Ever since game fans collectively realised that crunchy polygons were worth getting nostalgic over, PS1-core indie games have been growing into the new pixel art. With Lunistice, one-person shop A Grumpy Fox has delivered a shining example of this modernised lo-fi aesthetic. Sparkling in chaotic but coordinated palettes of technicolor jaggies, it's immediately arresting – and once you start playing, it just gets better and better.
The set-up for this high-speed platforming adventure is something to do with a tanuki called Hana travelling through her dreams to get to the moon. Or whatever. You won’t be sitting through cutscenes in this game – A Grumpy Fox lets the gameplay do the talking. The skeletal narrative is sufficient excuse for playful and imaginative stage designs, ranging from a Japanese-shrine-flying-water-bubble-semi-undersea tropical resort with echos of Sonic Colors to a subdued forest of quiet autumn leaves.

The spiralling, vertiginous platforming levels are low-poly-low-res but with a massive draw distance and a gleaming frame rate. Yes, it looks like a Saturn game – but it's a dream version of what 32-bit gaming really was. Cracked, hovering walkways, twisting rails, floating spheres of water and endless creative paraphernalia wind off towards the horizon, letting you survey the lines ahead and behind and scout out potential secrets and shortcuts.
The striking contrast of early-3D-era graphics with pure fluidity of performance and modern, player-friendly game design somehow triggered a response in us as if seeing the jaw-dropping, groundbreaking technical might of revolutionary new hardware – but in 1995. In a world where a new console generation seems to bring improved grass modelling as readily as smoother gameplay, that feels like a rare and luxurious treat – especially on Switch, the only console Lunistice has come to for now.
There's a Japanese theme throughout the game, centering on Hana’s dreamworld of pagodas, torii-gate checkpoints, and odango sweets, which provides the main collectibles: origami cranes. These are present in their hundreds on each stage. However, the linear level design keeps things from turning into a collectathon bore – a '90s throwback that this game has mercifully elected not to modernise. There's no scouring every corner of open-world areas or tracking back and forth here, rather you’ll be glimpsing off-the-track havens just maybe within reach, then taking leaps of faith to find out what’s possible.

And if you fall, you reset fast for another go. There are no limitations on that, but there's a reset counter that contributes to your end-of-level grade, along with your crane count. On our first pass, we had at least a couple of dozen resets on every single stage, such was the frequency of tantalising possibilities that we couldn’t resist testing out. Quite apart from that, the game isn’t easy. Although there are no frustrations with limited lives or unfair controls, the challenge of mastering some devious platforming is very much present. Checkpoints are well-spaced for the most part, providing welcome relief after tough sections, but not undoing the old-school arcade test of skill served up by particularly gnarly sequences.
Everything about the game design feels tight, not least the controls. Hana the tanuki is virtually superglued to the analogue stick, accelerates rapidly, and carries just enough inertia to feel wily once going. A double jump and spin attack let you soar across cavernous gaps, complemented by a height boost if hit simultaneously. With dynamism, precision, and fast lines, this sometimes feels like an exhilarating 32-bit Sonic that never was.
A major contributor to the gameplay is a well-behaved camera. The airy levels don't ask for constant fidgeting, and the fairly limited y-axis keeps you focused on the path ahead. Potential vertical avenues are placed just within view – or sneakily kept out of view to unsettle when boosters shoot you to the skies.

While that tanuki-suit-style spin attack is used to eliminate enemies, there isn’t really combat in the game, and no boss fights. The enemies are really just platforming obstacles, placed cleverly to squeeze your jump timing or test reflexes and rhythm along a fast rail.
Clearly a passion project, A Grumpy Fox – AKA Deke64, Technical Producer at indie publisher Deck13Spotlight and a popular streamer – originally set out to create Lunistice in their spare time over the course of 30 days. More than a year later, they were finally done. The love that has gone into the game is unmistakable in its attention to detail of control, art, and level design, but there is also a clear delight in video games fuelling the whole thing. We were reminded of little fragments of myriad games as we played: the looping rails of 3D Sonic, Mario Odyssey’s Luncheon Kingdom, F-Zero’s cylindrical sky structures, a whole world pulsing to the beat like Crypt of the NecroDancer, even the overwhelming and unspeaking castle ruins of ICO. And when we managed to reach a tricky spot, a smiley block served as a quiet nod from the developer, a token reward for curiosity, like a hard-to-reach coin in Mario 64.

To top off this whole package, there's a shamelessly jingly musical score, which is used to its full. At one extreme, a whole level will dance to the music – with a big beat marker even added to the HUD – at the other, the SFX are laid eerily bare against total silence, until parts of the theme are unlocked by progressing through the stage. The audio style is certainly designed to match the graphics, with a vintage feel that’s harnessed perfectly.
Conclusion
Presenting itself modestly as “a simple and short experience”, Lunistice has masses to offer. A first run is maybe a handful of hours, but the thirst to retry is so strong it’s almost hard to move on to each new stage. Add the challenge of finding all the cranes and hidden items, avoiding resets, and setting faster times, plus unlockable characters with different moves, and it's a full and generous package. Launching at $4.99 or your regional equivalent, weighing in at a lean 600MB, and having a demo on the eShop, Lunistice is simply a must-try game.
Comments 59
Interesting. This one had slipped my radar but I might have to check it out, especially considering the price. Good 3D platformers are few and far between.
Wow for $5 and you get a good speedy platforming experience. Count me in.
Ever since hearing the news of a Switch release date, I've definitely been keeping my eyes on this game. And having bought it Day-1, I can say it's a really nice time!
It has its share of challenging platforming, but the experience feels "comfy" if that makes any sense.
I dismissed this game because of it's "artstyle" but to see it get a 9 has me interested. A Short Hike had similar deliberate graphics and I had a good time with that. For a fiver here, I think I might just have to give it a go
"Gives Sonic a serious run for his money" isn't much of a selling point as a hell of a lot of fairly unremarkable games are preferable to the industry's mascot of mediocrity.
This, however, is giving me some "ambitious DS title" vibes, and I might give it another look if a physical release surfaces later. But for now, I already have Klonoa and Super Mario Sunshine (via 3D All Stars) begging for my attention.
@BenAV I was playing the demo with my cousins last week, all big fans of this era of gaming, and we were really impressed with it, especially since it's $5. It controls really fluidly. The Switch version has 2 extra characters that aren't on the Steam version. The Steam version has a 20fps mode which is kinda neat.
Getting some Toree 3D vibes from this one, not because of the gameplay (though both are 3D platformers), but because in both that case and this case, a really crummy (or for Sonic Frontiers, really all-over-the-place) game just came out, and then a much cheaper and much better game came out immediately after.
@Silly_G I don't really like Sonic, only really liked the Adventure Series, and a bit of Sonic 2, but I loved the demo for this.
@Kirbyo Toree is a playable character, it might be the same devs.
First time hearing about this and I'm already sold
@Silly_G It's a $5 game...you really think they're going to do a physical run for that when the plastic costs more than the game lmao? You'll be waiting for eternity on that one.
@SteamEngenius : Smaller games are occasionally issued physical releases in the form of compilations (as Switch cartridges can house multiple games, each spawning their own icon on the menu screen, without the need to consolidate the games into a single launcher), so, it seems you're jumping the gun there "lmao"? I won't lose sleep over this, but if such a release materialises, then I may be inclined to have a second look.
@SteamEngenius plenty of lower-priced indie games get picked up for limited physical releases – Limited Run Games, Super Rare Games, etc. – so fingers crossed! (You’d be paying more than a fiver though, true!)
Ah excellent. Sounds like something I would enjoy and it looks like the devs are trying to fill a niche that has been unsatisfied by the gamers who like that genre niche. That is good 3D Sonic or Sonic-like platformers.
Cheers for the review.
Those colors and polygonal graphics reminds me of LSD: Dream Emulator... Sigh I want this game to be rereleased on Nintendo Switch and other platforms...
NL hands out too many 9s and 10s these days. Getting a 9 used to mean something.
A 9 score should represent at the very least an example of the best a genre has to offer. This game looks neat, but hardly meets that strict criteria.
Nintendo Life needs to be bolder about declaring many indie games to be what they really are - merely ‘okay’. Hand out more 5s and 6s and try to be honest about a game’s quality relative to its existing peers.
Just tried the demo and it was a tone of fun. I'll probably get it
So the review compares this to Sonic, but when I watched gameplay it looks more like Crash Bandicoot.
It’s projects like this that still make me hopeful for the future of gaming.
The passion of the creators can really be felt!
I also like how you can see the dev’s evolution, and how they are conscious of their own limitations. But they manage to turn them into assets by choosing this low poly style and the larger margin of error that comes with it. But what a joy to see them get better and more confident with each game!
Looks like pixel art is now too old to be "retro", so we're going into early 3D nostalgia. Too bad it seems to be for the limited technology and not the art style. Yuck.
@SmaggTheSmug But it is about the art-style... the low poly look is the aesthetic. None of the 32-bit platforms could have managed the smoothness and draw distances found in Lunistice, that's where modern technology steps in on this one.
I think it looks phenomenal.
I got the trailer randomly recommended to me on youtube, I saw, I downloaded the demo and what a blast this game is. The controls are sharper than a lightsaber and the maps are just made to be fun. Definitely one of the best random recommendations I got. Needless to say, day 1 purchase for me.
@AJB83 IT may be the art style for this game, but for the original 32-bit games it wasn't. It was the best approximation of their concept art and style they could create in then state of the art technology.
I would rather see what was on boxes and in instruction manuals or concept art books brought to life than hardware limitations. Show the characters what they are supposed to look like, not what they looked like within a set number of polygons.
Or maybe I just think that early 3D era graphics aren't worth returning to, as they aged much worse than 16-bit 2D sprites.
A 9 yeah right.....
@SonOfDracula I know I can't understand it. I think they just like bashing sonic here.
I'm enjoying it, but seeing 9/10 levels of praise of it is confusing.
I think "Tough but carefully balanced difficulty" is the part I disagree with the most. Every platforming challenge is solved with a Double Jump. There isn't particularly much depth with the platforming. The difficulty is mostly only increased by making platforms smaller.
Love the visuals though. So many games tout a "32-Bit" look, but this one actually does manage to give that aesthetic justice with a better understanding of the hardware limitations of those consoles.
@Baler Seems like it!
I prefer a game of pool down my local and a nice refreshing pint of Stella to playing this game. Do I win a prize?
Never really been a fan of the fake 32-bit look, and this doesn't seem to be much of an exception. I'd say it looks more Sega Saturn than anything else as well, but the colors and art style just seems a bit off for that era. Still, getting a 9 here means there must be something to it, and I do usually enjoy games like this.
As someone who grew up with the PS1 and N64, and later played quite a bit of DS, I still find it strange that people target this sort of low-res, low-poly art style. Sprite art is quite timeless IMO, but I find this kinda art style pretty jarring tbh.
That said, I'm always up for a new cool 3D platformer so I might consider it at some point.
Imagine being so petty that you basically go “this game is BETTER than that awful SONIC GAME!!!!22” in the title of your review for a completely unrelated indie platformer made by someone who just wants to have fun and be passionate and has nothing to do with the entire sonic brand.
@Funneefox Agreed. The comparisons to Sonic also exist in Steam reviews, which is confusing, as this game doesn't play anything like Sonic.
I guess it's the Grind Rails? I mean, that was a thing half the 3D platformers were doing by the early PS2 days, but that's all I can really think of.
Just recently got the true ending on this title though and it's a fine game. Definitely worth it's its asking price.
I tried the demo, and it definitely dredged up some early 3D Sonic memories. I'd say the controls felt a bit floatier than the average platformer, but it was still pretty good fun. It's probably somewhere in the top quarter of my extremely long eshop wishlist in terms of priority.
I tried the demo earlier this weekend before I saw the review. From the demo I would have rated it 6/10, not quite enough for me to want to buy. I am a platformer fan and the game is cheap enough that it doesn't have to be perfect, but it didn't grab me even for the price. I thought the controls/platforming were adequate but not great; definitely seemed like a game you would think would be cheap. I didn't think the level design was very good; it's sort of linear but there are random dead ends and it can't decide whether it wants to be a collectathon or not. The whole game seemed a bit like a mishmash and without the charm of other retro-style 3D platformers like Toree 3D. Maybe the full game is better than the demo but I'm not quite sure where a 9/10 review would come from. I admit I don't notice frame rates unless they are awful so that is less a factor for me. And I thought the art was just a little ugly whereas some might love it. Overall, it's not a bad game and I'm sure would be worth $5 for some people, but just doesn't seem great to me; there are similar but better games on Switch.
No boss fights... Pass
@Seacliff
Check out the third level it’s a lot faster, it’s a bit slower and there’s no spindash but it does feel more like SA1 with the spin of Mario Galaxy than it does Crash.
@SmaggTheSmug Fair enough. I am definitely of the opinion that 32-bit visuals need a comeback - I dig it a lot. I find them atmospheric and easy to read
@Funneefox It does seem like it was made by someone who loves Sonic. The level’s loading pancarte is very similar. There’s also a focus on speed in many sections, with sliding ramps etc. The character design is vaguely reminiscent of Tails, and the music could also fit in most Sonic games. There’s also a lot of sound effects that follow the Sonic aesthetic. And all of that doesn’t need to be a bad thing.
But I agree that NL is bashing Frontiers way too much. It’s not a bad game by any stretch and the difference in scores for these two games is disproportionate. Frontiers’ review seemed to have a predetermined narrative.
@FishyS I haven’t encountered any dead ends without a collectible or something important. What do you mean it doesn’t know if it wants to be a collectathon? It has hundreds of cranes and a few letters to collect in each level.
Funny because I was streming this live on Friday and mentioned my audience exactly:"Lunistice" is a better game than "Sonic Frontiers" because it has precise and responsive controls and no odd camera behaviour.
I couldn't get the hang of it at first and was wondering where the "Shockingly tight controls" were to be found. Then I jumped into the settings and discovered that an "always run" option was checked. I unchecked it and the game became a very good game indeed.
@PinderSchloss maybe the full game ties things together better than the demo. There were things to collect but the demo didn't particularly motivate me to collect them. I admit I also didn't find the crystal-smash animation/sound very satisfying so I stopped smashing them and didn't realize they created a key.
As for level design, the dead ends had collectibles but better level design would have had more interesting ways to get back to the main path after you collected them. Plus it often wasn't clear what the main path was versus an optional detour. That's not always a bad thing, but the exact level designs (at least in the demo) just rubbed me the wrong way a little. Totally subjective opinions on my part, but I love many types of platformers and I would normally expect a 9/10 game to have something to keep all genre-fans happy.
Hard pass for me. I'm not feeling the visuals.
I love this game, bought it right after I tried the demo. Thank you for reviewing it, otherwise I may have missed it! You can feel the charm and care in the game. The price point just proves this is a project of someone who loves their game and just wants others to experience it.
@mereel
These days anything below an 8, and people think you just said the game is unplayable.
@FishyS Yeah 9/10 is definitely a bit much. That should only be reserved for the very best games, so 10’s can go to the absolute all time greats.
I understand some of your concerns, but for me the tight controls and high tempo make up for everything else.
I know it's only $5 but I feel incredibly guilty buying games right now considering my backlog. Some other time then. Looks cool though.
@PinderSchloss hate to break it to you… but I don’t think you needed to smash all those crystals to get the key! haha, unless I’m missing something… good effort smashing them all though
@Robokku I thought that was what created the platforms at the end in the same colours!
But those lead to one of those six documents, not the key like I first thought. It’s not very clear what everything does.
@mereel lmao, an indie game gets a great score and then a hot take like this pops up. Classic. Hard to imagine having this ridiculous view.
@R_is_KC @PinderSchloss and the dev said on Twitter that the crystals are just for smashing – although “maybe” an achievement on steam. I quite like that they’re just for fun and satisfying to smash.
@mereel Don’t you think it’s a little foolish to grade all games on the same scale? I’d much rather know what the game sets out to do and a review and score that reflect how successful it is at doing that. I bought this after seeing the NL review score and because I love old school 3D platformers. This is absolutely a phenomenal entry in the genre and easily lives up to that 9.
@mereel Yeah, this really stuck out as a 'hot take' kinda post too. The game absolutely earned the 9/10, indie or not. Almost comes across that if a game isn't AAA, then it isn't worthy. A game like Lunistice that is smaller in scope, but better executed than its' AAA brethren is totally worthy of praise. Which I definitely think it is. The whole game is incredibly tight, cohesive and just well executed. It knows what it is, and does it well.
So according to this site, this game is 2 points better then Tatics ogre. Where the main complaint was that it looks to old...
I'm beginning to see why number scores are a bad idea
Looks like a good deal for $5. And it's a short romp, so it doesn't clog up the backlog. Count me in!
is toree in this game?
@mereel but the score factors in all aspects of a game, including price. so a 9/10 $5 indie game is equivalent to an absolutely delicious deli sandwich, whilst a 9/10 AAA title is equivalent to a gourmet meal at a fancy restaurant.
(not sure what the food equivalent of a f2p game with microtransactions is but i hope i don't have to deal with it in my lifetime)
Uh-oh, the Sonic fans are angry. You wouldn't like them when they're angry.
I liked this one a lot.
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