Match glowing crystals to build a pachinko board, then rain your ball loadout through it for an exploding score. A cozy winter roguelite of fairies, tiles, and fate: light every town on the climb to the boss — but miss one target and the run is over.
Two games, one idea.
Luminko is a match-3 puzzle that feeds a physics-driven pachinko payout, wrapped in a roguelite of tiles, ball loadouts, and a fate-navigated map. First you build the board by matching. Then you break it — raining your loadout of balls through the pegs you just made for a score that snowballs out of control.
You are a lamplighter, travelling town to town. Charge the crystals, string the lights across the houses, and dispel the darkness that caps each town. Clear it, and the town shines.
[h2]Build, then break[/h2]
A single persistent board carries through your whole run — you compound it, you never restart it.
Spend your moves matching 3+ crystals: merged crystals rise a level and score exponentially more.
Then drop your ball loadout. Every peg and tile it touches pays out. A smart merge now is a jackpot later.
[h2]No two runs play alike[/h2]
Buy from the townsfolk between matches and your whole playstyle changes:
30 fairies — 15 common, 10 rare, and 5 event-only legendaries — that orbit your board and bend the rules: magnets, midas coins, phoenix revivals, chain-lightning, and more.
36 tiles — special pegs from splash detonations to greed engines, including 5 legendary "grow cards" that start small and snowball the longer you keep them.
30 balls — a loadout deck across common, rare, and legendary tiers, plus 3 editions (Gilded, Radiant, Prismatic) that add a shine on top of the ball's own trick.
11 events — risk/reward encounters on the map: wishing wells, enchanters, cursed bargains, ember altars. Push your luck or play it safe.
A climb to the boss
Every run is a 12-level branching climb. Each level is its own procedural winter town; a boss caps every third one. Bosses are known in advance, so your shopping has direction — buy to beat the rule you can see coming. Light all four towns and topple the final boss to win the run.
One miss away
Miss a level's target and the run ends immediately — back to a fresh board. Roguelite stakes, not casual comfort. Every ball counts.
Cozy on the outside
Hand-drawn snow-capped villages, chimney smoke, a lamplighter tending the post, drifting snow, and a garland of lights that fills in as you clear each town. The reward isn't just a coin count — it's a dark town coming to light.
Full keyboard and gamepad support with on-screen button prompts, plus rumble.
Built to run great on Steam Deck and desktop.