
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
i just hate how there is no sound for guns and how evrything is just bullet hell even when you stab someone they still know where you are i have try'd too play this multiple time but its just not fun your too many things dont make sense and the camera dont even try too understand it it just dont work with the gameplay of avoiding bullet and trying too set the camera too do what you want i dont reccomend this game
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.
i could be playing diaperquest rn
That was fun!
doesnt look "hyper-stylish" to me, gameplay falls flat too also wheres the tokyo? its just a mishmash of random asian things
No es malo, pero es aburrido, pensé que iba ser más frenético
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.
its good
也是提前玩到ns2秘密展了家人们(
very good innit
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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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