
In this chibi-style* strategy role-playing game you'll amass an army of game-referencing allies, fight on trap-laden maps, and beef up Lily Rank for crazy damage. But look out for status ailments or you might be (literal) tofu! You ain't seen the Neptunia characters like this before!
Modeled estimate, not a reported figure. How we estimate →
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About
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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**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This one's pretty good if you like Tactical RPGs, tons of fun characters.
Hyperdevotion Noire: Goddess Black Heart is a playful yet surprisingly involved detour from the usual Hyperdimension Neptunia formula. Developed by Idea Factory, Compile Heart, and Sting, and published by Idea Factory International, it shifts away from the series’ familiar mix of visual-novel storytelling and light JRPG combat in favor of a fully tactical, grid-based strategy system. This spin-off places Noire—usually one of Neptune’s rivals—at the center of the narrative, giving her the spotlight in a world called Gamarket, an alternate setting shaped around satirical references to the gaming industry. The story begins with Noire at the peak of her political and military power, only for a mysterious conspiracy to throw her kingdom into chaos. As her authority collapses, she must gather allies, rebuild her forces, and reclaim her position as a goddess while navigating comical misunderstandings, exaggerated personalities, and the cheerful absurdity that defines Neptunia storytelling. What distinguishes the game most is its approach to tactical gameplay. Rather than relying on the conventional turn-based battles of the main series, Hyperdevotion Noire embraces an isometric tactical RPG design. Characters move across maps filled with obstacles, traps, elevation differences, and environmental hazards that turn even simple encounters into layered strategic puzzles. The game offers a robust roster of allies, each modeled after stylized parodies of different video game genres—fighters, JRPG heroes, stealth icons, rhythm divas, and more. Each character has a unique skill set that encourages experimentation, and composing your party becomes a major strategic component. Because maps are designed with gimmicks and hazards in mind—including conveyor belts, icy floors, or explosive tiles—team composition and positioning matter as much as raw stats. A defining mechanic is the Lily Boost system, a feature that rewards placing characters near each other on the battlefield. When allies cooperate—either by using abilities in close proximity or chaining supportive actions—SP costs are reduced, powerful attacks become available, and transformations can be triggered. This system promotes synergy and thoughtful spacing rather than brute-force tactics. It also ties neatly into the series’ signature theme of camaraderie, turning friendships and interpersonal bonds into literal battlefield advantages. As your party grows, the game gradually introduces heavier skill interactions and more complex map setups, making the late-game battles feel more demanding and intricate than their colorful art style initially suggests. Outside of combat, Hyperdevotion Noire offers small but welcome layers of customization. Noire’s room serves as a light management mode where you can decorate her living space with furniture and items earned through missions or requests. Doing so unlocks short conversations that flesh out the characters’ personalities and relationships. While optional, these scenes add charm and make Noire’s central role in the story more personal. There is also a crafting system where players can invent or purchase equipment using materials collected from missions. This gives a sense of progression beyond leveling, and offers players ways to fine-tune their team’s strengths and weaknesses. Visually, the game stands out with its chibi character designs during battles contrasted against full-sized portraits during dialogue. This gives the game a dual identity—cute and comedic during combat, polished and expressive during story segments. The battlefield animations are lighthearted, colorful, and often exaggerated, with attacks ranging from whimsically ridiculous to stylishly over-the-top. The writing retains the Neptunia series’ signature humor: self-aware jokes, gaming references, slapstick misunderstandings, and affectionate parody. It rarely strives for emotional depth, instead aiming for a breezy tone that keeps the experience upbeat even during dramatic moments. However, the game is not without its drawbacks. The story, while amusing, lacks the emotional depth or tension that might carry a long campaign. Much of the plot serves as connective tissue between battles, and the stakes—though presented as monumental—often take a backseat to comedy. Pacing can also be an issue, as some missions run long or require grinding, especially when preparing for tougher late-game encounters. The reliance on environmental gimmicks, though refreshing at first, can occasionally grow repetitive or interfere with the strategic flow. Some players may also find the fanservice elements distracting or excessive, as the game’s tone frequently leans into its playful, flirtatious style. Even so, Hyperdevotion Noire succeeds as both a tribute to tactical RPGs and a fresh angle on the Neptunia universe. It offers meaningful strategic depth wrapped in a bright, cheerful aesthetic and supported by a surprisingly large roster of playable characters. For fans of the franchise, the shift in perspective—allowing Noire to take center stage—is refreshing and often humorous. For tactical RPG fans, the gameplay stands well on its own, offering enough complexity and variety to satisfy those seeking light but engaging strategy. Ultimately, Hyperdevotion Noire: Goddess Black Heart is a charming hybrid: a whimsical anime comedy paired with a solid strategic backbone. Its cheerful presentation, large cast, and inventive map designs help it stand out, while its tactical systems ensure that it has more substance than its cute exterior suggests. It may not appeal to players seeking serious storytelling or streamlined pacing, but for those who enjoy strategic combat fused with playful personalities and colorful humor, it delivers a memorable and entertaining experience. Rating: 7/10
可爱就完事了
A Idea Factory poderia ao menos fazer alguma grande atualização pra otimizar tanto o comportamento quanto os gráficos que bugam do jogo tendo em vista que a edição de colecionador do Nintendo Switch está ainda pra chegar no mercado. Os vídeos tem problemas constantes ainda hoje em qualquer distribuição Linux (a minha é a Mint Mate), o que também implica que mesmo no Steam Deck não suportaria rodar este jogo que tem ao menos já tem 11 anos de existência. Mas mesmo assim ainda é um jogo bom e divertindo, fazendo reassalva a esses detalhes.
esse aqui foi o primeiro jogo da franquia que eu joguei,e rapaz pensa num joguinho daora mano,o design chibi das personagens é bem fofo :D e cara se se seu pc foi uma batata relaxa que o jogo vai rodar de boa,faltou só uma legenda em ptbr ae pra fica top mesmo,sem sombras dúvidas pra mim esse aqui já o meu jrpg favorito.
Noire is great and you can romance her! 7/10 game!
WIN 11玩不了一点
Force Proton 6.3-8 if you're on Linux or Deck to get save games working.
It's a good game but not amazing. There are some minor "why can't you skip this" which can make a battle extremely tedious regardless of settings. Only happens later in the game but considering they have so many great settings for making battles less tedious, it's an odd oversight. You also can't skip enemy turns or certain parts of battles, like after using HDD the number countdown. Them forcing you to change or confirm the name of disks with a keyboard should have been optional. You can't do it with a controller and it's weird. Along with other rare but very avoidable annoyances. For me a good example would be the basilicom where buying stuff seems irrelevant (it feels like they could have done a little more with it). The combat system seems good and refreshing but it feels like a bit of a drag to go through levels after a while with no breaks. Bosses feel like HP sponges and less exciting after a while. Only on chapter 5 but I doubt much will change. Lots of good points I won't mention, some are cool map mechanics (usually), good writing, but for the most part it's a decent game. It feels like it isn't a game where I can clear two or three chapters a day but one where I can play a level, maybe three and then need a break. As long as you don't prioritize opening chests or getting everything in a level (chests are usually mediocre anyways, generally not worth dragging out battles and potentially dying to get a couple mid items.) There isn't anything super interesting or engaging but it's worth playing. I do love how they don't change the regular formula since it's a solid starting point and the characters are a huge plus for making battles interesting. They're all unique, new characters feel relevant, although getting new characters feels like it takes a long time. Although eventually it does feel like some new characters are just "better X" because some new characters are so broken some older ones fall off. It just feels like either there's a bunch of events at once or lots of battles in a row with short or fairly basic events. Perhaps the pacing of the game is just a little different than most. Also since Neptune isn't the lead it honestly feels like there's almost no humor lol. Which is unfortunate since Noire is my favorite, the fanservice feels forced, awkward, and repetitive. Around chapter 6, the zombie ailment is introduced, an incredibly brutal condition. I'm done after chapter 6, even after dealing with all of the weak zombie units you have to deal with two tanky bosses on a time limit. One spams a special move every turn or every other turn that inflicts Tofu (probably the most OP status condition) while the other does high single target damage. Zombie ailment forces your teammates to fight but Tofu condition makes every hit a critical on you, prevents you from using skills and your special move but that's not it. It also seemingly prevents you from reviving a unit that is killed while in a tofu state. TL;DR It's prpobably worth getting on sale but don't expect to finish it. It's too bad since it was so close to being an excellent game.
Nice Game Tactical Waitu RPG
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