
Virtua Unlimited Project is a 2D pixel-art style ACT game featuring VTuber characters. With classical platformer gameplay, challenging combat, and retro game feelings, VUP presents you a surreal, virtual world in which you will play as Aizawa Kana to venture and seek the truth beneath.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
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
I brought your game, played your game, finished your game, gave your game a thumb up, with all due respect, please go back and finish Megaman ZX Zeta, Please.
I had heard of this game from a YouTube video while looking for games like Mega Man Zero, and I was a little skeptical that it'd be as close as I wanted, but wow, this plays exactly like how I imagine a modernized Zero game would. The main character's moveset is extremely similar to Zero's moveset, the main difference being that the aerial charge is the spinning slash instead of a proper aerial charge, which took a bit to get used to, but wasn't a huge deal, the lack of Skull Crush (which I'll get into later, as it DOES exist!), and the addition of a dive kick move that can be used to bounce off enemies to get to secret areas or skip platforming challenges, a little like the recoil rod. It felt like I was genuinely just playing more Zero. What really surprised me was that they included the combo system. In the Zero games, there's an unexplained mechanic where every move has a 'priority value', and if you hit an enemy with a higher priority move during the iframes of a previous attack, it'll ignore the iframes. This allows for fluid, high damaging combos if you know what you're doing. VUP maintains this system, even including a counter for how much damage you've dealt in your current combo. This goes a long way into making the game FEEL like Zero, and kept me hooked until the very end. Along with the mentioned simularities, there are also systems that serve as reimaginings of Zero mechanics. The Card system works like the elemental chips, providing an element to your charge attacks, while also providing "Support Skill", powerful super moves that help a lot with taking down bosses. The EX Skills are largely the same as Zero, a flaming uppercut and a freezing downward stab, as well as unique charged buster shots for each element, but there's also an 'Iai Slash" that functions like the dash slash Kirin uses in Gunvolt 3, and a move that enhances your dive kick with more damage. The Extender system is effectively a more in-depth version of the Chip system from Zero 3, 4, ZX, and ZXa. You collect "Extenders" that give you various benefits, such as negating knockback, extending invincibility timers, granting an air dash or double jump, or automatically charging your weapons. Each uses an amount of "RAM", you start with 8, and can increase it to 16. Most Extenders use three, some use four, and then a couple use even more. Going over your RAM limit decreases your max health, but there's an Extender that also allows you to deal more damage the further over your limit you are. This is also where the Skull Crush comes in. In the DLC, there's a hidden boss that grants a special Extender, that effectively serves to fill the gaps missing from Zero's moveset. This includes allowing you to perform the spinning slash by spamming attack in the air, perform the Skull Crush, cancel your third slash into the flaming uppercut, then into the downward stab, while also granting you a fourth slash with a sword beam. The story was... It was okay. The setting and concept for the world is actually really cool and interesting, though the game doesn't explore it too well. It's also marred by a somewhat poor translation, so don't expect to be pulled in by the story too much. The game's stages are all very good, each having a unique gimmick associated with them, and the boss fights are extremely fun, feeling good to learn the patterns of and master. Overall, if you loved the Zero games, but were left itching for more after finishing them all, this should be effectively an instabuy, I enjoyed my entire playthrough and intend to do a run on the Hard difficulty at some point.
A love letter to the Mega Man Zero series with some flair from Gunvolt/iX thrown in? A game released in 2024 that only installs a single executable file? An actual hidden gem? I'm genuinely impressed at the mechanics here, they're solid and fun. I was never good at the MMZ series in the technical sense, but even I managed to use some of the old combos here, such as midair saber spinning with left/right input double jump spam against bosses. I got to 101%+ on Hard after over 10 hours, and that's about as far as I'm willing to grind. There are a lot of hidden items that require returning to levels with double jumps, air dashes, block breaking to access, as well as secret rooms that are extremely well hidden but actually have some kind of tells on the background layer. Some are only a couple of lines of pixels for a false floor you can drop through... I wish there was some kind of system to show if you're missing an item in a level/level completion %. There are no guides on Steam, but I found one on YouTube for the items I couldn't find myself. The English translation is definitely rough, a direct translation rather than a localization, so characters don't really feel genuine at all. Most of the personalities are basic cute vtuber stereotypes. It's passable though and the plot makes basic sci-fi sense. Recommended for fans of Mega Man Zero, Inti Creates, or combo/speed focused platformers & metroidvania.
This is the closest thing to the Megaman Zero series, in everything minus story/characters that are the only part that is underwhelming and really doesn't make sense at times. Everything down to the animations, core gameplay loop while building on using the abilities as a key part of platforming which is a bit different from Megaman Zero. Really enjoyable game, which seems to be built on being very replay-able with it's multiple playthroughs!
感觉.......不如......重力回路.....有意思.....
I played this game because I love Megaman Zero. Highlights of this game are getting V-Ranks on every stage, gameplay, pixel art, and the OST. I didn’t expect to enjoy Virtua Unlimited Project as much as I did. But after coming back to beat the last 4 stages, I grew much more fond of it. Unlocking the ‘Gemstone’ and Gunvolt color schemes alongside Master Mode only furthered my enjoyment. As prior to those color schemes, I didn’t particularly like any. Though it’s not without its flaws, which I’ll get into later. But for now, I’ll mention my gripe with the game not having Master Mode unlocked from the start like in the demo and not being able to start a New Game+ from a hard mode save and play it in Master, as I had to rebuy equipment in my Master Mode save, and my Gunvolt color schemes were not unlocked.. One other small issue is that it does not let you replay stages with their bosses and be ranked afterwards once you clear them once on a save. And the game does not ever force the player to do anything outside of playing missions, so if someone just binged the game without exploring, they could miss out on the entirety of the town area above the base (like me on my first playthrough (-_-)). The main gameplay is very similar to the Megaman Zero games, not much different, but it does add a new element and a similar but different combo system. Extenders are like Copen’s Subroutines from Azure Striker Gunvolt 2, but are instead very simple effects, like reduced CC, faster weapon charge, and no slipping on ice. The only really good one (that I found) was the double jump. Boss battles were very well done, but they all at least have something annoying about them; like ICE and Memo’s fights have continuous phases of invincibility that last about 11 seconds, which have no cooldown. So it can screw up V-Rank runs and just feel overall unfair. SP skills are another new addition to the gameplay, they are very similar to Gunvolt’s of the same name, but instead of multiple charges that recharge with time, it’s one skill that recharges through dealing damage to enemies. Most are flashy attacks, but my personal favorite is Nezumi’s, the (funnily enough) only ‘supportive’ support skill. It makes you invincible for about 15 seconds. Paired with the SP you get from attacking bosses, this makes Nezumi’s skill chainable against bosses, and the best option for going for V-Ranks since you want to avoid damage. The EX-skills you learn from bosses are like the ones from MMZ, but it does add some cool unique ones or improve the ones from MMZ. Like a fire charge shot that goes through walls, and the uppercut being chargeable. The main character also has a dropkick which lets you bounce off enemies and is really fun to use if you have a stage memorized. The games ranking system is similar to MMZ’s except there are point allocations to Support Skill usage and combo. Getting 120 points and a V-Rank is where this games replay value comes from and is a ton of fun to achieve. You also have different color schemes to collect, so there is fun to be had collecting those. I have basically no issues with the game's controls. Most times I had a problem I just misinput and got mad. Now we have reached the worst scoring part of the game, the story. The beginning is average to decent with Kana’s friends being infected by the riot and the intriguing setting of a virtual world. But the story has too many characters whom the player does not care about, but it tries to make them important and fails (Especially with Little Alice at the end of the game). And the plotlines of Kana healing riot infection, K-02, and Stor’s betrayal go unexplained. The story completely fails to execute any of these concepts and is lackluster. The boss rush was also unexplained, why are there clones of her friends? The only moral you can really interpret from the story is “Don't resent the new because it replaced the old, it is just as real and genuine as the original". The thing Dr. DG brings up about the world is not explained despite being a big twist to the character world. So if the game doesn’t care about its world and story, then why should I? I can't tell if this game's story is ahh or if the translation is ahh, either way probably the worst aspect of the game. The world is cool, being all virtual, and the twist that comes later, but the characters are uninteresting, and the story barely makes sense. Virtua Unlimited Project’s music on the other hand is great, not much else to say. Strong rock inspiration with synths and fast paced drums. Fun to listen to even while not playing. In terms of value, for $11 it’s pretty good, though for me that might be because I value things like ranking systems for replay value. Though I’m sure for people who don’t replay stages for ranks, they could still find enjoyment in this game. A point against this game’s value is the fact that nearly no English speaker knows the Vtubers featured in this game. I got a fun and satisfying 16 hours out of this game despite its short story, so I think it's good value for $11. Lastly, the visuals of this game are very impressive, good pixel art, every NPC you can speak is unique, and all the effects on weapons are uniquely animated (fire on sword, electricity on sword depending on card equipped). My only issue with the visuals is that with the variety of Vtubers + the cyberpunk esthetic to the technology, it feels like the game lacks a solid art direction or theme because it’s so varied. And there is an issue with enemies blending into the background; because an enemy will be brown, gray, and orange, and the background will be those same colors, so since you go so fast in stages, sometimes the two blend in your eyes. Aside from that I was very impressed, especially in the town area. Overall, a very good indie game, better than Gravity Circuit/10. Overall 7.5/10, give it a shot. Gameplay: 18/20 Controls: 10/10 Story: 7/20 Audio (OST and Sound Design): 18/20 Value: 14/20 Visuals: 8/10
多了一个下踢动作,没有任何2D魂杂质的RMZ,支援系统类似gunvolt系列的大招。RMZ和GUNVOLT系列玩家可以放心享用。普通难度钉板、岩浆、坑、快速人激光不秒人,新人友好。困难难度是GBARMZ1、2的标准难度。关卡里的情怀涵盖全系列,隐藏要素收集有一些刁钻。
粪图太多,画面外放尖刺,中期关卡阴间地形陡增不买芯片无限受苦,ICE关机制莫名其妙 怪和场景融一块没有区分度,点名学妹关后半段的大炮,火山关的岩浆怪,场景是暗的怪也是暗的,配色做的稀烂,完全没考虑高速移动的时候要怎么看清 boss战大招演出强行打断动作搞人心态
ノーマルモードをクリア ロックマンゼロライクの2Dアクション <こんな人におすすめ> ・ロックマンゼロが好きで似たようなアクションゲームがやりたい人 ・ロックマンゼロの操作感は好きだが画面の狭さで断念した人 ・美少女キャラで歯ごたえのある2Dアクションがしたい人 <良かった点> ・キビキビとした操作感はロックマンゼロをよく再現出来ており、ダッシュジャンプからのセイバーで斬る快感は本家に負けじと劣らず。 ・ロックマンゼロのプラットフォームが故の弱点である画面の狭さが改善されており、画面外から来た雑魚との衝突事故が少ない。 ・(ノーマルモードの範囲でだが)ボス戦が完全にパターンゲーであり、パターンを見切る楽しみがある。ちゃんと操作すれば避けられない攻撃はなさそう。 ・残機制ではなく無限コンテニューが可能。(ロックマンX5やX6の仕様と同じ)どうせ何度も死んでリトライするので、残機制を無くしたのは英断。 ・BGMが良い。特に何度も挑むことになるボス戦のBGMがかっこよくてノリが良い。 ・美少女キャラでロックマンゼロが遊べる。スキンも変えられるので、好きな色合いにして楽しめる。 <悪かった点> ・日本語の翻訳が怪しく、ストーリーは頭に入ってこない。元来がVtuberをキャラに起用しているので、大した内容でもない。 ・アクションゲーの作りとして、一部甘い所がある。敵が背景と同化して見にくい、見えない足元への敵配置、等。 ・ステージ構成からしてロックマンXやロックマンゼロのパロディが多く、初見なのに知ってるステージが殆どで人によると新鮮味は無いかも。 <総評> ロックマンゼロのようなアクションゲームが好きで楽しめました。 難易度的にはノーマルモードなら本家ゼロよりも優しいくらいですが、私にはこの位が丁度良かったです。 ラスボス以外は回復アイテム(E缶のようなもの)を使わずに突破できました。 ストーリーは微妙ですが、まあ特にそこは求めてないので構いません。 パターンゲーが好きな人にはおすすめ。
A SEVERELY underrated gem. If you like the Megaman Zero series, you owe it to try this; this game is about as close as you can get in the BEST possible way. 10/10 best MMZ-like. Hope this dev makes more games in the future.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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