A brutally frustrating and rewarding classical platformer with pure and fluid movement. This game will never waste your time but it might make you break your controller... or your keyboard... or both.
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6 user reviews - Need more user reviews to generate a score
Release Date:
Sep 5, 2017

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Recent updates View all (14)

November 27

Patch notes v1.6.1 - Level editor, Assist mode removed and more.

So this began as kind of a strange update with the removal of a feature but since I was quite productive, for a change, I decided to finally update the level editor to work through the release build of the game instead of a seperate one.

Unfortunately, the game doesn't support playing custom maps at the moment which is why I haven't added the map editor also. I didn't want to delay the other updates any longer so I figured the level editor would give you guys plenty to get to grips with.

Also currently, custom levels can only be played through the editor but a full Steam workshop solution will be the final goal for the editors.

Other changes include the aforementioned removed feature which is the assist mode option. To be more precise though assist mode is now always on and the option to change it has been removed. I feel the game is more streamlined without assist mode options and I've also heard reports of people not even knowing it existed! So since there is already challenges which require you not to respawn at checkpoints, they should be used more liberally to lower frustration.

The removal of assist mode also ties into the last major change that comes along with this update and that's a level by level re-examination for odd checkpoint placement, better flow by smoothing down remaining difficulty spikes and repositioned tokens that were either repeat patterns or forced you to wait too long. This is a long overdue revisit addressing key problem areas on some levels that create poor flow. Rest assured though that most of the levels are exactly the same and any changes made have been nerfs that donn't affect routing through the them. The levels in the final world however have not been touched and remain the most difficult levels in the game.

List of changes

Level editor
  • Integrated the level editor into the release build. It's not completely functional in terms of synchronising with the main game but all the features for level design are fully working. Also please note that the editor could be unstable and may crash. Whenever the game exits/crashes while in the editor, the current level will be saved in an autosave folder within "My Documents/My Games/Super Lumi Live".

Assist mode removal
  • Removed all options to change the checkpoint mode. The game will now always use assist mode with has the extra checkpoints set up.
  • Removed the L-Plates on level nodes in the map screen.
  • The blue L platforms are now just normal platforms.
  • Removed Pass Plus achievement.
  • All checkpoints now use the diamond shaped sprite.

Re-examnation of levels
  • Some levels have received small changes for better placed checkpoints and to smooth out any disruptive difficulty spikes remaining.

  • New save games will only be created after all UI choices have be made. This is after entering a name using a new profile or after selecting a campaign on a new save game using an old profile. This stops blank saves being created when backing out of the aforementioned UI menus.
  • Profiles and save games can now be copied.
  • Deleting profiles is now done on the profile select screen instead of the screen shown after selecting a profile.

  • Main game loop timer now uses (total elapsed time - previous elapsed time) as a delta time calculation instead of using discrete nanosecond ticks which, over long periods of time, could lose synchronisation with "in real life time".
  • All decimal based statistic totals (Total Time, Distance Travelled etc..) have double point precision now which will allow a lot more accurate calculations with large numbers.
  • Added speedrun timer option to show current play time and/or total time.

Quality of life
  • Added option to turn off the achievement pop-up window.
  • The level clear UI will now show your level time even when it's above 10 mins. However, the level clock will still show dashes when 10 mins is reached.
  • The level clear UI also shows the number of deaths and respawns/restarts. Restarting a level from the beginning or warping to a bonus level will not reset these counters. Picking a level from the map screen or retrying a level from the level clear screen will reset them.
  • Several UI texts corrected.

Thanks for reading,
0 comments Read more

June 22

Super Lumi Live v1.5.3 (Assist mode, Toll changes and lots more)

It has been a while since the last update but I'm happy to say that there's a lot packed into this one! The biggest changes to the game come mostly from wanting to make the campaign a little easier for the first playthrough but also to provide a better speedrunning experience.

The best choice in this situation is to include an unlockable speedrun mode for the main campaign and this would be great but I feel keeping the game a singular experience instead of split between two modes simplifies the overall feel and presentation. I instead settled on two major changes to the game which I've explained in the gameplay section below.

Other changes include a few tweaks on some levels to tidy up any missed loose ends. This included ceilings which look like they could be a secret but aren't and smoothing over one or two major difficulty spikes by removing particularly problematic objects.

I also really wanted to add a number of visual upgrades to the game so now it's got a wider bloom effect, better map screen visuals and tweaks to the other full-screen effects. The biggest one being changes to the chromatic aberration from it having uniform strength across the screen to now having a stronger effect towards the corners. This is to simulate the effects of an old CRT TV.

Thanks for reading and I hope you enjoy the new changes,

Here's the full list:

  • Assist mode added to the game! You can now select to have more checkpoints on the levels! The setting can be changed at any time in the map screen menu and levels completed with assist mode on are marked.
    The checkpoints now also have three different shapes to represent which mode they show up in:- circle for assist mode, square for normal mode and diamond for when the checkpoint is in both modes.

  • Almost all token toll amounts have been lowered so that they fall closer to a speedrunning type of route rather than a slower, first play through route.

  • Level 1-3 (Discs of Fury) had a ceiling altered to look more natural with the surrounding ceiling and less like a hint of a secret there.
  • Level 2-3 (Uptown). The warp portal room has a few extra knocker hopper's added.
  • Level 2-5 (Temp Work) has had a disc launcher removed just before the final gauntlet section. The launcher created a huge spike in difficulty for what was already a tricky section.
  • New bloom type added. This type of bloom has a much wider radius and the intensity of both bloom types can now be scaled in the graphics menu.

  • The new wider bloom type tends to blow out the picture when the colours are inverted so a per level setting was added to make adjustments.
  • Heat haze effect has been added to some levels.
  • Full-screen effects such as screen bulge and scan-lines have had their beat matched scale turned slightly down mostly so that chromatic aberration doesn't get too extreme when set to a high intensity.
  • Default values for the full screen effects is now 2.0 instead of 1.0.
  • The chromatic aberration red-green-blue spread pattern now forms a triangle instead of a line which will give right most edges a green tint.
  • Also the chrom. abb. is a bit wider towards the corners of the screen.
  • Neon signs have a black backing to them for better readability. This has also been applied to the world tiles and title logo but to a lesser degree.
  • Title logo has been adjusted with the same perspective effect used for the key art. Also the background level has changed to match the key art.
  • The dash move now has a sound and white glow effect to make it more obvious when triggered.
  • Doors will now make Lumi disappear in a flash of light when entered to avoid enemies moving into you while the door entry sequence occurs.
  • Doors that have a destination will be white during the initial "ready" phase instead of starting black and instantly turning white after the "ready" phase.
  • The level end goal has been given "god rays" similar to the final exit.
  • Increased the width of the achievements window so there's more space for the descriptions.
  • Changed the music on the final level.
  • Fixed sounds starting at position (0,0) for a single frame resulting in a click sound at the start of some levels.
  • Removed end screen sound loop.
  • The static noise is muted after touching the final levels exit.
  • Standing still for a few moments will now display the collectables HUD. Un-pausing the game will also show the HUD.
  • The list of saved games has had a much needed update to read better. They now have a description above each statistic and the name of the campaign is now shown on the left. This is in preparation for a new campaign coming soon as well as custom campaigns.
  • Pressing backspace (keyboard) or the back/cancel button (gamepad) while in the name entry UI will go back to the previous screen if the name is blank. The back/cancel button now also deletes the right-most character.
  • Some UI elements now display info text at the bottom of the UI window.
Map Screen
  • Land tiles no longer have a bright edge on them and instead now have a fading edge for better contrast against the paths. This also removes a lot of visual noise from the map screen.
  • Level nodes have a dark backing for better clarity.
  • Level nodes have been given the shader treatment to match the rest of the game.
  • The number and letter icons on the level nodes are larger for better readability.
  • When a UI window is displayed the background will now go darker in addition to it's usual blurring.
  • The game no longer saves your profile after unlocking a toll. This will remove the short pause caused on profiles that have a lot of saved games and/or replays.

Thanks for reading and I hope you enjoy the new changes,
0 comments Read more


“Super Lumi Live sticks it to the die-hards of modern platformers and leaves an addicting, lip-biting good time in the depths of a super-sleek neon world”
D-pad Joy

“This game is hard to master, and you will find yourself trying to prove you are the best over and over and over again… for hours!”
RenEVIL Studios

“This is the kind of game that speedrunners would fall in love with.”

About This Game

A pure classical platformer.
  • Easy to play, difficult to master

    Simple controls and movement that is fast, fluid and precise. You can chill out to take on each obstacle one at a time or fly past everything with full speed using precision button execution!

  • 60 classical sized levels across 6 Seasons

    The game has a whole myriad of different challenges within each level to test your pure platforming skills on. Whether you're trying to collect the tricky Gold Tokens or speedrunning for time target medals, you are always rewarded with new levels via unlockable routes on the map screen or you're rewarded with something else entirely.

  • Awesomely bouncy electronic beats

    16 tracks that drive the action with beat-matched visuals and classic video game style melodies.

  • Replays and Ghosts

    With many tricks and nuances to Lumi's movement and levels designed for speedrunning, you can race your own ghost trying to improve your time or race against other people by downloading their ghosts! Also with leaderboards, you can see how your best times stack up against the rest of the world!

  • Level/world editors

    Create and share your own devilish levels and worlds with fully integrated editors.*

  • ALL future updates and content are free

    With at least two new worlds planned and new feature updates, you pay once and get everything for life.
* level editor included but world editor not yet available.

System Requirements

    • OS: Windows XP or higher
    • Processor: Intel Core 2 Duo 2.4GHz or AMD Athlon X2 2.3GHz
    • Memory: 1 GB RAM
    • Graphics: 512 MB SM 3.0 (GeForce GTX 300+, Radeon HD 4000+ or Intel 4500+)
    • DirectX: Version 9.0
    • Storage: 700 MB available space
    • Sound Card: DirectX 9.0 compatible card
    • Additional Notes: Controller strongly recommended
    • OS: Windows 7 or higher
    • Processor: Intel Core 2 Quad 3.0GHz or AMD Athlon X4 2.4GHz
    • Memory: 2 GB RAM
    • Graphics: 1024 MB SM 3.0 (GeForce GTX 600+, Radeon R9 200+ or Intel HD 4000+)
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 700 MB available space
    • Sound Card: DirectX 9.0 compatible card
    • Additional Notes: Controller strongly recommended

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