
Session Respect Score
"A retro first-person dungeon crawler that rewards methodical exploration but demands focus and pattern recognition to progress."
Minimum session
15 min
Pausability
At save points
Resume friendliness
Some reorientation
FOMO pressure
Zero FOMO
Focus required
Intense
Session structure
Open-ended
About
Lunacid: Tears of the Moon is a First Person Dungeon Crawler made with the Sword of Moonlight - King’s Field making tool from 2000. Explore various dungeons for powerful weapons and spells to forestall the previsioned end of the world.
The Kingdom of Lyria rests in darkness, surrounded on all sides by the vast poison sea. In ages long past, brilliant silver moonlight fell upon Lyria, leading to its accession as a great kingdom of magic. But this time of solace may soon end. Calamis Cerulean was granted a vision of this macabre future, the Great Old …
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Context Tags
No sound needed? One-handed? Good for commutes? Players vote.
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Platform Notes
Does it actually work well on your platform? Community tested.
Lunacid: Tears of the Moon — Session FAQ
- How long does a session of Lunacid: Tears of the Moon take?
- The minimum meaningful session for Lunacid: Tears of the Moon is approximately 15 minutes. This is the shortest play window where you can make real progress or have a satisfying experience, based on community data.
- Can you pause Lunacid: Tears of the Moon?
- Lunacid: Tears of the Moon uses save points or manual saves. You'll need to reach a checkpoint before exiting to avoid losing progress — factor this into your session planning.
- Does Lunacid: Tears of the Moon pressure you to keep playing?
- Lunacid: Tears of the Moon has no FOMO mechanics — no timed events, live content, or narrative cliffhangers. You can stop whenever you want without feeling like you're missing out.
- What is Lunacid: Tears of the Moon's Session Respect Score?
- Lunacid: Tears of the Moon has a Session Respect Score of 7.7/10. This score combines minimum session length, pausability, FOMO level, and pickup friendliness into a single metric for how well the game fits busy schedules.






