
Screenshots

I Am Sakuya FPS: Lunarian Invasion
Sigyaad Team, Floating Bunny · Published by Sigyaad Team
Mixed — 65% positive (55 reviews)
Last updated 28 Sept 2026
Fight through cute enemies and tough bosses alike using your diverse arsenal of weapons and your ability to stop time! Get revenge on those Lunarians as you uncover their secret bases through 10 beautiful levels in this fully 3D FPS game based on the Touhou Project!
£8.50
Lowest price we've ever recorded
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Price history
Action · 2025 · More £5 - £15 games
Explore a unique blend of action and strategy in I Am Sakuya FPS: Lunarian Invasion, where you wield diverse weapons to take down both adorable foes and formidable bosses. Unveil the secrets of Lunarian bases across 10 beautifully crafted levels, all while mastering the power to halt time.
About this game
This is a unofficial fangame of the Touhou Project series. It is permitted under the official guidelines. Please support the official releases, some of which are available on Steam!
FEATURES
Stop time and decimate your foes! In 3d!!
Heart-pounding FPS gameplay with bullet hell elements! No cheap enemies, just pure skill!
Breathtaking landscapes and battlefields, perfectly realized in full jaw-dropping 3d!
Gorgeous 3d models that will almost make you feel bad for shooting at them!
Adrenaline inducing soundtrack to keep your blood pumping throughout the game!
Unforgettable weapons such as the Cirno plush doll!
WE HAVE A TRI-BARRELED SHOTGUN!STORY
After losing to one of the Watasuki sister's during the moon rabbit incident, Sakuya is unable to find peace until she exacts her revenge. With the help of a certain blue haired kappa, she teleports herself onto the moon and begins her quest for vengeance.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows 8/10/11
- Processor: Intel i5 processor or greater
- Graphics: NVIDIA 1050 TI or higher or AMD 570 series or higher
Supported Languages
Latest news
Patch NotesOfficial
Hotfix update
-Fix a bug where the knife would instantly disappear upon firingRead full article on Community Announcements (Checkmaid)Patch NotesOfficial
Controller Support + Custom Key Bindings update!
Hello everyone, Sigyaad here with another update for IAS 2! This update adds a highly requested feature for the game! {STEAM_CLAN_IMAGE}/45694778/8d6c1f1c54d8a6eca6d11791b6923254302389bd.gif You can now use a controller to play the game and rebind any key you want! Don't like pressing Q to parry? Feel free to rebind it to Tab or whatever you want! Want to bind the revolver or shotgun to your extra mouse keys? Go ahead! Additionally, this update adds some more optimization and bug fixes to the game! They are as follows: Fixed a bug where the trees would turn pure white from the power of the sun Fixed a bug where the bullets projectiles would still travel even if they hit ther intended target The grass now renders on one side instead of two (this should look mostly the same, but now it adds an extra +5 fps in the grassy areas) Adjusted shadow quality (this should result in up to 10+ fps gain) Removed redundant weapon outlines (this should result in up to 10+ fps gain) Removed redundant debug logs (this may reduce stutter) The game now instantly unpauses instead of there being a delay Fixed a bug where the shotgun would fail to shoot on certain levels Fixed a bug where you could stop time even if the game was pause or playing a cutscene Fixed a bug where moving diagonally after standing still would cause Sakuya to move slowly Fixed a bug where going near an explosion would cause massive fps loss Fixed a bug where the continue button in the main menu had no functionality (now it actually continues the game!) I'll be honest, this update took way longer than I'd like! I thought this would just be a few days worth of work but it ended up taking almost a month to finish, it was one of those "In too deep to stop" kind of things, oh well! This is still an important update, now I can continue to work on more major updates now, so it's all good! What's next? While the next new enemy model is being worked on, I think now it's time to begin entirely re-working some of the levels!...Read full article on Community Announcements (Checkmaid)Patch NotesOfficial
VFX & bugfixes!
Hello everyone! This is a fairly minor update but I do think it does go a few ways to making the game feel better! Let's go over them now: Animated icons! Whenever Sakuya fires a bullet, dashes, stops time or takes damage, the icons move! For example firing the revolver will make the revovler icon move! {STEAM_CLAN_IMAGE}/45694778/ce1dd84e6181e5ec253ffa290d525f0e3a4aed2c.gif New Timestop VFX! I wanted to add a little juice to the timestop to make it more impactful, so when you stop time, it'll reflect that! {STEAM_CLAN_IMAGE}/45694778/32502b2bb230aaf18670f90d121a82061613fc96.gif Of course, I may have gone overboard with this one, so just lemme know if you want me to tone it down! New Dash VFX! {STEAM_CLAN_IMAGE}/45694778/9029a34aaf24016a38608849a7fc6b88a29600fb.gif This one is a little subtle but it should make the dash feel more satisfying to use! And of course this update also has a few bugfixes and features: The game now autosaves after every level The game will display the controls during the tutorial after Sakuya's speech. Fixed the door missing in level 6 Fixed auto save not working Fixed momiji’s puffy things not being mapped Fixed a bug where taking damage before stopping time would cause the visual to display incorrectly Fixed dust and pickup particles not stopping upon stopped timeRead full article on Community Announcements (Checkmaid)Patch NotesOfficial
Hotfix update #2
-Fixed a bug where the audio would be misplaced (for example an enemy firing on your right side would be heard from your left or center, again this should be fixed now). -Fixed a bug where the shotgun would break on level 3 -Slightly adjusted a bridge in level 3Read full article on Community Announcements (Checkmaid)Patch NotesOfficial
Hotfix update
-Fixed a bug where sakuya mysteriously grew a third arm after parrying if you had your FOV slider held high -Fixed the trees in level 1 having incorrect hitboxes -Fixed being able to double jump at the start of level one -Fix a bug where one of the rocks in level 3 could still be seen through -Fixed some gaps in the walls during level 6 and 8Read full article on Community Announcements (Checkmaid)






