it works in the game's favor: creatures look like illustrations torn out of something and dropped into your flashlight beam.

Secret areas and optional bosses are hidden in the branching levels. The stability system again: some of those secrets only appear at low stability, so the risky mental state is also the profitable one.

The soundtrack is a genuine feature, 50+ tracks spanning industrial, EDM, hip-hop, and lo-fi ambience, shifting from cold rhythm on early floors to distorted psychedelic beats as reality frays.

Advanced Tips: First Demo Session

  1. Play the prologue before building your party. It teaches both combat modes with a pre-made team, and the enemy types you meet there hint at what the weakness system expects from your own builds.
  2. Save attribute respecialization patience for level 1. After the prologue you assign every point yourself. Do not chase a "balanced" spread; commit two characters to distinct roles first, then experiment.
  3. Test one subclass per run back to base. The demo lets you swap roster and skills at the moon base as often as you like, so a single session can compare a healing frontline against a control-focused support.
  4. Watch the stability meter, not just health. Low stability changes what spawns. If you are hunting rare events, descend while unstable. If you are nearly dead, that same instability is why a normal corridor just produced an elite encounter.
  5. Wishlist and follow the news hub. The release is a 2026 window with no firm date yet, and the demo already received updates since its March launch.

How It Compares

Against modern DRPG revivals like Operencia or the Labyrinth of Refrain school of dungeon crawlers, Lunaris leans harder into atmosphere and horror pacing. The stability system does similar work to sanity mechanics in games like Darkest Dungeon, but here it mutates the map instead of just your party's stress levels. The dual combat mode split is the clearest differentiator: very few grid-crawlers let the same skills work in both a formation view and a full tactical battlefield.

For Wizardry veterans, the honest framing is: classic bones, modern QoL, and a plot that borrows more from cosmic horror paperbacks than from fantasy epics.

System Requirements

Unison Games has not published final specifications. The demo runs on the same build branch as the main game's early floors, and its Steam page lists the current minimum requirements. Treat demo performance as a reasonable preview of launch performance on your machine, and check the demo's store page if you are running integrated graphics or a Steam Deck.

FAQ

When does Descent of Lunaris release? A 2026 window, no specific date announced yet. The demo has been out since March 9, 2026.

Is there a free demo? Yes. The prologue on Steam (app 4461290) includes the opening evacuation mission and the entire first dungeon level with full party creation.

Is it turn-based? Yes. Exploration and combat are both turn-based, with real-time elements absent by design.

Does it have controller support? Partial controller support is listed on Steam. Keyboard and mouse remain the primary input for party management menus.

Who is the artist? Enemy and character art is hand-painted by witnesstheabsurd, whose style carries much of the game's horror identity.

Is it scary? It is psychological sci-fi horror rather than jump-scare horror. Grotesque body horror, reality distortion, and an oppressive soundtrack do the work.

How long is the demo? The prologue plus a full dungeon floor. Players testing multiple class combinations routinely get several hours out of it.

Screenshots

Descent of Lunaris first-person dungeon exploration inside the lunar baseDescent of Lunaris first-person formation combat against hand-painted enemiesDescent of Lunaris tactical grid combat with positioning and terrainDescent of Lunaris party management screen with classes and skillsDescent of Lunaris surreal dungeon environment as reality warps