
new part for walking simulation game series. Collect beer bottles and avoid traps in Tokyo named city
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About
Player controls sad Virus character in this 3rd person walking simulation and platformer game. Sad virus is now at Tokyo named city where Sad virus mission is to find 9 beer bottles hidden in different places. Avoid traps like moving spikes and balls. Use checkpoint system and jumping platforms to find all beer bottles in this 3rd person walking adventure game
Try to find 9 beer bottles at Tokyo named city
Avoid traps like spikes, balls
Jumping platforms
Checkpoints
Steam achievements
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Our beloved virus is back! This time he is helping to clean a neighborhood in a sprawling metropolis of, you guessed it, beer bottles. The game is very short, more so than the other entries in the franchise, I managed to beat it in less than 3 minutes, making it a perfect choice for achievement hunters.
[h2] 🚮 Asset Flip [/h2] [quote] [h3] ❗ALERTA: [url=https://pt.wikipedia.org/wiki/Shovelware]SHOVELWARE[/url][/h3] 🗑️ Shovelware são Jogos feitos rapidamente e sem cuidado, juntando assets/imagens com cola (e as vezes IA), sem testes e sem paixão, com o objetivo de inflar bundles e enganar jogadores. [/quote] O de sempre de [b]Valkeala Software/Saylor Games/DIG Games[/b]. Passeie por um mapa com assets aleatórios jogados de qualquer jeito. Um asset flip que mal tenta fingir ser um jogo. O dev e suas contas fakes são famosos por: [list] [*] 💩 jogos de baixíssima qualidade, [*] 🕓 10-15 minutos de 'conteúdo'. [*] ⿻ lançar o mesmo jogo dezenas de vezes, mudando apenas alguns JPGs/assets. Só em Abril foram 9 jogos lançados. [*] 🥷 roubar jogos-tutoriais e assets da Unity (Asset flip). [*] 🏆 Encher de conquistas para atrair os 'achievement hunters', que às vezes compram jogo lixo para aumentar estatística. Não se anime com o número ou facilidade das conquistas que o jogo desbloqueia. [b]Conquistas de shovelware não contam no seu perfil.[/b] [*] 💰 Suspeito de [b]pagar por reviews positivas[/b]. Não é possível que as outras análises jogaram o mesmo jogo que eu! Parecem muito feitas por IA. [/list] Tão ruim, mas tão ruim, que removi o jogo permanentemente da minha biblioteca. 🗣📢 Não deixe que jogos falsos poluam a Steam e tomem o lugar de destaque de jogos legítimos. Não avalie positivamente 'pela zoeira'.
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One of the greatest Sad Virus games in the saga (it's 40 percent off when I bought it), Sad Virus has a mental breakdown but finds the help he was looking for.... is it over for lil jit, or will he succeed in his ultimate goal to become the most drunk Virus of the Southern Hemisphere? (Screw you Happy Virus)
Sad Virus Tokyo is a compact indie adventure that builds its identity around straightforward exploration, collectible hunting, and environmental hazards. Developed and published by Valkeala Software, the game places players inside a Tokyo-themed urban environment where the primary objective involves traveling through the city, searching for beer bottles, and avoiding traps scattered across the route. It does not attempt to disguise its simplicity behind an elaborate story or complicated progression system. Instead, the experience concentrates on movement and observation, creating a casual journey in which reaching new areas and finding collectibles provide the main incentives to continue. Although the game can broadly be described as a walking simulator, its design incorporates more interaction than the genre label might initially suggest. Movement is accompanied by platforming challenges, physics-based situations, collectible searching, and hazards that require some awareness of the surrounding environment. The presence of traps means players cannot simply hold forward and treat the setting as a passive sightseeing tour. They need to recognize dangerous areas, judge movement carefully, and occasionally approach obstacles with the precision expected from a lightweight 3D platformer. These elements help give the exploration a sense of purpose beyond simply reaching the end of the map. The beer bottles serve as the game's most distinctive collectible and reinforce its deliberately eccentric personality. Their inclusion is amusingly mundane compared with the magical artifacts, treasures, or resources commonly found in adventure games. More importantly, they encourage players to examine the environment instead of following the most obvious route. Collectibles can make streets, corners, structures, and elevated locations worth investigating, particularly when their placement encourages players to leave the safest path. The effectiveness of this mechanic ultimately depends on how creatively the bottles are distributed, because searching becomes much more engaging when collectibles reward curiosity or require a small traversal challenge to obtain. Traps provide a useful contrast to the otherwise relaxed exploration. Their presence creates uncertainty while traveling and gives players a reason to pay attention to environmental details. Combined with platforming and physics mechanics, these obstacles can transform seemingly ordinary sections of the city into small navigation challenges. This creates a simple gameplay rhythm of exploring, spotting something useful, figuring out how to reach it, avoiding nearby dangers, and moving toward the next area. There is little indication that the game is interested in deep combat or complicated character abilities, so the quality of these environmental encounters is especially important to keeping the journey entertaining. The Tokyo-inspired setting gives the project an appealing visual theme even though it should not be mistaken for a realistic recreation of Tokyo. The city functions primarily as an adventure playground rather than a detailed geographical simulation. Urban structures, streets, obstacles, elevated sections, and assorted environmental objects provide spaces through which the player can navigate and search. This approach suits the modest scale of the project because it allows the environment itself to support the mechanics. Rather than overwhelming the player with excessive detail, the presentation can focus attention on pathways, collectibles, hazards, and locations that might be worth exploring. Sad Virus Tokyo also occupies an interesting position between several genres. Its foundations are casual and simulation-oriented, but hidden-object searching, third-person movement, platforming, physics, and precision-based navigation contribute additional layers. None of these individual systems appears intended to become particularly complicated. Instead, they work together to prevent the experience from becoming nothing more than an uneventful walk. This hybrid structure should appeal most strongly to players who enjoy unusual independent games that establish a simple objective and allow the environment to generate most of the entertainment. The third-person perspective is particularly appropriate for this style of play. Being able to see the character and nearby surroundings should make platforming distances and environmental hazards easier to understand. It also allows the city itself to occupy more of the player's attention, which matters when locating bottles and identifying potential traps are central activities. Physics can further introduce unpredictable moments into traversal, potentially giving the game some humor when movement or environmental interactions do not unfold exactly as expected. That slightly awkward unpredictability can work well in a deliberately quirky casual game. However, the same simplicity that makes Sad Virus Tokyo accessible also represents its greatest potential weakness. Walking, collecting bottles, and avoiding traps can become repetitive if the environment does not continually introduce interesting arrangements or variations. Without substantial narrative development, combat, character progression, or complex puzzles to provide alternative forms of engagement, the game depends heavily on level design. Players expecting a sophisticated simulation of Tokyo or a story-driven adventure may therefore find the concept too limited. Its intended audience is more likely to consist of players comfortable with small experimental games where completing straightforward objectives is the main attraction. Replay value could similarly depend on how much incentive exists to thoroughly explore the environment. Steam achievement support gives completion-focused players another reason to investigate the game beyond simply reaching its conclusion. If achievements encourage finding every bottle, surviving particular hazards, discovering less obvious locations, or completing challenges efficiently, they could extend the experience. Conversely, players interested only in reaching the end may have fewer reasons to return once they understand the map and its obstacles. The game's compact concept therefore seems better suited to a focused experience than an endlessly replayable one. Another positive aspect is that the project communicates its intentions without pretending to offer something vastly larger. Valkeala Software appears to be presenting a deliberately uncomplicated game built around an unusual combination of sightseeing, bottle collecting, traps, and platforming. That clarity makes it easier to understand who will enjoy it. Players who appreciate unconventional indie projects may find charm in its odd premise, while those seeking polished cinematic storytelling, elaborate systems, or substantial mechanical depth will probably need to look elsewhere. Overall, Sad Virus Tokyo is an eccentric exploration game whose personality comes from turning a Tokyo-themed environment into a casual obstacle course and collectible hunt. Its mixture of walking simulation, hidden-object searching, physics, third-person platforming, and trap avoidance gives the experience more activity than its simple premise initially implies. The concept is undeniably narrow, and its long-term appeal will depend greatly on environmental variety and collectible placement, but the straightforward design has a certain charm. With Valkeala Software handling both development and publishing, Sad Virus Tokyo feels like a deliberately small-scale project aimed at players who enjoy unusual, uncomplicated indie adventures. Based on its overall concept, gameplay structure, presentation, and intended scope, Rating: 5/10
Очередная часть грустного вируса. Ничего особенного тут нету. Отличаеться от других крайней простотой. В наличии 9 достижений за 5 минут.
有成就 没中文 悲伤病毒:东京 故事: 本作是第三人称步行模拟兼平台跳跃游戏,玩家将操控悲伤病毒这一角色。悲伤病毒来到东京,任务是寻找散落在各处的9个啤酒瓶。躲避移动尖刺、滚动球体等陷阱,利用存档点与跳跃平台,在这场第三人称步行冒险中找齐全部啤酒瓶。 特色: 在东京寻找9个啤酒瓶 躲避尖刺、球体等陷阱 平台跳跃机制 存档点系统 Steam成就
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Nice and short adventure / 3D platformer. Easy Achievements, 100% / ~10min.
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