A first-person psychological horror game of hiding, solving, and surviving inside a haunted moon base

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About This Game

You wake up alone on a lunar base. No memory. No explanation. No way to fight back. Only the hum of failing machines... and something moving in the dark.

Luna: Obscura is a single-player psychological horror experience set in a remote moon base gone silent. With nothing but your wits and a flickering flashlight, you must uncover the truth behind the base's eerie emptiness—and your own forgotten past.

You can't fight what hunts you—but you can outsmart it. Move quietly, watch its patterns, and use the environment to your advantage: sound travels, and what draws attention away from you might be your only way through. Rushing gets you killed. Being slow is often faster.

Solve cryptic, escape-room-style puzzles. Avoid unseen threats. And above all... stay sane.

Created by a small indie team of two—a visual artist and a sound designer—this is a handcrafted descent into isolation, fear, and forgotten memory.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.

The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.

Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.

Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.

Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.

Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.

And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.

Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.

Mature Content Description

The developers describe the content like this:

This game contains psychological horror elements including themes of isolation, paranoia, and mental deterioration. Players may encounter disturbing imagery, intense atmosphere, and situations involving fear, helplessness, and emotional distress.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Quad-core Intel or AMD, 2.5 GHz or faster
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 (6GB) / AMD Radeon RX 580
    • DirectX: Version 12
    • Storage: 9 GB available space
    • Additional Notes: SSD strongly recommended for loading speed and stability
    Recommended:
    • Requires a 64-bit processor and operating system
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