
Can you escape the horror of being hunted down...? The sequel to the survival horror game "Livestream: Escape from Hotel Izanami" is now available!
Modeled estimate, not a reported figure. How we estimate →
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
內容比較短,不過還算蠻有趣
Can't wait for #3
Livestream 2: Escape from Togaezuka Happy Place, developed by qureate and Orgesta Inc., continues the series’ blend of anime-styled storytelling and horror, but shifts its focus into a more structured and atmospheric survival experience. Set within an abandoned shopping mall that was once marketed as a cheerful attraction, the game plays on the contrast between its colorful past and its current state of decay. What begins as a livestream stunt quickly turns into a desperate situation, with the characters trapped inside and pursued by a disturbing mascot-like entity that embodies the game’s unsettling tone. The gameplay is built around a side-scrolling format that emphasizes movement, timing, and environmental awareness rather than combat. Players guide multiple characters through different sections of the mall, gradually piecing together a path to escape while avoiding danger. The decision to use multiple protagonists adds variety to the pacing, as each character’s situation unfolds separately but contributes to the overall progression. This structure keeps the experience from feeling overly linear, even though the path forward is still carefully controlled. Stealth and evasion form the core of the tension. Encounters with the roaming threat are designed to be sudden and stressful, forcing players to react quickly by hiding, retreating, or navigating around obstacles. The mechanics themselves are relatively simple, but they are effective in maintaining a sense of vulnerability. There is no real means of fighting back, which reinforces the feeling that survival depends on awareness and quick decision-making rather than strength. Over time, these sequences can become somewhat predictable, but they remain a consistent source of pressure throughout the game. Puzzle-solving acts as a secondary layer that supports the main gameplay loop. Players collect items, unlock doors, and solve environmental challenges to progress deeper into the mall. These puzzles are generally straightforward, prioritizing flow over complexity, and serve to break up the tension created by stealth segments. While they may not stand out on their own, they fit naturally within the game’s structure and help maintain a steady rhythm between exploration and danger. The narrative leans heavily into character-driven moments, giving each protagonist time to react to the unfolding situation. Dialogue and scripted scenes build a sense of urgency while also exploring how each character copes with fear and isolation. The inclusion of multiple endings adds replay value, as choices made during the story can lead to different outcomes. This encourages players to revisit the game to uncover alternate scenarios and gain a fuller understanding of its events. Visually, the game combines stylized character designs with darker, more oppressive environments. The mall setting is used effectively, offering a variety of interconnected areas that feel distinct while maintaining a cohesive atmosphere. Lighting and sound design play an important role in building tension, with dimly lit corridors and sudden audio cues heightening the sense of danger. Although the presentation is not technically advanced, it succeeds in creating a consistent mood that supports the gameplay. There are, however, some limitations that prevent the game from reaching a higher level. Its relatively short length means that the experience can feel brief, especially for players who complete it efficiently. The stealth mechanics, while functional, do not evolve significantly over time, which can lead to repetition. Additionally, the balance between horror and lighter stylistic elements may not appeal to everyone, as the tone occasionally shifts in ways that feel uneven. Overall, Livestream 2: Escape from Togaezuka Happy Place delivers a focused and engaging horror experience that relies on atmosphere and pacing rather than complexity. It succeeds in creating tension through its design and offers enough variety through its multiple characters and endings to remain interesting across repeated playthroughs. While it may not stand out for its depth, it effectively captures a specific style of horror that blends narrative and gameplay into a cohesive whole. Rating: 8/10
재미있어요. 수작 적당히 무섭지만 캐릭터 들 간에 훈훈한 이야기 보러 합니다. 꽤 웃기기도 하고.
为了一代情怀闭眼入的,主角团塑造很迷,你说有危机感吧,探索剧情里大量队内语音,没有危机感吧,好好的人下一秒就开始疯狂掉san。解谜没什么难度就不说了,软涩情真的就是没活硬整,莫名其妙就怼你脸上,不讲逻辑也不讲美感。叙事节奏更是让人无语凝噎,所有争分夺秒的点都在穿插各种回忆杀和主角心理活动我请问呢???怪物都从火化炉里钻出来了,还要一动不动等女主回忆杀+队内语音+砸手机,猴哥才是真的忍辱负重被硬控三分钟。 这个价格说真的先把故事讲好吧,求求了
なぁ、このゲーム捕まった時完全に事後だよな?な?
前作と比較してパンチラ成分減ったものの、このパブリッシャーならではのかわいい女の子とパンチラには一定の評価。 不条理な点があるのは御愛嬌と思えるかイラッとするかは人次第。(それでも前作よりはマシ) ただシナリオは大したことないのでかわいい女の子とパンチラを見るぞ!くらいのほうが楽しめると思う。 まとまりは悪くないのでまあセールだったら……。
4.2h真结局通关。很难给一个好评。 软色情部分见仁见智,但毕竟是软色情不是硬色情。解谜整体不是很难,但就是有些地方不给提示但又莫名其妙的能推进(蓝线)。最大的问题还是战斗和节奏,敌人的追逐非常弱智,你也没有靠走位甩掉敌人的说法,基本就是硬跑硬追,更重要的是有的时候敌人突然刷在脸上就是必死的局面。前面节奏挺好的结果真到剧情高潮了敌人不追你了节奏一下子垮掉。剧情不能说扣分但也没有到加分的程度。如果做成RPGMaker的形式加几张CG我可能会给好评,因为这游戏节奏完全就是RPGMaker解谜游戏的节奏。但它没做到与它画面匹配的游戏性,不值这个价
Delightful, as expected of Qureate~ ⸜(。˃ ᵕ ˂ )⸝♡ Please make Livestream 3!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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