It really does seem to be the moment for first-person dungeon crawlers. I’ve already announced a few, I’m announcing another one now, and I’ll be talking about more in the coming days. There can never be too many of them, so that’s perfectly fine by me.
Unison Games has announced Descent of Lunaris, a first-person, grid-based sci-fi dungeon crawler that mixes traditional JRPG turn order with tactical, tile-based encounters.

It’s the studio’s debut project, with no release date yet. The announcement arrives alongside a trailer and the Steam Page.
Set in 2070 on a lunar mining base, the story begins when an “impossible” signal is unearthed deep beneath the surface. Machines across the facility turn hostile, decimating the crew, and a multinational team of operatives descends to locate the source and survive what’s below.
The premise leans into classic dungeon-crawler mood, limited certainty, long delves, and attrition, while the presentation pushes from industrial corridors into increasingly surreal spaces as players go deeper.

Exploration is built around hand-authored, branching floors with environmental storytelling, secret routes, optional bosses, and NPCs whose stance can shift based on player choices.
As environments warp, moving from lunar rock and metal into distorted architectures that echo human myths, the tone slides from investigation toward psychedelic nightmare. The studio frames each descent as a run that tests planning as much as combat, with resources stretched across long expeditions rather than single encounters.
Combat looks familiar with turn-based battles where formation, ability timing, and resource management decide whether the party can endure the next floor.

But deeper sections change the rules, switching certain encounters to tactical grid fights that emphasize positioning, line control, and hazards.
That shift supports multi-phase bosses and larger enemy groups without losing the JRPG cadence, and it asks players to re-evaluate builds mid-campaign instead of settling on a single dominant approach.

Party building aims to be flexible. Operatives can unlock subclasses, invest stat points, and equip gear with unique modifiers.
An affinity system and passive traits layer on longer-term tweaks, and a leadership mechanic grants team-wide perks based on who’s in command. The intention is to reward experimentation, swapping roles to handle psychological or environmental threats rather than brute-forcing the same lineup through every floor.

Aesthetically, it pairs sharp 2D character and creature art with modern 3D dungeon environments to create a deliberate contrast between the human and the alien.
Descent of Lunaris is a Pc game with no release date yet. Here you can find the Steam Page, while below is the announcement trailer.
