Compara los precios de SuperLuminauts en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por LampFire. Publicado por LampFire. Lanzado el 31/8/2017. Disponible en PC, Mac. Géneros: Action, Indie.

If you have three friends, four controllers, and no plans for the next two hours, SuperLuminauts will do real damage to your Friday night. No online, no solo mode, no mercy.

I put this in front of a group expecting a quick warmup game and we didn't move on for the rest of the night. SuperLuminauts is a top-down spaceship shooter for 2-4 players on one machine, and its central trick is deceptively simple: every shot you fire doesn't disappear on impact. It leaves a persistent trail in space-time that ricochets off walls, bounces off friendly trails, and shatters on contact with enemy trails or ships. What starts as chaotic arcade blasting turns, within a few rounds, into something closer to billiards played at gunpoint. The skill ceiling is real. At surface level you're just weaving around a neon arena trying not to get clipped. But once you clock that trails can be used as shields, walls, and delayed traps, the read-and-react loop gets genuinely sharp. Landing a bank shot that redirects a trail you fired ten seconds ago into an opponent who thought they were safe is the kind of moment that makes everyone in the room go quiet for half a second before someone starts yelling. All ships have identical stats, so there's no loadout metagame to learn. The competition is pure geometry and timing. Three modes give the game some legs. Dive generates your next map from the trails left in the previous round, so the arena warps and tightens as the session goes on. Galactic Tour lets you queue up a custom playlist from 25 hand-crafted maps. Chaotic Anomaly cranks the pressure by making every trail an instant-kill hazard that speeds up with each bounce. That last mode specifically is the one that ends friendships. All three are a meaningful step above a plain deathmatch, and the Dive mode especially gives the game a built-in escalation structure that keeps sessions from going stale. Here's the honest catch, and it's a big one for most PC players in 2025: this is purely local multiplayer. No online play, no matchmaking, no ranked queue. There is no solo mode. The game shipped that way, the developer acknowledged it, and nothing has changed. If you can reliably get three other people in front of the same screen, this thing punches well above its price point. If you're buying it hoping to find a queue, close this tab. A Steam community comment from launch put it plainly, calling it hard to imagine the game getting traction as an offline-only PC title, and that assessment has aged correctly. The player count on Steam reflects it. Controller support is solid. Up to four pads, Joy-Con support was added post-launch, and a keyboard-plus-mouse two-player setup works in a pinch. On the hardware side, none of the usual shooter concerns apply here. You're not fighting input latency or frame-time jitter in any meaningful way at this genre and pace. A mid-range machine from the last decade handles it without a thought. Fred, Scout Team

SuperLuminauts

SuperLuminauts

31 ago 2017LampFire
GamerScout opina

If you have three friends, four controllers, and no plans for the next two hours, SuperLuminauts will do real damage to your Friday night. No online, no solo mode, no mercy.

PCMac
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Mínimo histórico: €0.39

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I put this in front of a group expecting a quick warmup game and we didn't move on for the rest of the night. SuperLuminauts is a top-down spaceship shooter for 2-4 players on one machine, and its central trick is deceptively simple: every shot you fire doesn't disappear on impact. It leaves a persistent trail in space-time that ricochets off walls, bounces off friendly trails, and shatters on contact with enemy trails or ships. What starts as chaotic arcade blasting turns, within a few rounds, into something closer to billiards played at gunpoint. The skill ceiling is real. At surface level you're just weaving around a neon arena trying not to get clipped. But once you clock that trails can be used as shields, walls, and delayed traps, the read-and-react loop gets genuinely sharp. Landing a bank shot that redirects a trail you fired ten seconds ago into an opponent who thought they were safe is the kind of moment that makes everyone in the room go quiet for half a second before someone starts yelling. All ships have identical stats, so there's no loadout metagame to learn. The competition is pure geometry and timing. Three modes give the game some legs. Dive generates your next map from the trails left in the previous round, so the arena warps and tightens as the session goes on. Galactic Tour lets you queue up a custom playlist from 25 hand-crafted maps. Chaotic Anomaly cranks the pressure by making every trail an instant-kill hazard that speeds up with each bounce. That last mode specifically is the one that ends friendships. All three are a meaningful step above a plain deathmatch, and the Dive mode especially gives the game a built-in escalation structure that keeps sessions from going stale. Here's the honest catch, and it's a big one for most PC players in 2025: this is purely local multiplayer. No online play, no matchmaking, no ranked queue. There is no solo mode. The game shipped that way, the developer acknowledged it, and nothing has changed. If you can reliably get three other people in front of the same screen, this thing punches well above its price point. If you're buying it hoping to find a queue, close this tab. A Steam community comment from launch put it plainly, calling it hard to imagine the game getting traction as an offline-only PC title, and that assessment has aged correctly. The player count on Steam reflects it. Controller support is solid. Up to four pads, Joy-Con support was added post-launch, and a keyboard-plus-mouse two-player setup works in a pinch. On the hardware side, none of the usual shooter concerns apply here. You're not fighting input latency or frame-time jitter in any meaningful way at this genre and pace. A mid-range machine from the last decade handles it without a thought.

Fred
Fred · Scout Team

Shooters

Etiquetas

multiplayerpvplocal-multiplayerlocal-coopcontroller-supportcloud-savestier:sub-5Couch PvPTime-Trail MechanicTop-Down ShooterArcade ShooterParty GameProcedural Maps2-4 PlayersController Required

Requisitos del sistema

Mínimos

OS
Windows 7 or Greater
Memory
4 GB RAM
Storage
422 MB available space
Graphics
Direct X 10

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Información del juego

Desarrolladora
LampFire
Distribuidora
LampFire
Fecha de lanzamiento
31 ago 2017

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¿En qué plataformas está disponible SuperLuminauts?

SuperLuminauts está disponible en PC, Mac.

¿Cuándo se lanzó SuperLuminauts?

SuperLuminauts se lanzó el 31 de agosto de 2017.

¿Quién desarrolló SuperLuminauts?

SuperLuminauts fue desarrollado por LampFire.