Okay before you play this game, you actually have to do some troublesome set-up. I managed to find this video with like barely any views explaining what you gotta do. But basically, here's how to make the game playable:
1. Find and download the latest patch, v1.005. The Steam version actually never updated to the last patch, it's still on v1.004. There's a new gamemode and some new weapons.
2. Edit the Config file in the game's folder to change the resolution. You can also disable some visual effects like motion blur (god I hate motion blur).
3. Set the mouse DPI super low in the settings. This is counter-inituitive, but it makes you move way faster and makes the controls actually feel really good and satisfying. Also gives you less carpal tunnel.

Okay, as for the game itself, it kinda rules. I'd actually rate it way higher if it had some better UX and wasn't so goddamn janky. Here's some rough thoughts:

First of all, I really dig the aesthetic. It's like this Central Asian and Arabic steampunk world with Sci-fi Lovecraftian elements where people fly this contraptions hitting each other with hammers. It's a story about honor and vengeance and warring tribes but also there's flying worms and ancient machines and it's all just so weird and unique, I absolutely love it. The music's also just so good but I really wish there were more than like ten tracks.

The main attraction is of course the gameplay. And like, goddamn, it's so weird and unique and cool, I can't help but respect it. It's all dependent on the inherent joy of moving your mouse to swing a hammer and using momentum to just utterly smash the hell out of a dude. And it definitely delivers on that end. But what I wasn't expecting was even more gameplay options beyond that. You can equip blades and become more of a controlled assassin rather than a mindless flailing abomination like you might think from a game like this. You can throw daggers and equip shields and combine weapons to alter your swing physics based on weight difference. You can even shoot guns! The developer obviously put a lot of thought into different playstyles and really wanted to test out how much depth you can squeeze out of physics-based combat. I've never really seen anything quite like it.

Ok, so for complaints. There's the troublesome set-up obviously. There's also the crazy amount of visual effects that make it kinda hard to understand what's actually happening on screen. I can't tell you the amount of times I died and was like "literally what even killed me?" Also the game in general is like weirdly difficult at times. Sometimes enemies will just fly in out of nowhere and you have like a half a second to react before you get just utterly smashed in the face with a mace. There's a few times where the game asks you to be more precise with your hits, which I feel like is really testing the player's patience with the physics-based nature of the combat, but I kinda respect it I guess. I think a lot of people will be confused by the complicated story, but personally I don't really mind if a game just straight up doesn't care if you can't follow along. I find it charming, in a weird way, idk.

But yeah, if you're willing to do the set-up, you should definitely give this game a shot, there's honestly nothing else quite like it.

This review contains spoilers

The game's first use of rotoscope during Amy's appearance made for a genuinely good scare, completely upending the player's initial assumption of an accurately simulated, low-fidelity Atari aesthetic. I really liked this moment as well as the further uses of the pixel rotoscoping technique afterwards as a way to up the suspense and keep the player guessing as to what else this game could do to surprise them with the retro graphics. I guess the developer liked these moments too because he added more in later versions of the game, like when you encounter Michael before going into the house in the first place. Personally, I think this takes away from the original reveal with Amy, and as cool as the fluid animations are I do believe that there can be too much of a good thing.

I really do like the quaint restraint of this first game compared to the more showy plot entanglings of the subsequent chapter. There's more of a commitment to the MS-DOS/Atari aesthetic, at least for the first half of the game. And the text to speech robotic voices are distinct, striking, and easily differentiated between characters, without being relied on too much. The plot is also easier to understand while still being delightfully open to interpretation. Chapter II does pull some neat tricks and go in some interesting directions but this first chapter still feels to me like a more complete standalone experience.

I've spent like 300 hours on this game and have never left the god dang asteroid. This is Stardew Valley levels of "never finished and never will".

aw look at the little guy go! (^_^)

I've never felt so in control of an onscreen avatar and yet so utterly out of control. The physics which the game's mechanics fundamentally depend on feel so incredibly random, and yet weirdly consistent? To master the game is to develop an intuition for how and when the physics will screw up and fling your character in a strangely predictable way. It's almost like you're using the game's glitchiness to overcome its own shoddy construction.

And yet it all feels so intentional, like it was meant to feel stupid, such that only the truly deranged could appreciate its exceptional game design. The obstacles seem impossible to overcome at first and yet, after throwing yourself at them over and over, you find that they are actually rigorously playtested tests of dexterity that provide specific challenges so that the player would be forced to intuitively master impossibly subtle mechanics to overcome them. Every tree branch that blocks your path begs you to hook your hammer in and climb it. Every jutting piece of rock that seems just out of reach taunts you, almost as if saying "Bet you wish you could jump, huh? Well...have you tried?" The simple placement of the terrain provides such a natural tutorialization of the game's unique and inspired mechanics that is nothing short of masterful.

An important question to ask, though, is now that I've completed the game, would I play it again? Hell no. This game is a nightmare to play. It's incredibly glitchy and chaotic and an incredible test of patience. I can't tell you how many tens of times my hammer fell through a length of rope for seemingly no reason. Or how many hundreds of times I tried to hook my hammer into a piece of rock after "jumping" into it, only for the tip of the hammer to read my movements as a "thrust" and fling me directly in the other direction. It also doesn't help that the game doesn't even lock your mouse to the window, so if you accidentally move your mouse away into a second monitor, you lose all control of your hammer until you realize what happened and move it back in, making it a rare case where a dual monitor set-up is actually a disadvantage. Nevertheless, while playing the game does let you recognize the genius of the design, I really would rather do literally anything else than play this game ever again. I'm certainly glad I played it all the way through once, but from now on, keep this thing the hell away from me.

The only deal better than 5 dollars for Vampire Survivors is 0 dollars for Holocure. The comparison here is pretty much unavoidable as this survivors-like is the most unashamedly similar to VS than all the other imitators in this new subgenre. It's also probably the best out of all of them so far. Pretty much every weapon in VS has a direct correlate in Holocure but it's the additions to the formula that set this fangame apart from the others.

Giving each character their own unique weapon and set of unique abilities makes each run really feel different and the addition of a strafe button is honestly a godsend. The animations are cute and lively as well. I believe the creator was actually the animator for River City Girls and one of the Shantae games which explains the quality. Also, as the game is tailor-made for Hololive fans, literally everything is some kind of inside joke. I had to look up a video explaining all of the references and I've never felt so disconnected to the youth in my life. Even if you're like me and don't understand a lot of the memes the game is just mechanically so fun and addicting that you'll enjoy it anyway. It's also free, so there's pretty much no reason not to just give it a try to see if you'll like it.

average day in brazil

スーパーチキンジャンパー可愛いね?

Great for college dropouts. A story that attempts to combine the personal story of a directionless millennial youth with the setting of an economically declining rustbelt town nostalgic for the good old days. The central mystery driving the plot almost immediately takes a back seat for most of the game in favor of the actual main focus of the game, which is just hanging out with friends, reading witty dialogue, and awkwardly trying to avoid talking about why you dropped out of college. As much as I enjoyed the fun and riffy interactions between Mae and her friends, I would have liked just a bit more focus on the actual mystery side of the plot. But overall, the game still offers a heartfelt and quirky experience. Would definitely recommend to my fellow disaffected Midwesterners in their 20s.

Kato is Cute! CUTE!

...still just an idle game, though

Orchestral soundtracks never really got much better than this, to be honest.

Funny, kinky, cute. A tad short, though. Wish there was a bit more