Compare SuperLuminauts prices across trusted key stores and find the best deal. Developed by LampFire. Published by LampFire. Released on 8/31/2017. Available on PC, Mac. Genres: 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

Aug 31, 2017LampFire
GamerScout Says

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
ProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €0.32

GamerScout Verdict

Exceptional couch PvP for groups of four with controllers in hand, but completely skippable if you need online play.

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Price History

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€0.326 Jul 2026
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Screenshots & Media

About SuperLuminauts

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

Tags

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

System Requirements

Minimum

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

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Game Info

Developer
LampFire
Publisher
LampFire
Release Date
Aug 31, 2017

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Frequently asked questions about SuperLuminauts

How much does SuperLuminauts cost?

SuperLuminauts pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

Where can I buy SuperLuminauts cheapest?

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What platforms is SuperLuminauts available on?

SuperLuminauts is available on PC, Mac.

When was SuperLuminauts released?

SuperLuminauts was released on 31 August 2017.

Who developed SuperLuminauts?

SuperLuminauts was developed by LampFire.