
Screenshots

Watch trailer on Steam ↗Lumiel the Awakening
Mark Koch · Published by Mark Koch
Content notice: This game may contain content that is not suitable for all age groups or is not appropriate for viewing in the workplace: alcohol, drugs, profanity, blood, or violence towards other people.
Positive — 84% positive (19 reviews)
Last updated 27 Sept 2026
Lumiel the Awakening is an Open World Top Down Adventure RPG Game set in a Fantasy Sci-fi Setting. Stranded on an island, players focus on exploration, building, and harvesting while battling monsters, collecting rare items, and uncovering hidden treasures in diverse dungeons.
£7.49
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Action, Adventure, Indie, RPG, Early Access · 2025 · More £5 - £15 games
Embark on an open-world adventure where you explore a unique fantasy sci-fi setting, building shelters and battling creatures as you hunt for rare items and hidden riches. Stranded on an island, your survival hinges on your skills and wits in this early access RPG from Mark Koch.
About this game
Lumiel the Awakening is an Open World Top Down Adventure RPG Game. The game features a Fantasy Sci-fi Setting, revolving around an island where our hero is stranded. The game places a strong emphasis on exploration, building, and harvesting. As players venture away from towns, villages, settlements, and roads, they will engage in battles against hordes of monsters. Collecting rare artifacts, resources, and equipment will be crucial to continuously enhance the player's strength. Numerous dungeons, secrets, and hidden treasures await discovery throughout the game world.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: 64-bit Windows® 10 Version 1909 oder neuer
- Processor: Intel i5 8400
- Memory: 16 GB RAM
- Graphics: Nvidia GTX 1070 6GB
- DirectX: Version 12
- Storage: 15 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: 64-bit Windows® 10 Version 1909 oder neuer
- Processor: Intel i7 9700
- Memory: 32 GB RAM
- Graphics: NVIDIA RTX 4070
- DirectX: Version 12
- Storage: 15 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Update 0.1.8.4 – Performance & Gameplay Improvements
Improved performance in Points of InterestIncreased visible shadow distanceFixed and reworked character spawn issuesIncreased damage for enemies level 10+Quest bug fixesAdded a new Point of Interest (work in progress)Reworked skill Explosive ArrowReworked secret in the Secret Casandra DungeonWater visuals reworkedMultiple additional bug fixesSince I had to work a lot, this update unfortunately took a bit longer. Content-wise, not much was added. Most of the time I spent working on the game was used to improve performance in the two large Points of Interest, the castle ruins, which I unfortunately broke a bit with the previous update.The original idea was that all loot containers (chests, destructible weapon racks, crates, etc.) would load at once when entering a specific area. The loading itself worked well, but it turned out that once all containers were loaded, they consumed too many resources. I spent the last few weeks trying to find a solution.To get to the point: it didn’t work out. I’m back to the old problem where containers unload and reload individually, which causes them to reset and allows looting multiple times. For now, this is still better than extreme frame drops.I will try a new approach that I actually like quite a bit. Since I want to make more use of the previously mostly decorative day-night cycle, I plan to use it for this system as well. The idea is to save all lootable containers as “looted” and reset this state after one in-game day has passed. I plan to tackle this next year.I also addressed the character spawn issue, which unfortunately did not work well at all. In theory, it seemed simple: the player character crosses certain checkpoints, and the coordinates are saved. There are several of these before dungeons, villages, the player base, etc. Whenever the world map is loaded—either when starting the game or leaving a dungeon—these coordinates are read and the character is placed there. Logical enough.Unfortunately, for reasons still unkn...Read full article on Community Announcements (Lumiel The Awakening)Patch NotesOfficial
Demo Update to 0.1.8.3
Demo is now 0.1.8.3Read full article on Community Announcements (Lumiel The Awakening)Patch NotesOfficial
Update 0.1.8.3 – Performance & New Points of Interest
Added 2 new points of interestReworked performance related to how and when world areas are loadedAdjusted chest loot in the starting areaUpdated ocean water visualsIncreased visible shadow range by 50 percentFixed several issuesSo, I’m pretty satisfied with the performance... I think. Since I still only have my own system to test on, it’s a bit difficult to judge. However, I’m a bit unhappy with the shadow quality, which looks really terrible on the normal settings. That’s why I think I’ll increase the shadow quality a bit in the next update. It will still cost less performance than it did a month ago.Other than that, this update adds 2 new Points of Interest. One of them is smaller but will play an important role in a puzzle later on. The other one is a larger Point of Interest that was still missing, but it mainly tells a small side story and contains an artifact, provided you manage to solve the riddle of how to open the tower door. It’s a bit mean since the notes with the matching hints are still missing, but I will add them over the next few days. It should still be possible to figure out how to open the door without the notes.Over the next weeks, I’ll continue focusing heavily on expanding Act 1, since I’m far behind my schedule and the year is coming to an end. I also want to add several Points of Interest, dungeons, and work on a few new NPCs and quests before the year is over. The demo will also be updated to the current version in the next few days.Kind regards Mark Koch And never forget: Have Fun!Read full article on Community Announcements (Lumiel The Awakening)Patch NotesOfficial
Update 0.1.8.2b New Story Notes & Performance Update
Added 30 new story notes for Aegis Rock and Tharion’s FallAdded special chests to Aegis Rock and Tharion’s FallAdded keys for the new chestsAdded new named items to Tharion’s FallImproved performance related to shadows (experimental)Expanded the world mapSince some players seem to experience performance issues, I’ve slightly lowered the shadow quality, just enough to keep things looking decent. Even though this reduces memory usage significantly, it doesn’t mean the game can be played without a GPU. Because the game uses dynamic lighting and shadows for the day-and-night cycle, it will always require a proper graphics card. While the cycle isn’t yet fully relevant, it will be in the future, so I won’t remove dynamic lighting or its shadows. You won’t notice much difference on high settings, but lower settings will show it more clearly. I’ll continue testing and adjust it as needed, it’s not final yet.Kind regards, Mark Koch And never forget: Have Fun!Read full article on Community Announcements (Lumiel The Awakening)Patch NotesOfficial
Update 0.1.8.2 – New Skills & Old Mine Rework
Added 16 new skills5 Archer skills4 Pistol skills3 One-handed skills1 Shield skill2 Two-handed skills1 Character skillFixed an issue in the skill tree that prevented learning skills above level 1Completely reworked the dungeon “The Old Mine”So, over the past two weeks, I’ve been working on creating some new skills to give the game a bit more flavor. Overall, I’m quite happy with how they turned out. Nothing groundbreaking, of course, many of them are inspired by familiar abilities from other games. For example, the Archer’s new skill “Fanned Shot” is a little nostalgic for me… I still remember how, about 25 years ago, I spent countless hours shooting thousands of arrows into cows in a certain game. It doesn’t quite hit the same as back then, but I think it turned out pretty good for a start.Some things are still tricky to implement, and I’m still figuring out how to get them working properly. In general, all skills will continue to evolve over time, especially since I haven’t had the chance to test everything thoroughly yet, so far, I’ve only done engine testing.Skills that move the player toward a target are still problematic. For example, when dashing at an enemy, you might pass through them and attack where they used to be. It’s a bit finicky, and I’m looking for a fix, possibly by speeding up the movement.Other movement-based skills include new leap attacks, now available in the Two-Handed weapon tree and the Character tree. These cause AoE damage at the landing point, so the “missed target” issue doesn’t apply here. However, there’s a small conflict with walls or objects the mouse can click through — meaning if you can click behind a wall, you can technically jump there. Currently, if the mouse can reach a spot, you can leap to it… even if it’s behind a wall.That also means you could theoretically jump across the entire universe, if you can click it, you can go there. For example, if you’re standing on a tower and see a house 10 km away, you could jump right to...Read full article on Community Announcements (Lumiel The Awakening)






