
Tokyo 42 is a hyper-stylish isometric open-world shooter. Framed for a murder you didn't commit, you'll delve into a world of assassins, deadly corporate intrigue and cats. Explore this beautifully hand-crafted micro Tokyo and discover its secrets.
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.
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
game is def unique and i appreciate it for that alone, def an eye candy, gameplay-wise its simple but has enough meat to it
LIVEFOREVER Tokyo 42 es un indie totalmente recomendable. Visualmente transmite la sensación de estar viendo un pequeño diorama desde distintas perspectivas, y junto a su música genera esa atmósfera futurista presente en juegos como Deus Ex. Como aspecto negativo, lo único que puedo señalar es que al cambiar la perspectiva en pleno combate se vuelve un poco un despelote. Fuera de eso, el juego no tiene mayores problemas, es lo que es, un indie bastante divertido para pasar el rato. 8,1/10
Short review: Unfortunately, despite its premises and graphical design's wonders, gameplay is, simply put, boring. This is not even a ''bad'' gameplay, because its ideas are actually pretty interesting, but the entire game falls flat quite fast due to its repetitive missions. Quite the shame, because ideas and setting were really something else.
第一眼被画风吸引,上手被这操作体验给恶心到了,但是还是硬着头皮通关了。DLC太恶心了,玩不下去。
也是提前玩到ns2秘密展了家人们(
doesnt look "hyper-stylish" to me, gameplay falls flat too also wheres the tokyo? its just a mishmash of random asian things
That was fun!
Greatest vibes, music, art. That is the first game, where architecture stood out to me and indeed, one of the creators is an architect. I like the geometricality of it so much, that I'm going to leave positive review, but the gameplay is not good. One of the main ideas, as I understand, is to make a puzzle out of perspective. Isometric projection, fixed view angles obfuscate a lot of information, and transversing/shooting requires understanding of environment's geometry, so the act of viewing an environment from multiple fixed angles and choosing one of them as the main for each action event becomes a challenge. Considering how amazing and diverse the geometry and design of the environment is, at first I was really excited about this novel gameplay. I would even call it different genre. But unfortunately this puzzly gameplay clashes with the most prominent part of the game - pretty standart bullet hell shooter with cover. You can find in the comments many examples of why this mix feels extremely frustrating and unfair. Besides the shooter, there's a lot of exploration and secret-hunting, and these parts of my playthrough I definitely found very enjoyable! It's such a shame that 50-70% of the time is spent in shooter mode. For my skill level, I found that the most effective tactic is to shoot as many bullets as possible in the general direction of the enemy, while concentrating on dodging and praying. In tough fights it works with probability of 10%, so you just replay every fight 10 times. If doesn't work - throw 100 grenades. Other approaches either less effective, or much slower and bore me to death. I wonder if it is feasible to get rid of bullet hell aspect completely, make impact of the shots instanteneous, after the warning and add some gadgets for transversal through walls/ceilings, mind posession, etc; making it much more of a tactical experience, which more leans into unique geometric puzzle. But you need a really good game designer who can spend all of their time on solving this.
its good
À tester, franchement c’est original même s’il y a des moments un peu chiants. Au final, je trouve que c’est la répétitivité des combats qui donne envie d’arrêter le jeu.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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