
Band together with Virtual Idols to save Planet Emote in this music-based hack n' slash!
Modeled estimate, not a reported figure. How we estimate →
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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*, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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 is probably the worst Nep game ever made. Terrible and clunky gameplay, controls, UI... Didnt expect much for a spin off but this one is just a nightmare. The only thing i could enjoy myself is the Goddess's voice acting, as usual. But still they couldnt save this game
地雷社啊地雷社,你究竟要怎样才舍得出正传续作啊。。。你的所有在steam上上架的萌豚星作品我都在支持正版,如果继续用这种坑钱都坑不到点子上的作品忽悠我们这些真爱粉这样会让我们很难做啊。。。 说一下游戏,个人认为本体角色里只有nep比较好操作,近战角色因地雷社传统打击感很差+摄像机视角很奇怪所以个人认为近战角色几乎是冷板凳了。 写给想全成就的玩家: 成就里有一个使用50个录像石的成就,这个成就在主线解锁主城以后大楼右边有个跳舞小游戏的房间,在那里使用录像石,但是一次最多只能携带1个录像石,所以只要一打出一个录像石就回主城把他用掉,否则最后清成就的时候你就会发现这个成就是又费时间还浪费精力(这小游戏与其叫跳舞小游戏还不如叫打点计时器的自我修养。。。原本以为是个音游小游戏,结果bgm和按键根本就搭不上,就是纯粹的按按键节奏去按perfect)。。。
Neptunia Virtual Stars is an action-focused spin-off that blends hack-and-slash combat with third-person shooting in a virtual-world setting. The game’s concept revolves around idols, digital worlds, and internet culture, giving it a distinct tone within the Neptunia franchise. It aims for a mix of energetic gameplay and colorful presentation rather than mechanical depth. The combat alternates between melee-focused Goddess characters and VTubers who specialize in ranged shooting. This dual-style system provides variety, though both sides of the combat feel simplified. Melee characters rely on basic combos and dodge mechanics, while shooting characters use lock-on aiming and special skills. The overall gameplay loop remains straightforward but serviceable for players seeking light action. The story centers on saving the digital world of EMO from destructive forces known as Anti. The narrative plays heavily into themes of online entertainment, fan support, and virtual celebrity culture. It is delivered with the familiar humor and self-referential tone of the Neptunia series, appealing to players who enjoy its comedic style. One of the standout elements is the inclusion of real VTubers as guest characters. They appear with voice lines, visuals, and in-game abilities, adding novelty for fans of the VTuber scene. Their roles are mostly supportive within gameplay, but their presence reinforces the game’s theme of collaboration within a virtual space. Visually, the game uses bright colors, stylized character models, and lively effects that suit its digital-world aesthetic. Environments are simple but colorful, designed more for fast movement than detailed exploration. The soundtrack, heavily influenced by idol-pop and electronic music, supports the energetic tone throughout the campaign. Progression involves leveling characters, unlocking skills, and equipping stat-boosting items. The systems are simple and easy to manage, reflecting the game’s aim to remain accessible. Despite limited mechanical depth, players can experiment with different team setups and skill combinations to suit their preferred playstyle. Neptunia Virtual Stars is best suited for fans of the franchise or players who enjoy light, fast-paced action with a strong focus on fan culture. Its strengths lie in its playful tone, vibrant visuals, and unique crossover with VTubers. While its combat and level design are modest, the game delivers a colorful, upbeat experience for those who appreciate its niche appeal.
A história segue aquele estilo bem Neptunia de sempre, com bastante humor meta e situações exageradas, agora misturando o mundo das CPUs com uma espécie de universo de idols virtuais. Não é algo profundo, mas funciona como desculpa pra juntar personagens e criar situações absurdas. O gameplay muda bastante em relação ao que eu estava acostumado na série. Aqui ele vira um action hack and slash com elementos de tiro, onde você alterna entre combate corpo a corpo e ataques à distância dependendo da situação. A movimentação é simples e o combate é bem direto, com foco em eliminar grupos de inimigos enquanto você vai avançando pelas fases. Tem um ritmo até bom, mas não chega a ser muito profundo mecanicamente. Uma parte interessante é a presença das Vtubers dentro do jogo, que ajudam a trazer um lado mais “moderno” e caótico pro universo, mas isso também acaba dividindo o foco da narrativa. As fases são relativamente lineares, sem muita exploração, mais focadas em combate e progressão direta. Visualmente ele mantém o estilo anime da franquia, com efeitos coloridos e personagens bem expressivos, o que ajuda a segurar o interesse mesmo quando o gameplay não se destaca tanto. A trilha sonora segue essa pegada mais energética, combinando com o ritmo acelerado das batalhas. O que mais me pegou foi essa mistura meio estranha de ideias. É um jogo que tenta ser muitas coisas ao mesmo tempo, mas acaba funcionando mais como experiência de fanservice do que como um action realmente profundo. No fim, é divertido em momentos específicos, principalmente se você já gosta do universo Neptunia ou das Vtubers, mas não é aquele tipo de jogo que se destaca pela jogabilidade em si.
So, I wasn’t even sure I’d grab this game at first. After seeing the reviews and reading the chaos I hesitated for a bit. But hey, I’m a sucker for the franchise, and the whole VTuber crossover thing pulled me in. After finishing the game, getting all the achievements and somehow surviving (surprisingly) only three crashes, here’s how it went. First of all, the game definitely isn’t as bad as some make it out to be, but it’s far from great either. It has this weird combination of decent ideas, rushed execution, and some frustrating design decisions that drag the whole experience down. And while I did enjoy parts of it, it’s hard not to see how much better it could have been with a little more polish and direction. One of the most noticeable issues early on was the control scheme. If you're on a keyboard like I was, expect a rough start. The default keymapping is unintuitive, with some bizarre two-key combos for basic actions, and no real way to remap them properly. It took a good while just to get used to something that should have been straightforward. If you’re playing with a controller, you’ll probably avoid most of that frustration, but on keyboard, it’s a mess. Speaking of performance... As mentioned in the beginning, I had few crashes and ocassional freezes. The rest of the time, it ran well enough, but there were noticeable frame drops, especially during cutscenes or when VTuber introductions appeared. And speaking of the VTuber content, it’s surprisingly mid. Aside from a few brief cameos and appearances in the loading screens, they’re mostly absent from gameplay, unless you count the characters specifically created for this title (and even then, they don’t leave much of an impression). You’d expect more from a crossover that leans so heavily on the Hololive brand. It feels like a missed opportunity. Despite all that, the core gameplay loop isn’t terrible. It’s a pretty casual third-person shooter with some light RPG mechanics, and while it never gets particularly deep, it’s at least functional. Noire was able to pretty much carry and rush me through entire game, barely making me switch or experiment with the other characters or systems. And that’s kind of the problem, it’s so unbalanced that you can ignore entire features (like executions or combo discs) and still have no real trouble. Most of the challenge comes from weird spikes in difficulty, where certain enemies deal absurd damage and are practically immune unless you use one specific setup. Still, there were moments I actually liked. The dungeon designs are more varied and satisfying than in some previous games. The layouts are a little more thoughtful, and the enemy placements don’t feel completely random. The soundtrack, while nothing special, suits the game well enough, and the character animations, especially during cutscenes or minigames like BeatTik, are surprisingly polished. It’s just a shame that most of the minigames themselves don’t really go anywhere. BeatTik, for example, has some cute animations and decent ideas, but there’s no depth. Once you’ve watched your favorite character dance a couple of times, there’s not much reason to come back unless you’re chasing achievements. The overall tone of the game is exactly what you’d expect from a Neptunia title. It leans into self-awareness, meme humor, and occasional cringe, which, depending on your taste, either adds to the charm or makes you roll your eyes. Personally, I didn’t mind it too much. There's a certain kind of nostalgia seeing some of the old janky VTuber models or hearing those awkward early voice lines again, and I can appreciate that the game doesn’t take itself too seriously. That said, I also think they used that as an excuse not to fully flesh out the experience. It feels like someone had a long list of features to include, minigames, cutscenes, character stories and just rushed through checking them off without considering how to tie them together meaningfully. By the time I finished the game, I was left with the impression that this could have been a much better title. It’s not unplayable. It’s not even unenjoyable, depending on what you're looking for. But it is underwhelming. I think fans of the franchise will find something to enjoy, especially if they go in with tempered expectations. For anyone else, though, I can’t really recommend it at full price. If you see it on sale for around $20 or less and you're in the mood for a light, slightly chaotic anime shooter, then you can definitely give it a try. The game has potential. That’s probably the most frustrating part. It could’ve been something more. For now it's held back by a lot of sloppy choices.
[h] IFI's Entry in the Roguelike Genre [/h] If you aren't a fan of massive difficulty spikes, incomprehensible boss fights, nonsensical mazes, and other such aspects of Roguelikes, pass this title up. IFI's other entries into the action RPG arena are nowhere near as frustrating as this one is. Note that the first difficulty spike won't happen until you're past the 2 hour limit for getting your refund on Steam. Consider that quite heavily if you aren't a fan of difficult games. And what IFI idiot came up with the idea of someone using a sword in a bullet hell game? The J-Pop idols in MEWTRAL got robbed when they signed up to be a part of this game.
やらない方がいいです
Its a fun enough game story and banter was funny. Nothing to push the series forward but fun enough. Thats all really so Ill fill space nep nep nep nep nep nep nep nep nep nep nep nep nep nep nep nep nep nep.
本作是地雷社超次元海王星系列中的其中一部作品,但需要注意的一点是本作加入了VTuber来作为游戏的主要角色,这直接导致了海王星系列“四女神”的戏份被大幅削弱,剧情主线也基本和她们没什么太大的联系了。这种核心女主的变更会让许多冲着涅普等经典角色而来的老玩家感到失望。本作的定位明显偏向于粉丝收藏与VTuber联动实验的作品。 游戏在游戏中存在较多的问题,这些问题很影响玩家的游戏体验。首先是最普遍的音频BUG,表现为游戏内常规音量调节失效,声音极其微弱,我在看完op后就发现游戏中声音消失了,尝试了调试系统音量也没有仍和作用,直到后来我看了别人的评论重装了本作才听到声音。其次是地雷社老生常谈的3D游戏画面问题,游戏中2D立绘都保持了系列一贯的高水准,但3D人物建模真的是没眼看,各种穿模,头发和身上一些小细节在某些时候会突然不停地抖动,我想说的是都什么年代了,能不能把3D人物模型建好点。最后就是游戏的按键和手柄设计,感觉完全不是给人类玩的。游戏的战斗系统比较一般,射击的打击感也一般。有些人说游戏的射击命中有问题,涅普的子弹射击会歪,我倒是没遇到这种情况,但是总体战斗体验也很无聊。 总的来说,本作的优点在于精美的2D立绘、还不错的背景音乐、以及还可以的3D剧情演出。但其缺点更为突出:音量BUG,建模一般,战斗无聊且瞄准判定有问题,内容重复度高,以及最核心的问题——VTuber联动喧宾夺主,作为一部粉丝向作品首先做的就是背刺粉丝。因此,本作我只推荐给喜欢VTuber的玩家尝试。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
有卡 有繁体中文 有成就 海王星虚拟明星 剧情 维图兰是一片与多元维度网络共生的数字世界,星球伊莫坐落于此。邪恶组织 “黑粉” 大肆销毁内容创作,令这颗星球濒临消亡。 绝望之下,伊莫的数字女神菲拉向各个维度发出求救信号,期盼能迎来救世之人。 收到信号的救世主,是人气虚拟偶像组合 MEWTRAL 的成员米优与悠,还有游戏业界的四位女神 —— 涅普缇努、诺瓦露、布兰、贝露! MEWTRAL 与四位女神能否携手并肩,阻止伊莫星球彻底覆灭? 游戏特色 灵活切换,畅快作战 快节奏割草战斗中,可无缝切换四位女神与可操控虚拟偶像。施展出行云流水的连击重创敌人,滑行走位规避敌方攻势。 节拍律动,歌舞狂欢 体验节拍音游玩法!为心仪角色搭配各式饰品,跟随游戏原创曲目尽情舞动。录制你的歌舞演出视频,在影像对战模式中解锁专属道具、全新曲目与更多舞蹈动作。 情绪过载,终极必杀 情绪过载必杀技将让女神与虚拟偶像合力取胜。攒满情绪量表即可释放大招,虚拟偶像的高光演出还能带来额外战利品。 解救虚拟主播,守护星球 散落于维图兰各地的虚拟主播等待救援。若战斗陷入僵局,可借助嘉宾联动系统,召唤虚拟偶像释放专属能力,击溃所有敌人。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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