Full ReleasePC

Limbus Company

Project Moon · Strategy, RPG, Visual Novel

Overview

As the Executive Manager of Limbus Company, lead your group of twelve Sinners, venture into the buried facilities of Lobotomy Corporation, and lay claim on the Golden Boughs.

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Each turn results in a display of exhilarating action.

In the combat phase, units on both sides will act simultaneously.

During the scramble, characters targeting each other may Clash.

The outcome of a Clash depends on the strength of their opposing skills and a sprinkle of luck; the winner can shut down the loser's skill.

Ensure you use the right skills to win Clashes.

Connect skill icons across the grid, and your units will take action according to your commands.

Chaining skills of the same color allows you to deal greater damage.

Using simple and practical controls, watch as the Sinners dance to your tempo.

Form teams of Identities and equip them with an arsenal of E.G.O that will create powerful synergies.

Your foes come armed with a variety of Affinity-based attacks and tricky effects.

In particular, Abnormalities are formidable foes that may prove to be considerable challenges.

Learn their behavior and weaknesses, and compose the right team to eventually conquer them.

Immerse Yourself in the World of Project Moon

From the creators of 《Lobotomy Corporation》 and 《Library of Ruina》, another tale set in the same, unique world unfolds.

In this massive dystopian metropolis, you will embark on a journey to find Golden Boughs with a cast of 12 Sinners.

Enjoy a gripping story and the series of events that await.

All dialogue in the main story comes fully voiced in Korean.

Best of luck, Dear Manager.

From the game's Steam store page.

THE GAMEQ VERDICT9,999 reviews analyzed

What players are actually saying

A gripping, tearjerking story inside an unusually fair gacha, with luck-heavy combat and a repetitive endgame grind once the story runs out.

88% positive on Steam · 121,739 reviews

1. Summary

Limbus Company is recommended in 91.7% of these reviews. More than half of the reviews long enough to explain themselves (57%) talk about the story: the twelve Sinners, the classic novels they are adapted from, or crying at the end of a Canto. Fans have a running joke that "they can't possibly top this" after each Canto, until the next one does, and it doubles as their most sincere praise. Reviewers also keep returning to how fair the gacha is. They describe a shard and dispense system that lets them buy almost any character outright, a steady flow of free premium currency, and a cheap season pass that lasts months, and a few say it is the only gacha they have ever spent money on.

Veterans' complaints are mostly about what comes after the story is caught up: an endgame that is the Mirror Dungeon on repeat, a slow leveling grind tied to an energy system, and recent boss design (unbreakable coins, Refraction Railway 6, the Reflectrial mode) that they say checks whether you own specific characters more than how well you play. The coin-flip combat divides reviewers. Some love its tension and team-building depth, while others call it a slot machine where one tails on a 95% coin can wipe an hour-long run. Players who quit early cite a tutorial that explains little, slow first two Cantos, a lot of reading, and a long extra download inside the game's own launcher.

2. What keeps coming up

What players praise
A story players call the best they have read in a gameHigh

Reviewers describe Limbus Company as a visual novel with combat attached, and they mean it as praise. Each Canto centers one Sinner adapted from a classic novel (Don Quixote, Moby Dick, Crime and Punishment, The Stranger, Wuthering Heights and others), and some reviewers say they went on to read the source books. Crying is a common reaction, most often at Canto 9 or Canto 7, and some long reviews say the writing about grief, trauma and self-worth helped them personally. Players praise a fixed main cast that develops over years instead of being replaced by new characters each banner, side characters who die quickly but leave a mark on their Canto, and Dante as a protagonist with a real personality. Several call it a good entry point into Project Moon's universe. Whether to play Lobotomy Corporation and Library of Ruina first is debated: several reviewers recommend it for context, and others say it helps but isn't required.

Most criticism within this theme concerns pacing, covered under the slow first Cantos in the split section. A small number of long-time players argue the story peaked mid-way (some single out Canto 8 or 9 as weaker, or say the prose leans on exposition), while others say "every new canto tops the previous one."

A gacha players call unusually fairHigh

Reviewers sum up the monetization as "a gacha game made by people who dont know how to make a gacha game" and explain what they mean. Nearly every Identity and E.G.O. can be bought with shards earned from Mirror Dungeon and the season pass, and there are no duplicate-upgrade systems or gear to chase. The game hands out free premium currency every update, plus compensation for bugs, maintenance and even typos. The paid season pass costs around $10 to $12 and lasts a full season of six months or more. Many say they have played through the story without paying anything, and a few say they bought the pass to support a studio that "doesn't want your money."

Reviewers still list limits. Pull rates are described as low, with no soft pity and a 200-pull guarantee; announcers and old E.G.O.s dilute banners; and the newest season's characters cannot be sharded until the following season. The truly limited content (Walpurgisnacht banners and especially the Arknights collaboration) is covered under frustrations.

Music, sound and presentationMedium

Mili's vocal tracks at each Canto finale are named far more often than any other music, and a few reviewers also credit Studio EIM's battle themes. The combat sound design (the "ding ding ding" of coin flips, stagger and tremor-burst effects) is described as addictive in its own right, and players praise the Korean voice acting, the Identity art and the 2.5D battle animations. A few wish for an English dub, and about as many say the Korean cast is good enough that they don't miss one.

Steady updates and a studio that listensLow

Players note content arriving roughly every two weeks, long-running events, and developers who respond to feedback, pointing to bosses nerfed or reworked after complaints and generous make-good rewards after outages.

Plays well on modest PCs and syncs with mobileLow

Some reviewers moved their accounts over from the mobile version, and a few say the game crashed less on PC than on their phones. A few others say it runs fine on weak hardware. Linux reports are mixed: one player runs it without trouble on Bazzite, while others hit install problems.

Where players are split
Coin-flip combat: tense strategy or a slot machineHigh

Supporters describe a clash system where you chain skills against enemy attacks, read passives, and build teams around status effects (Burn, Bleed, Tremor, Rupture, Sinking), and they say the hard fights feel like puzzles that are hugely satisfying to crack. Critics see the same system as a dice roll: in one negative review's words, "you either roll a higher number than the enemy and win or roll a lower one and lose." A running joke is losing a "Dominating" clash at full sanity because a coin landed tails, and critics say one bad flip can wipe a team or end an hour-long Mirror Dungeon or Railway run. Some long-time Project Moon fans call it a watered-down version of Library of Ruina's combat.

The Win Rate button, which auto-selects clashes, draws the same split. Casual players like that it lets them breeze through filler fights; critics say it proves most encounters need no thought, and that the game then swings to bosses where auto-play gets the whole team killed. Some positive reviewers rate the story well above the gameplay, in verdicts such as "Story good, gameplay pretty bad after a while."

A lot of readingMedium

The game asks players to read long story scenes and dense skill descriptions, and the reviews treat this as both a selling point and a warning. Fans joke about their own literacy, and some advise newcomers to read passives instead of pressing Win Rate in hard fights. Some of the quickest thumbs-down reviews, often under an hour, come from players who expected a strategy game and found "endless dialogue" before the first real battle, or who were overwhelmed by the number of terms.

The first Cantos are slow, and players disagree on whether it mattersMedium

Reviewers who mention the opening call Cantos 1 and 2 slow and say the story "gets good at Canto 3" or picks up "at Canto 4." Fans pass this on as advice for newcomers, and some say they nearly quit early and are glad they did not. For others it is the reason they quit before reaching the payoff.

Early difficulty wallsMedium

A handful of fights act as gatekeepers, above all 4-48 (Dongbaek) in Canto 4, then 5-30 and the Ricardo fight in Canto 5, and the Canto 7 finale. Some players describe beating them as a proud turning point where they finally learned the game; others describe days stuck with under-leveled characters, losing to one bad clash, and getting unhelpful answers from the community. Players often suggest borrowing a friend's high-level support character.

Power creepLow

Some veterans say new seasonal Identities make older teams obsolete and push bosses toward inflated health and damage; others insist almost any Identity can still clear content with planning. Nearly everyone raising it has hundreds of hours in the game.

Canto X's move to top-down explorationLow

Canto X Part 1 replaced much of the usual stage-and-battle structure with a top-down, RPG Maker-style exploration section. Some players loved the change and its horror atmosphere. A vocal group of veterans called it tedious, citing arrow-key-only movement (no WASD), fetch quests, very dark visuals, shallow overworld combat and some typos, and a few changed long-standing positive reviews to negative over it.

What frustrates players
After the story, the endgame is Mirror Dungeon on repeatHigh

Once the story is done, reviewers say there is little to do besides the Mirror Dungeon roguelike, run weekly for shards and currency, plus occasional Railway or Reflectrial content, until the next Canto arrives months later. Some call it "the mines" or joke about falling asleep mid-run, and long-time players say most of their hundreds of hours went into dungeon grinding. Requests include faster runs, more replayable modes and more ways to earn premium currency once the story is exhausted. Some otherwise glowing reviews name "lack of endgame content" as their one real complaint.

Leveling grind and the energy systemMedium

Players in the middle of the story describe hitting level walls with no fast way through: experience tickets and threads come slowly, the good experience stages unlock late, and the Enkephalin energy system has to be converted into modules at a poor rate before you can farm. Several say leveling one character takes days and that the endgame expects many fully built teams, and one long-time player says the energy cap forces a login twice a day.

Late-game boss design: unbreakable coins, Railway 6 and ReflectrialsMedium

Recent content draws angry reviews from veterans. They say bosses increasingly rely on unbreakable and "red" coins that hit or stagger your team even after you win the clash, and that many fights have a single critical clash that decides the whole encounter. Refraction Railway 6 and its dragon Yinglong come up again and again, often with real anger. Reviews that discuss the newer Reflectrial mode are mostly critical: players call it a damage check that needs several full, leveled teams of specific Identities and rewards owning the newest banner characters, and one veteran says the game is getting worse and more "greedy." A minority enjoy the challenge and object when hard fights are nerfed.

A tutorial that does not teachMedium

Newer players, and many who love the game, say the tutorial explains the clash system poorly and cannot be exited or replayed, and that they only understood combat after watching YouTube guides or being coached by a friend. A smaller group of brand-new players report the game starting in Korean or Japanese with no obvious way to switch to English before accepting the terms.

Downloads, updates and the forced C: driveMedium

Some early thumbs-down reviews never reach the game: about a quarter of the under-two-hour negatives are about downloading, launching or language. After installing through Steam, the game downloads roughly 10 to 15 GB of extra data in its own launcher, and players report hours of download screens, updates that redownload everything, repeated file-verification loops, and total footprints of 30 to 40 GB. A handful add that these assets go to the C: drive regardless of where the game is installed, which shuts out players whose system drive is a small SSD.

Crashes and unstable updatesMedium

Stability complaints spike around big patches. A late-May 2026 update that moved the game to a newer Unity version and to DirectX 12 left some players with stutters, black screens, server errors, crashes at battle start or a game that would not launch, in some cases for about two weeks. Mobile players report frequent crashes, and a few note being thrown out of a finished Railway run by a server error. Players credit the developers for compensation, but some changed their reviews to negative over it.

Limited collab and Walpurgisnacht contentLow

Players say limited content is where the fair gacha breaks down. The Arknights collaboration E.G.O.s had low pull rates, could not be sharded and have not returned, and players who missed them say they can never complete their collection. Walpurgisnacht banners return only every few months, and players describe spending 100 to 200 pulls without the unit they wanted. Some also resent shard boxes being cut at season end and previous-season units being locked out of the shop.

Translation problemsLow

A few players flag the English localization: slurs added in translation that were not in the original, liberties with swearing and regional accents, typos, and disputed renderings of terms.

Motion sickness and flashing effectsLow

A small group asks for options to reduce camera movement and screen shake, which they say worsen with newer Identities, and one player could not continue past a Canto 9 boss with intense red and blue flashing.

3. The player conversation

About a third of the reviews are 20 characters or fewer, a stream of "peak," "glory to Limbus Company," "beach volleyburr," "Win Rate," hair-coupon jokes and declarations of love for individual Sinners. Many thumbs are ironic: players with hundreds of hours leave mock-furious negatives about losing a coin flip or failing to pull a unit, and dozens of the thumbs-down reviews are jokes about not being able to romance the characters. Underneath the memes, sentiment held steady: weekly positivity stayed between 88% and 96% from late April to September 2026, with no week standing out as a collapse.

Long-time players write the detailed criticism, and it targets the endgame loop, grind, boss design and the Reflectrial mode. Reviewers who quit within the first couple of hours cite the download process, the tutorial and the amount of reading. Many reviewers also talk about the wider fandom, joking or complaining about spoilers, "larping" newcomers and an influx of players from a Roblox game that added Project Moon skins, but they rarely hold it against the game itself. Canto X Part 1 in mid-September 2026 added a small, visible cluster of veteran complaints about its exploration section without denting the overall rating.

4. What the developers could do

  1. Give caught-up players more to do than Mirror Dungeon. Veterans say the endgame is the same roguelike every week until the next Canto, and they ask for more replayable modes and quicker runs.
  2. Ease the leveling and energy bottleneck. Mid-story players describe days of grinding experience tickets and threads behind an Enkephalin conversion they consider a poor rate, which walls them off from the story that is the game's main draw.
  3. Rethink recent boss design and the Reflectrial rules. Unbreakable and red coins that punish won clashes, Refraction Railway 6, and Reflectrial fights that demand several full teams of specific Identities draw angry reviews from long-time players.
  4. Deliver assets through Steam and let players choose the install drive. Forced downloads to the C: drive, repeated multi-gigabyte redownloads and verification loops make some new players quit before they ever play.
  5. Rebuild the tutorial and add a language choice on first launch. Players who love the game still say they learned combat from YouTube, and brand-new players quit when the game opens in Korean or Japanese or traps them in a tutorial they cannot leave or replay.
  6. Test engine and graphics updates harder before release. The Unity and DirectX 12 transition left some players unable to launch or stuck with stutters and crashes for weeks, and mobile crashes recur across the reviews.
  7. Offer a path back to limited content. A rerun or shard option for the Arknights collaboration E.G.O.s, and earlier shard access to previous-season units, would close the one gap players see in an otherwise praised monetization model.
  8. Add comfort and control options. Toggles for camera shake and flashing effects, WASD movement in Canto X's exploration, and a pass on the English translation address a smaller but recurring set of complaints.

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