I've been waiting for years to get my hands on this game, and bought it literally with minutes of the store page going up in the middle of the night. Beat it in one sitting, and took me around 3-4 hours which I spent on the edge of my seat with every little twist and turn with the story. I am probably going to mention a few negative aspects, but I want to make it absolutely clear: I enjoyed the hell out of this game, and don't regret buying it in the slightest.
Gameplay
From following the blog, I know that there were two major concerns with this project early on: the removal of combat, and the decision to put the player in the role of a male character instead of a sexy lady. For the combat, I can't say that I really missed it at all. If anything, I feel like the gameplay in Lunar Crisis is a much better match for this being a hentai game, where all of the sex is simply a reward for figuring out how to progress (or *is* the solution that you use in order to progress, which is downright delightful), compared to the awkwardness of previous games where you had to lose on purpose in order to see a good chunk of the sexual content. Having all of the sexual content be given to you via the story instead of encouraging you to fail at the combat just seems like a much better use of resources.
And for the main character... I will say that part of me does miss playing as someone with more personality like Eerien or Vena in his previous games, but I did find myself really getting into the way that Lunar Crisis has you playing as a conniving villain who isn't being subjected to sexual situations, but is the one pulling the strings and putting the female characters into those situations. It brings such a powerful sense of dread and anticipation to the game as you watch certain characters manage to escape unscathed from several encounters until they finally run out of luck.
Story
The writing is just rock solid, plain and simple. The characters all have amazing designs that show how far Vosmug has evolved as an artist while still preserving his art style, and there are a lot of fun interactions as they bounce off of each other in different ways where the writing of the dialogue does an admirable job of conveying their personalities in a way that feels effortless and entertaining.
On top of that, playing as the villain provides such a wonderful space for the story to slowly ramp up the tension over time as you go from being the underdog skulking around in the shadows to this relentless monster right out of a horror movie who can't be stopped. It makes the sex scenes feel like a reward because they directly line up with the main character's goal of sabotaging the ship and escaping.
Bright Spots
Just a random list of little details that I really appreciated.
Pet Peeves
These are just purely subjective things that hampered my experience slightly but ultimately didn't take ~too much~ away from my enjoyment of the game. Not really flaws as much as what I think are missed opportunities or room for improvement in future games, colored by my personal preferences.
When I first played the game, I was very underwhelmed by the ending which came as this brutal anti-climax to such a wonderful build-up of tension over the course of the first 90% of the story. But thanks to the content update in the 1.3 version, that issue has been completely corrected with a much more substantial finale that feels like an appropriately satisfying victory lap for the player, even when you accidentally stumble into the worst ending.
tl;dr — I highly recommend this game to pretty much anyone who is looking for a more story-driven experience over raw gameplay. It costs $7 on itch.io,, and compared to most developers charging that for a single month of content through Patreon, I couldn't be more satisfied with my purchase of Lunar Crisis. Even after the game released and he was eager to move onto a new project, Vosmug still spent an extra year working on new content after listening to some of the feedback on his community Discord without charging so much as a penny for it. I can't think of any other H-game developer I've followed over the years who has shown that kind of devotion to their audience without any short-term incentive.
Gameplay
From following the blog, I know that there were two major concerns with this project early on: the removal of combat, and the decision to put the player in the role of a male character instead of a sexy lady. For the combat, I can't say that I really missed it at all. If anything, I feel like the gameplay in Lunar Crisis is a much better match for this being a hentai game, where all of the sex is simply a reward for figuring out how to progress (or *is* the solution that you use in order to progress, which is downright delightful), compared to the awkwardness of previous games where you had to lose on purpose in order to see a good chunk of the sexual content. Having all of the sexual content be given to you via the story instead of encouraging you to fail at the combat just seems like a much better use of resources.
And for the main character... I will say that part of me does miss playing as someone with more personality like Eerien or Vena in his previous games, but I did find myself really getting into the way that Lunar Crisis has you playing as a conniving villain who isn't being subjected to sexual situations, but is the one pulling the strings and putting the female characters into those situations. It brings such a powerful sense of dread and anticipation to the game as you watch certain characters manage to escape unscathed from several encounters until they finally run out of luck.
Story
The writing is just rock solid, plain and simple. The characters all have amazing designs that show how far Vosmug has evolved as an artist while still preserving his art style, and there are a lot of fun interactions as they bounce off of each other in different ways where the writing of the dialogue does an admirable job of conveying their personalities in a way that feels effortless and entertaining.
On top of that, playing as the villain provides such a wonderful space for the story to slowly ramp up the tension over time as you go from being the underdog skulking around in the shadows to this relentless monster right out of a horror movie who can't be stopped. It makes the sex scenes feel like a reward because they directly line up with the main character's goal of sabotaging the ship and escaping.
Bright Spots
Just a random list of little details that I really appreciated.
- Having the character eventually be given control over little alien minions, adding more of a "horror movie monster" vibe to the way you (as the player character) approach situations. You go from needing to avoid any kind of confrontation to waiting for the right moment to strike. Though maybe there should have been a more explicit tutorial for how the bug can jump up to crawl on the ceiling. If you happen to jump while moving around, it just does a little hop; you need to be standing still in order to discover that, and if you don't get it immediately, it might take some time to realize what the game wants you to do.
- The surveillance camera mechanic was a wonderful addition, and I just find myself wishing that there was more to discover with it. When the story eventually disables it, I really started missing it... and the bug minion just didn't have enough sexual content to fully replace that.
- I loved the slow progression of the ship being taken over, and how that changed the environment over time. Letting the aliens out of their cell was probably the biggest moment in that regard, to see them break into the lounge area and completely take it over after you spent a good portion of the game avoiding it because that room was always filled with guards. Or literally EVERYTHING about Day 7 and beyond, when you finally reach the space station. Whatever the next game looks like, I really hope there are more moments like that!
- Time lapses, and "surprise" sex reveals. There are several moments in the game where it just jumps right to a sex scene, and those are easily some of my favorite parts (
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Pet Peeves
These are just purely subjective things that hampered my experience slightly but ultimately didn't take ~too much~ away from my enjoyment of the game. Not really flaws as much as what I think are missed opportunities or room for improvement in future games, colored by my personal preferences.
- I would've liked seeing at least one or two (human) male characters around, like the two goons from Ghost Hunter Vena. Obviously the aliens are the main attraction here (other than the ladies themselves), but I feel like it would've helped add some extra flavor to the early parts of the game if you saw some men around the ship and were able to hear them talk to Geminis or Sallika (or talk ~about~ them in private).
- Gar, the "top alien" you converse with... Even if I understand the reason of making him look visually distinct from the other aliens on the ship, his design feels so boring compared to every other character and creature in the game in a way that really makes him stand out. He just looks like a placeholder asset to me.
- Compared to Xenotake and Ghost Hunter Vena, Lunar Crisis doesn't really have a ton of "sexy dialogue" because most of the aliens are too dumb to speak, and the player character is mute. You get some catty banter between the girls — especially with how much sapphic tension there is in the mix, which I do appreciate — but I do miss some of the more hard-edged, degrading dialogue from previous games.
- Related to the above, there are very few sex scenes with any dialogue during them, which makes it so that you never really get any strong or interesting reactions from the female characters. All of them display the same level of annoyance once the sex is over.
When I first played the game, I was very underwhelmed by the ending which came as this brutal anti-climax to such a wonderful build-up of tension over the course of the first 90% of the story. But thanks to the content update in the 1.3 version, that issue has been completely corrected with a much more substantial finale that feels like an appropriately satisfying victory lap for the player, even when you accidentally stumble into the worst ending.
tl;dr — I highly recommend this game to pretty much anyone who is looking for a more story-driven experience over raw gameplay. It costs $7 on itch.io,, and compared to most developers charging that for a single month of content through Patreon, I couldn't be more satisfied with my purchase of Lunar Crisis. Even after the game released and he was eager to move onto a new project, Vosmug still spent an extra year working on new content after listening to some of the feedback on his community Discord without charging so much as a penny for it. I can't think of any other H-game developer I've followed over the years who has shown that kind of devotion to their audience without any short-term incentive.