
Play as the ancient automaton Cecilia Immergreen as you explore the world for secrets, solve puzzles, delve into dungeons, fight other Hololive members as powerful bosses, help other members with side quests, and find powerful items to explore previously unavailable locations.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 18 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
An open world filled with secrets that opens up as you advance through the game and find new items.
Explore 8 different dungeons, each with unique enemies and puzzles.
Complete a variety of side quests, often culminating in exciting boss battles, and receive great rewards.
Complete dungeons and side quests to extend your repertoire of items. The 15 unique items will unlock new fighting abilities and new ways to explore the world.
Your friends and their fans have gone mad by some an some kind of curse and you're the only one who can save them. With 13 bosses and over 40 different fan mascot enemies, there's a lot of work ahead of you. For Justice!
This game is published under CCMC Corp(※1)'s Indie game brand "holo Indie".(※2)
This game is allowed to be monetized under the examination and terms of "holo Indie".
Please note that any monetized derivative work games that include Cover Corp.'s content outside of holo Indie is not covered by these terms and is not allowed.
※1. About CCMC Corp.
CCMC Corp. is entrusted with website management (ex: steam) including, examination, publishing and other necessary tasks by Cover Corp.
※2. About "holo Indie"
holo Indie's objective is to cooperate with hololive production fans and creators.
It is a game brand that offers "Game Creator Support Program" for the derivative work games.
For more details about "holo Indie", Please refer to the Cover Corp.'s "Derivative work guidelines".
Genres
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You start the game in a cave with no memory of how you got there. Before long, you learn that a mysterious curse has been spreading across the land. Your friends hid you away, hoping you would emerge later and save them all. The curse has no effect on you because, despite looking like an ordinary human, you're actually powered by gears hidden inside your body. The game is an action adventure with puzzle-focused dungeons, which gives a pretty clear idea of what to expect. If that description alone doesn't ring a bell, it probably will the moment you cut down your first bush and watch it drop either currency or gears that restore health. Anyone familiar with classic games of this style will immediately recognize the formula. You explore an interconnected world, search for dungeon entrances, acquire new items and abilities, and use them to reach previously inaccessible areas before moving on to the next dungeon. Your character, Cecilia, starts with a dash ability that lets her avoid attacks and pass through certain threats. She also carries a spear that serves as her primary weapon. Its reach is respectable, although it feels closer to a sword than a true spear. Not long into the adventure, you gain the ability to throw explosive carrots. While useful against enemies, they are mostly used to destroy suspicious looking walls that often hide chests containing money or other rewards. Most enemies go down after a few hits, but they still demand some attention, especially when attacking from a distance or hiding behind shields. Even when you take damage, recovering isn't much of a problem. Enemies and environmental objects respawn whenever you move between screens, making it easy to stock up on health, money, explosive carrots, or anything other consumable. There is a catch, though. Your carrying capacity is limited, so finding larger bags becomes important. The world itself is divided into individual screens. Each screen is revealed on the map the first time you visit it. The map does an excellent job of showing the exact layout of explored areas, along with important locations such as resting benches. These benches restore your health and act as checkpoints. However, they do not save your game, so you'll need to remember to save manually through the menu or trust the autosave system. You also have access to a mini map, which unfortunately isn't very good. For starters, it occupies a nice portion of the lower left corner of the screen and often blocks your view of what's happening underneath. More than once, that hidden area turned out to contain an enemy I never saw coming. The second issue is that the mini map disables itself whenever you interact with something, which quickly becomes annoying. Along the way, you'll occasionally meet friendly characters who offer dialogue, quests, or items for sale. These NPCs are conveniently marked on the map. Treasure comes in the form of chests. The plain looking ones are usually tucked away in hidden corners and contain money, although any excess is wasted if your moneybag is already full. The more elaborate chests contain valuable rewards such as gear pieces that increase your maximum health. The main objective throughout the game is tackling dungeons. Inside, you'll solve puzzles, search for keys, unlock new areas, and obtain useful tools and weapons. These include a bow, boomerang, whip, and several other gadgets. Most dungeons culminate in a boss battle. Every new item doubles as a puzzle solving tool. The boomerang can retrieve distant objects and activate switches, while the bow is used to hit targets such as floating eyes. There are also quality of life upgrades, including a violin that allows fast travel between unlocked resting benches. Each dungeon introduces its own mechanic. One memorable example is the graveyard dungeon, where knights remain friendly while the lights are on but become hostile shadowy enemies once darkness falls. While the themes and gimmicks vary, the overall dungeon progression follows a familiar structure. One thing they all share is an abundance of pits. Falling into one sends you back to the room's entrance, which can be particularly frustrating during obstacle challenges that require dodging arrows, avoiding damage, and watching for spikes emerging from the floor. To make matters worse, if you're knocked into a pit after taking damage, you lose health from both the attack and the fall. The bosses are actually your corrupted friends, the same people who hid you away at the beginning of the story. Defeating them restores them to their normal selves. These encounters generally aren't too difficult, especially since the item found within each dungeon is usually designed to help against its boss. If you're looking for an extra challenge and an achievement, however, you can try defeating bosses without using the dungeon item. That's a much tougher task. While those achievements are technically missable, at least you can keep trying until the boss goes down. The same cannot be said for the speedrunning achievements, which I absolutely hate. I've never understood why games that encourage exploration and reward players for aiming at 100 percent completion also punish them for taking their time and enjoying the experience. One playthrough should be enough, and forcing players to rush through a game like this just feels unnecessary.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*languages with full audio support
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
a pleasant adventure game i was most impressed with it's competency with it's design , in how it contextualizes the items with hololive , and how it's item's are new (to me) that fill niches for abilities your character can utilize , and then instead of each new one rendering the previous obsolete , most of them get re-used in later dungeons the overworld is nice to explore , as you seek to understand the curse that has befallen the land to undo it , and bonus points for some unique dungeon themes , & lots of unique mechanics right from the start of the first one , you know the dev was doing good when the player is consistently left feeling like they want more out of each aspect of the game so you can explore deeper ways to construct and solve the puzzles i found the writing to be corny and funny which is a staple for holo-games oh and the difficulty feels right too , i played through on hard mode
speeeen to win! ERB's sword is seriously overpowered, making it perfect for a roguelike newbie like me... The story is really cool, and i love solving all the puzzles in it and exploring this world! Otomos now listen, this game is full of fun easter eggs for you! I recommen :3
I intentionally avoided watching any streams of the game because I wanted to discover everything for myself. This is easily the best Hololive fan game I've ever played, and honestly one of the best top-down 2D games I've played in general. It's simply fantastic. Every single dialogue hits perfectly. The game is packed with countless inside jokes, and they're written so well that you could genuinely believe these conversations happened exactly like this between the talents. In some cases, they practically did. I'm currently about 60% through the game and unfortunately have to stop for the night because I need some sleep. But I'm already incredibly excited to continue playing tomorrow after work and I honestly can't remember the last time a game made me feel that way. I haven't even reached the ending yet, and I'm already hoping for a sequel. Huge praise to the entire development team.
This was so much fun! You made a really neat game with lots of great details, good challenges, secrets, creative dungeons, funny dialog, and more! Thank you!!
Honestly this game is genuinely just.. such an amazing and fun journey. Don't get me wrong, you will get significantly more enjoyment if you are even just remotely a hololive EN fan, but the gameplay is fun enough to where just about anyone can pick this up and have a great experience. All the dialogue feels in character and was enjoyable to read, to where i'd go out of my way to make sure I actually read everything and just.. absorb it all. Personally I played using a controller and it's honestly what i'd recommend too, as being able to switch between a joystick for general play, and a dpad when maybe I wanted to be slightly precise was an absolute blessing in certain moments. In terms of difficulty, normal mode can definitely feel a smidge easy at times, especially depending on how thorough you are with finding collectibles and increasing your health at the earliest possible moment, whereas hard mode can.. actually be a challenge at times, especially if you're going for the challenge achievements, as there were quite a few that honestly took me a fair few tries. Seriously though, everything about this game is so damn good, from the art style to the flow of the gameplay, to the music and just... absolutely everything. It oozes charm in every corner and I really really really recommend giving it a try!!!
An above average fan game. With the goal of making a SNES/GBA era Zelda game for Cecilia, the dev certainly succeeded. The amount of content is fun to complete (lots of bonus boss battles for even more cameos), the story is funny throughout, and the gear you find is useful in combat and exploration. Once you get used to her controls, Cecilia is a reliable MC who can pull off all kinds of attack and defense moves. The game also plays without any issues on Steam Deck, which is nice. For critiques, the difficulty isn't exactly a curve. The first dungeon is probably the most difficult one until the finale because the clone mechanic is extremely unforgiving. Falling in the water comes with a funny voice clip that unfortunately means it takes a bit too long to respawn, which becomes annoying in areas based around being knocked into the water consistently. Finally, you gain a lot of health (gears), but never any improved defense, which makes Ceci a huge glass cannon, which is not super accurate, her main positive trait lore wise is "durability." This one would be fixable with either an item you can get partway through for more defense (like Link's various tunics, it could be a Libestal cape or something like that) or perhaps an easier mode where you take half damage. Some of the streamers who might want to try this could struggle with taking damage in the early part and dying a lot. Overall, I do recommend and had more fun with this one than from many of the other games in Holo Indie.
Хорошая игра. В игре на удивление достаточно много контента, неплохие боссы, особенно понравился босс файт с пекорой. Для своего жанра очень неплохо
10/10 game. Perfect understanding of not only Hololive, but The Legend of Zelda. The way the dungeons are laid out, and how the puzzles evolve to teach you the dungeon are immaculate. Each item provided is useful in its own way. If you want to dodge attacks their is an item for that, if you want to tank the damage there is an item for that, if you want to absorb projectiles and shoot them back… there is an item for that. The freedom of motion and ways of attacking make this game incredibly fun and never dull. The music also absolutely slaps.
Pretty fun overall! I keep coming back even though some parts of this game inspired more rage in me than when I played Getting Over It by Bennett Foddy. The art is cute and the interactions with the holomems are pretty funny overall. I especially liked the whole dynamic between Cecilia and Gigi, it totally feels like something GIgi would do for fun on any day ending in Y. I noticed early on that when playing with keyboard, the controls feel a little... slippery? for lack of a better word. You can't change directions while moving, so as I sat there mashing WASD in the heat of battle, I'd often end up facing the wrong direction to attack. I think this is because years of keyboard gaming have conditioned me not to let go of a movement key until I pressed the new direction, since most games would immediately change your direction upon a new keystroke. I went and got a controller and my god, it's so much easier to play with the D-pad. The game is quite punishing to small movement mistakes; you get sent all the way to the beginning of the room if you fall off a ledge, so precise movement really matters. Seriously, save your sanity and play this game with a controller. The balancing of the dungeons felt a little off to me sometimes. Shiori's dungeon introduced a bunch of new mechanics that completely threw me off - hidden walls, mimics, lots of projectiles. I actually got stuck for a bit because I couldn't figure out why the entrance room was seemingly a dead end. You can also permanently make one of the rooms harder to clear just by exploring the room as you normally would. On the other hand, I don't know if I just got better at the game, but by the time I got to the final dungeon, the boss fights seemed comically easy compared to the previous ones, and I cleared them no problem. On that topic, I found some of the boss fights frustrating since it felt like they amounted to "hit the boss X times while dodging all the crap flying around the screen", which gets old after you have to restart for the 8th or 9th time because you couldn't predict where the one minor enemy or projectile was going to be. Shiori and Nerissa's fights feel like this to me. Admittedly, bullet hell is my least favorite kind of game since I get overwhelmed quickly. My favorite boss fights were Raora (clever use of the dungeon item, once I actually read the item description. imagine reading) and Calli (lots of space to move, no minor enemies and few projectiles to track, well-telegraphed attacks that hit hard, but I could learn easily, felt fair overall). Overall, I think the game could use some more polish where it counts, but it has the spirit and the charm, and in the end I had fun. Keep up the good work!
Players by region
Where this game's players are, estimated from review languages.
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