
4th part of walking simulation game series. Sad virus mission is again collect beer bottles in space themed map
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Player controls sad Virus character in this 3rd person walking simulation. Open world game in space themed world, where player mission is to find 6 beer bottles.. So sad virus can be again happy. So can you find beer bottles in open world in big space place in this walking adventure simulation game
6 different hidden beer bottles to collect
Beautiful and big space themed enviroment
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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
Reviews
I unfortunately have some unfortunate things to unfortunately say. There is NO gravity change with mars, and IN FACT I would say that the gravity in sad virus winter is LESS than that of in earth. Now from a topographic standpoint this makes sense because the mountains are in fact higher than sea level which means that the radius from the center of the earth is increased, furthermore decreasing the gravity. HOWEVER, this does not seem to be the case for Sad Virus mars, which is disappointing. I dare say, even the music soundtrack seems a little off compared to other variants of this beautiful masterpiece we call Sad Virus. Hopefully, the newer version of sad virus will take into account these complaints and gripes. Still a fan of this 12 minute masterpiece.
Short and nice walking Sim. Mars seem to have quite heavy gravity... :) Easy Achievements, 100% / ~15min.
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Concurrent players on Steam, sampled daily since tracking started.
Замечательная игра, если у вас задержка в развитии, вы сможете в полной мере окунуться в этот грустный и печальный мир. Я очень хотел помочь грустному вирусу стать снова счастливым, я прочувствовал всю его меланхолию и сплин который охватил его на этой одинокой неизвестной планете. Я бы хотел увидеть приквел о том как вирус остался один, почему бутылки свободны заполнить пустоту в его душе? Что в них находится? Алкоголь? Но он, вероятнее всего, вреден для вируса. Куда исчезла такая могучая цивилизация, что послужило для них точкой отсчета конца? Очень глубокая игра...
有成就 没中文 悲伤病毒太空篇 剧情: 在这款第三人称步行模拟游戏中,玩家将操控忧郁的病毒角色。游戏采用太空题材开放世界设定,你的任务是寻找六只啤酒瓶,让悲伤的病毒重新找回快乐。你能否在广阔浩瀚的太空开放世界里,完成这场步行冒险,找到所有啤酒瓶? 特色: 六处隐藏啤酒瓶等待收集 宏大唯美的太空主题场景
I feel bad for the 100 euros wasted to publish this game
Dieses Spiel hat mein Leben verändert. Wow. Einfach nur wow. "Sad Virus Space" ist zweifelsohne das Kronjuwel aller Spieleentwicklungen des letzten Jahrhunderts. Endlich ein Spiel, das es schafft, die pure Trostlosigkeit des Universums in einem Spiel unter zu bringen. Hut ab! Schon das Hauptmenü begrüßt mich mit der liebevollen Gestaltung einer 90er-Jahre PowerPoint-Präsentation. Eine höhere Auflösung als 1920 x 1080 sucht man genauso vergeblich, wie den Full Screen Button oder ein Settings-Menü. Aber wer braucht das schon? Hexenwerk. Kein Spiel benötigt mehr als 640 x 480 Pixel. Man steuert sein trauriges Virus durch die gefühlt unendlichen Weiten des Planeten, glitcht durch Wände, fällt in Löcher, aus denen es kein Entkommen gibt und läuft gegen verschlossene Türen. Zumindest, wenn der richtige Teil des "Planeten" beschritten wird, denn abseits davon gibt es viel....Nichts zu sehen... Die Story? Eine epische Reise voller Tragik und heldenhafter Opferbereitschaft. Schafft es, das Virus alle Bierflaschen zu finden, um wieder Happy zu werden? Nun, eigentlich egal, denn ein Ending ist nicht vorhanden. Und kommt ja nicht auf die Idee, das Spiel mit der Escape-Taste unterbrechen zu wollen - denn es kann nicht fortgesetzt werden, nur neu gestartet. Aber diese Genialität in Pixelform, dieses unbeschreibliche Meisterwerk, unterbricht man auch nicht! Strafe muss sein! Soundtrack? Da hat sich jemand richtig ins Zeug gelegt. Monotonie in Reinkultur. Kennt ihr dieses rhythmische Geräusch einer Bahnfahrt? Das, nur nicht in beruhigend sondern nervig, ist der komplette Soundtrack des Spiels. Ein Beweis dafür, dass die komplette Energie in das atemberaubende Gameplay geflossen ist, anstatt sie mit unnötigem Ballast wie Sound zu verschwenden. Eine Empfehlung für alle, die absolut Nichts mit ihrem Leben anzufangen wissen. Eine Empfehlung für alle, die sehen wollen, dass innerhalb von 4(!) Teilen einer Serie kein Fortschritt zu erkennen ist. Eine Empfehlung für alle, denen Crypt of the Serpent King technisch zu anspruchsvoll war. Pro Tipp: Wenn ihr euren Freundeskreis dezimieren wollt, verschenkt dieses Spiel. Probiert es aus, es lohnt sich!
i stopped drinking because of this game
Sad Virus Space, developed and published by DIG Games, is another entry in a series that has built its identity around extremely simple exploration and collection mechanics. Set in a sparse, space-themed environment, the game places players in control of a small, drifting character with the singular objective of locating scattered items across a wide but largely empty map. On the surface, the premise carries a slightly surreal tone, but the actual experience quickly settles into a very straightforward routine that prioritizes accessibility and ease of completion over depth or variety. The gameplay loop is as direct as it gets. Players move freely across the environment, scanning the terrain for a limited number of collectibles placed throughout the map. There are no enemies, no puzzles, and no meaningful interaction systems beyond movement and item collection. This makes the game immediately approachable, as there is nothing to learn or master. At the same time, it means that the experience offers very little beyond its initial concept. Once the player understands the objective, the remainder of the game becomes a matter of methodically covering ground until all items are found. The open environment suggests freedom, but it does not provide much in the way of meaningful exploration. The map is relatively large, yet it feels underutilized, with long stretches of space that contain little of interest. Movement across these areas can feel slow and repetitive, as there are few landmarks or points of engagement to break up the journey. The act of exploration is driven entirely by the need to locate collectibles, rather than by curiosity or discovery. Without additional systems to support it, the world feels more like a backdrop than a place worth investigating. Visually, the game adopts a simple 3D style that reflects its low-budget nature. The space setting offers a slight change of scenery compared to similar titles, but the overall presentation remains minimal. Textures are basic, models are uncomplicated, and there is little variation in the environment. While the visuals are functional enough to support gameplay, they lack the detail or creativity needed to create a memorable atmosphere. Over time, the lack of visual diversity contributes to a sense of monotony. The audio design is equally restrained. There is little emphasis on music or ambient sound, resulting in an experience that feels quiet and somewhat empty. Sound effects provide minimal feedback for movement and collection, but they do not add much to the overall experience. Without a strong audio presence, the game relies entirely on its basic mechanics to hold attention, which can make the experience feel even more repetitive. Pacing is defined by the player’s approach to exploration. Since there are no time constraints or difficulty spikes, the game can be played at a relaxed pace. This makes it suitable for short, low-pressure sessions, but it also means that there is little sense of progression or escalation. The experience remains consistent from start to finish, with no major changes in gameplay or structure. Once all items have been collected, the game ends without offering additional content or reasons to return. Replay value is minimal. The collectibles are fixed in place, and there are no alternate modes or variations to encourage multiple playthroughs. After completing the objective, there is little incentive to revisit the game unless the player simply enjoys retracing the same steps. This reinforces the idea that the game is designed as a one-time experience rather than something with lasting engagement. In the context of DIG Games’ broader catalog, Sad Virus Space feels like a continuation of a familiar template rather than an evolution. It maintains the same core structure seen in similar titles, with only the setting changed to provide a different visual theme. While this consistency may appeal to players who already enjoy this style of game, it also highlights the lack of innovation. The experience does not expand on its ideas or introduce new mechanics, resulting in a product that feels predictable and limited. Overall, Sad Virus Space is a very simple and undemanding exploration game that delivers a brief, low-effort experience. It succeeds in being accessible and easy to complete, but it offers little in the way of depth, variety, or lasting appeal. It is best suited for players looking for a quick and uncomplicated activity, but those seeking a more engaging or fully developed game will likely find it lacking. Rating: 4/10
nope
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