
World-famous virtual singer Hatsune Miku invites you to join her on stage in in this VR music game! Aim for a perfect score as she sings and dances to some of her most iconic songs.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 17 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 659reviews | 72% | — | $347.7K |
| $12.49−50% | 456ratings | 84% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Zalupa ещё та, но мне понравилось.
粉丝向,打折可以一玩
i'm thinking miku miku uiuuuu
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
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, French, Italian, German, Spanish - Spain, Korean, Russian, Portuguese - Portugal*languages with full audio support
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
La verdad el juego es una mrd, es jodido de leer por la selecion de colores y tiene muy pocas canciones base, tienes que desbloquear como el 90% del soundtrack y el juego jamas te dice como, eso si, la selecion musical es muy buena y el modo video me encanta, soy un fan de miku y para mi verla bailar y acompañarla en vr es mas que suficiente para dejarme feliz
本体和全DLC加一起就就这么点歌?认真的?粉丝向也不能这么糊弄啊
its miku
♥♥♥♥♥ танцевать с любимой женщиной вр кружков рот ♥♥♥♥
這款音樂節奏遊戲具一定挑戰性,但您在遊玩前必須擁有一個VR裝置,這樣的設計不僅增加了遊戲的沉浸感,也帶來了更多操作上的樂趣和挑戰。
terrible
Hatsune Miku VR is a compact rhythm experience that understands exactly where its strongest appeal lies: putting players physically close to a virtual concert performance rather than simply presenting another conventional music game on a flat screen. Developed by Crypton Future Media and published by KOMODO, it transforms Hatsune Miku's music into an interactive VR stage show where rhythm, motion controls, choreography, and fan service work together. Its scope is relatively modest, but the feeling of standing in front of the stage while Miku performs gives the experience a distinctive character that would be difficult to reproduce without virtual reality. The core gameplay is easy to understand. Musical symbols travel toward the player while Miku sings and dances on stage, and the objective is to strike or catch them with tracked motion controllers at the correct moment. Longer riff patterns add variation by requiring more continuous movement rather than a single accurately timed gesture. This physical approach makes rhythm participation feel more active than simply pressing buttons according to prompts. There is a satisfying connection between hearing the beat, seeing an incoming symbol, and physically responding to it, particularly once a song becomes familiar enough that the player can concentrate on the music instead of constantly anticipating the next instruction. Scoring provides the main incentive for mastering the mechanics. The pursuit of a perfect performance encourages repeated attempts, while two difficulty options give less experienced players an approachable starting point before tackling more demanding patterns. The mechanics are deliberately uncomplicated, however, and players accustomed to rhythm games with elaborate note systems or extensive progression may find the design somewhat basic. Its challenge comes primarily from improving accuracy and learning patterns rather than discovering increasingly complex systems. The included music selection is an important part of the appeal. The base package contains ten songs, including recognizable tracks such as Ievan Polkka, SenbonZakura, Ghost Rule, Hibikase, Sharing The World, SLoWMoTIoN, Singularity, Stella, Amagoi Miseinen, and Lucky Orb. This collection provides a reasonable mixture of musical styles and energetic performances, although ten tracks can feel restrictive for a game built heavily around replayability. Additional music is available through separate content, but anyone evaluating only the base experience should understand that repetition becomes an important part of its longevity. Presentation does much of the heavy lifting. Miku performs choreographed dances during songs rather than functioning as a static background attraction, and VR gives these performances a convincing sense of scale. Watching a character normally seen through a monitor suddenly occupying a life-sized virtual stage can be surprisingly effective. The visual design does not depend on extreme graphical realism; instead, colorful environments, recognizable character styling, animation, music, and spatial presence create the atmosphere. Fan-oriented additions such as costumes and the familiar Negi glow stick strengthen the feeling that this is as much a virtual Miku attraction as it is a score-driven rhythm game. The music video mode is one of the more worthwhile supplementary features because it allows players to appreciate performances without concentrating entirely on rhythm prompts. Different viewing positions, stages, and outfit selections provide a more relaxed way to experience the songs. This mode complements the main game nicely, especially for players whose interest is divided between rhythm gameplay and simply watching virtual performances. It also demonstrates how VR can make even passive viewing more engaging by giving the audience control over perspective and creating a stronger impression of occupying the same space as the performer. Beyond the individual songs, the structure remains intentionally straightforward. Steam achievements and leaderboards provide additional reasons to return, especially for completionists and competitive players interested in improving scores. There is no elaborate campaign or extensive progression system connecting everything together, so enjoyment largely depends on whether replaying tracks for better performances remains satisfying. Players wanting a large adventure surrounding the music will find little of that here, while those comfortable with an arcade-like choose-a-song-and-play structure will have an easier time appreciating its simplicity. The VR requirement is simultaneously its defining strength and biggest restriction. Motion-controlled interaction creates the physical involvement that separates the experience from traditional rhythm games, but it also means the title has essentially no value to someone without appropriate VR equipment. The standing and room-scale nature of play works well with the mechanics because reaching for notes naturally encourages body movement. Sessions can therefore feel more energetic than the simple rules initially suggest. Steam Deck compatibility is especially important to clarify. The game is officially categorized as Unsupported for Steam Deck because the handheld does not support the VR functionality the title requires. This is not merely a situation where controller mappings need adjustment or performance needs tweaking. VR is fundamental to the game, making normal standalone Steam Deck play impractical. Anyone specifically seeking a portable Hatsune Miku rhythm experience should therefore consider another title rather than purchasing this one for Deck use. Ultimately, this is best regarded as a specialized VR rhythm attraction for existing Hatsune Miku enthusiasts rather than an enormous, content-heavy rhythm platform. Its accessible controls, physical note interaction, lively choreography, recognizable music, score chasing, leaderboards, achievements, viewing options, costumes, and virtual stage presence create an enjoyable package when approached with appropriate expectations. The limited base soundtrack and relatively simple mechanics keep it from offering exceptional depth, but the sensation of participating in a Miku performance provides an identity that compensates for some of those shortcomings. For a player with compatible VR equipment and enthusiasm for Vocaloid music, it can be charming and memorable, while rhythm enthusiasts seeking a much deeper mechanical challenge may find its appeal considerably shorter-lived. Rating: 7/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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