Game review
Luminary Review
5.5 / 10
- Developer
- Refractive Entertainment
- Publisher
- Refractive Entertainment
- Released
- 11 August 2026
- Platforms
- ["Windows"]
- Genre
- Action RPG
Two Developers, One Big Map, And A Demo That Grew Up (A Little)
Luminary, a co-op fantasy ARPG-lite from two-person studio Refractive Entertainment, entered Steam Early Access on August 11, 2026, priced at $19.99, following a long-running free demo that had already built a following. It drops players, solo or with up to two friends, into an open map to clear goblin camps, topple corrupting towers, and fell the odd stone golem, with a character creator spanning six fantasy races and a real-time combat system that swaps between melee, bow, and magic on the fly. Across an all-language pool of 370 reviews sitting at 82% positive, "Mostly Positive" on Steam's own scale, and a 100-review sample of the 263 English reviews read here, the split is almost perfectly generational: reviewers who already loved the demo are thrilled it's now a purchasable, growing game, while reviewers coming in fresh are far more likely to call it exactly what several of them independently did, "an alpha build demo," and balk at the price for what's currently on offer.
The Recurring Debate: Is This Early Access, Or Just The Demo With Extra Steps?
No single sentiment repeats more often across this pool than some version of "this is basically the demo." One of the most-upvoted reviews states it directly: "I did over 40% of the content in ninety minutes, I consider this an 'alpha build demo' in its entirety, completely doable in about three hours... There are also no towns or npcs or crafting stations or anything so all the loot you find is useless. This game literally is a skeleton." A 76-year-old reviewer who's been gaming his whole life pushed back gently on the framing rather than the substance: "It doesn't matter what anyone calls it Alpha, Beta, Early Release its all mute... It has a vast area to play in and explore. It doesn't have much in the world." Even reviewers giving the game a thumbs-up frequently qualify it the same way: "Main thing to remember right now is that this is Early Access, not much game play at all and seems like an up sized demo." The disagreement in this pool isn't really about what's there, both sides describe the same thin content, it's about whether that's an acceptable state for a paid Early Access launch.
What Actually Works: Combat Feel, Character Creation, And Drop-In Co-op
Set against that skepticism, the systems that do exist earn consistently specific praise. "Combat feels slightly better than Conan Exiles, which is impressive for a duo-dev indie project," wrote one reviewer, and several others compare the overall feel to Kingdoms of Amalur, Oblivion, and Immortals Fenyx Rising, old-school, approachable action-RPGs rather than anything punishing. The character creator, with its six races and detailed customization, draws consistent praise as one of the most polished pieces already in place, and the drop-in, drop-out co-op is repeatedly singled out as frictionless: "I love the look of the game and how easy it is to pop into your friends' and family's games." One reviewer summed up the tone many others share: "It's a cozy rpg... The world is beautiful, the music is extremely relaxing, and the combat is simple enough to pick up in a short period." The purple-toned art direction, Sakura trees, and general scenery get called out by name often enough that the game's visual identity reads as a genuine strength rather than a generic fantasy skin.
The Content Gap: Goblins, Golems, And Not Much Else
Beyond the systems, the actual density of things to do is this pool's most consistent complaint. "So.. beat the game in five hours. not a single line of quest text written.. zero voice acting... one melee attack ability.. one shield attack ability... no magic. no climbing. no crafting... 2 types of enemy," wrote one reviewer, who still gave it a thumbs-up "because I hope you prove me wrong." Others describe the world bluntly as "a goblin killing simulator" and note the complete absence of NPCs, even in settlements: "Home city is empty as well, even after clearing it. Needs some NPCs to walk, vendors to talk." A few reviewers flagged a gap between the promotional material and the shipped build specifically: "The video shows players mining minerals, but that isn't in the game... There is no crafting system," despite a pickaxe being present with apparently nothing to use it on. These aren't complaints about difficulty or polish, they're complaints about there simply not being enough game here yet, three enemy types and a couple of boss fights stretched across "half of a 2km sq" map.
$19.99 For One To Five Hours Is The Sticking Point
Value is where even sympathetic reviewers draw a hard line. "I was able to do all the main stuff in about 4 hours... I don't think the game has enough content to warrant the current asking price," wrote one, while another was more specific: "At most $10. AS IT IS." A third reviewer who beat the whole game with a friend in under an hour put it plainly: "for only under a hour of gameplay is not worth 17 or 20 is more wroth 5 to 7." Notably, this isn't a rejection of the project, most of these same reviewers explicitly frame the price complaint as separate from their hope for the game's future, several saying they won't refund specifically because they want to support a two-person team they believe in. It's a mismatch between price and current scope rather than a verdict on quality, and it's raised by enough independent voices to be the single clearest actionable note in the entire pool.
Camera Spikes, Controller Lag, And A Dev Team That's Listening
Technical rough edges show up too, though less consistently than the content complaints. "The camera constantly spazzing mid combat makes knowing where you are and where the enemies are feels like a chore to deal with," wrote one reviewer, and a player who relies on a controller for accessibility reasons reported input lag serious enough to make solo play unplayable for them, though they planned to try co-op instead. Frame drops and Steam Deck choppiness get occasional mentions too. Balanced against this, an unusually large number of reviewers explicitly credit the two-person team for being active in Discord and shipping hotfixes within days of launch, with one reviewer noting an update had already added a map location marker that an earlier reviewer had specifically requested, a rare, visible feedback loop that seems to be earning real goodwill even from players otherwise frustrated by the game's current thinness.
Verdict
Luminary is a technically competent, visually appealing foundation for a cozy, drop-in co-op ARPG, built by two developers whose combat feel, character creator, and art direction already outperform their team size, but it currently ships with barely enough content to justify a $19.99 price tag: a handful of enemy types, no NPCs, no crafting despite a pickaxe that implies it, and a main story that most reviewers clear in under five hours. The "Mostly Positive" score reflects a community rooting for the destination more than reviewing the current state of the road, and that's a reasonable position to take on an honest Early Access launch, but newcomers without demo-era nostalgia or patience for a project still finding its content cadence should wait for a few roadmap milestones before buying in at full price.
Screenshots
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A corrupted mountain range, marked by dark towers, stretches out beneath a purple-hazed sky.Image: Refractive Entertainment via Steam -
The character creator, one of the pool's most consistently praised systems, mid hairstyle selection.Image: Refractive Entertainment via Steam -
Sword and shield raised, the player heads toward a stone arch through a lush, fern-covered forest.Image: Refractive Entertainment via Steam