Info about Vivid World:

Official game description:
Vivid World is a completely new party-building roguelike auto-battler, where you assemble a team of characters that have transformed into jewels to engage in combat!
Transverse a new world with quirky characters who've all been redesigned from Vivid Knight! Create your own unique and powerful party to clear every dungeon in your way!
More in-depth party building than before!
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Do you know the proverb: "Three heads are better than one"?
Gather several of the same jewels, enhance them, and see your buffs and synergy explode with power!
And now, introducing "Orbs." You can equip Orbs to each character in your party, which means your ability to create and change your party has now expanded infinitely!
Strategic battles.
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In this game, the battles advance automatically while the player utilizes "Gems" to support their party during battle phases.
With our new and improved battle system, the player can combine several Gems together or unleash the power of individual Gems!
Enjoy strategic battles with greater freedom than ever before!
Resource management that will test your thinking.
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The characters who battle for you are, after all, only jewels.
That means you can "buy and sell" them.
You can buy different types of Jewels or strengthen a single Jewel by merging several of the same Jewel with it.
The choice is yours. Feel free to play around with your resources however you see fit.
But be careful.
If you're too greedy, you might find yourself being sucked into a dungeon here in the Underworld that you can't get out of.
A world shrouded in mystery.
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The Underworld's deep, dark secrets.
Those secrets will be revealed as you conquer dungeons and interact with the denizens of the Underworld.
Just who are these characters who have transformed into Jewels?
By strengthening your bonds with them and unleashing their hidden powers, you might find that out as well.

Release date: 4 Nov, 2025

Categories: Roguelike, Autobattler, Party-based Combat, Resource Management, Character Progression, Cooperative Multiplayer, Dungeon Crawler, Strategic Combat


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Significant Evolution and Refinement (weight 1): The game is widely praised as a substantial upgrade and natural evolution from its predecessor. Players highlight expanded content, refined mechanics, and an overall polished experience that exceeds expectations, delivering excellent value and effectively addressing prior shortcomings.
- Robust Roguelite Progression (weight 0.28): The roguelite elements are exceptionally well-implemented, fostering a strong sense of progression across multiple playthroughs. Permanent upgrades, such as the 'Dungeon Expansion' skill tree, provide compelling reasons for replayability, allowing players to continuously grow stronger and experiment with diverse builds.
- Distinctive & Cute Art Style (weight 0.26): The game's unique anime-inspired art style receives high acclaim for its visual clarity, meticulous detail, and improvement over the previous title. Character designs are consistently described as attractive, varied, and notably cute.
- Accessible Depth for All (weight 0.21): The game masterfully balances ease of entry for new players with deep strategic gameplay. It features clear, gentle tutorials and a gradual introduction of mechanics, enabling newcomers to learn comfortably while offering veterans complex decision-making and rich synergy building.
- Good Pacing & Approachable Difficulty (weight 0.16): The game is praised for its excellent pacing and good tempo, ensuring a smooth and enjoyable flow. The difficulty curve, particularly up to the main story, is described as approachable, keeping players engaged without being overly challenging.
- Smooth & Polished Animations (weight 0.13): The game's visual presentation benefits from impeccable and meticulous animations. Character movements are notably smooth and more polished than before, contributing to a refined and satisfying overall aesthetic.
- Seamless & Fun Co-op (weight 0.12): The cooperative mode is a significant highlight, described as a 'blast' that offers a seamless multiplayer experience, complete with trading. It provides a distinct and highly enjoyable alternative to solo play, fostering collaborative strategy.
- High Player Satisfaction (weight 0.11): Reviewers express strong personal enjoyment and satisfaction, often finding the game perfectly tailored to their desires. Many anticipate enjoying it even more than the previous installment, reflecting a very positive overall sentiment.
- Engaging Story & World-building (weight 0.1): The narrative is significantly more developed than its predecessor, with new elements that enrich the game's universe, atmosphere, and lore. Players find the story intriguing and a valuable addition that deepens the overall experience.
- Lovely & Fitting Soundtrack (weight 0.09): The game's music and background tracks are consistently praised for being lovely, impeccable, and perfectly fitting for the game's atmosphere. The audio design significantly contributes to the overall immersive experience.
- Increased Customization & Freedom (weight 0.08): Players appreciate the expanded freedom in character and team building, noting a greater variety of combination patterns available. This enhanced customization significantly boosts strategic choice and player agency in developing their playstyle.
- Fair Monetization & Active Auto-Battles (weight 0.07): Players appreciate the game's monetization strategy, specifically noting the absence of exploitative gacha mechanics, which ensures a fair player experience. Additionally, the protagonist's active gem skills keep auto-battles engaging and prevent monotony.
- Rewarding Late-Game Play (weight 0.06): The late-game content, including various playstyles and meta-progression, is highly satisfying and effective against bosses. This ensures that each new round and advancement feels better and more rewarding for long-term players.
- Engaging Gem Synthesis System (weight 0.06): The gem and equipment synthesis mechanism is a well-received feature, allowing players to create increasingly powerful gems by combining and synthesizing them. This system adds a satisfying layer of progression and crafting to the gameplay.
- Praised Developer Practices (weight 0.06): Players commend the developer for prioritizing player enjoyment, conducting thorough internal tests, and maintaining a strong focus on the player's perspective. This fosters a positive perception of the studio and its commitment to quality.
- Diverse Character Roster (weight 0.06): The game boasts a good variety of characters, featuring a new cast and a large number of monsters. This diversity contributes to extensive team-building opportunities and keeps the gameplay fresh.
- Comprehensive Language Support (weight 0.06): The game offers full translations into multiple languages and includes both Japanese and English voice acting. This broad localization effort enhances accessibility and caters to a wider international audience.

Common complaints:
- Clunky UI and Menus (weight 0.14): Many UI elements, including general menu navigation and specific screens like Gem Alchemy, are criticized for being awkward and user-unfriendly. This indicates a need for significant interface refinement to improve player experience.
- Poor Translation Quality (weight 0.12): Players reported significant issues with translations across multiple languages, including English and Chinese. Descriptions are often clunky, ambiguous, or appear machine-translated, negatively impacting understanding of gameplay mechanics and overall immersion.
- Inconsistent Difficulty Curve (weight 0.12): The game features an inconsistent difficulty curve, with early stages being too easy and lacking challenge. This contrasts sharply with a mid-to-late game where enemies are perceived as very tough, creating frustrating difficulty spikes.
- Predictable Dungeon Design (weight 0.12): Dungeon exploration is described as clunky and predictable, feeling more like an obligation than a challenge. Repetitive outcomes per floor and frustrating map generation deter players from engaging positively with this core element.
- Limited Co-op Options (weight 0.11): The game only supports online co-op, completely lacking offline or shared-screen multiplayer. Additionally, restrictions like requiring friends to own the game and the absence of controller support hinder accessibility and enjoyment of the co-op mode.
- Repetitive Voice Acting (weight 0.09): Players found the voice acting to be half-hearted, repetitive, and sometimes mismatched with characters. Specific recurring lines were noted as particularly annoying, diminishing the audio experience and overall immersion.
- Lacks New Content/Innovation (weight 0.09): Many players felt the game offered less new content and only minor additional elements compared to its predecessor. This led to a perception that the game was lighter and less innovative than expected for a sequel.
- Mixed Art Style Reception (weight 0.06): The new art direction and character designs received mixed feedback, with some players expressing a preference for the visuals of the previous game. This indicates that the aesthetic appeal might not universally resonate.
- Grindy Permanent Growth (weight 0.05): The system for permanent growth elements is perceived as tedious busywork and a repetitive level-up grind. This suggests the progression system lacks engaging incentives and feels more like an obligation than fun.
- Restrictive Union Skills (weight 0.05): Union Skills are reported as having many restrictions and being difficult to use effectively in combat. This indicates a design issue that makes a core combat mechanic feel cumbersome rather than empowering or strategically viable.
- Risky Union Burst Mechanic (weight 0.05): The Union Burst mechanic is criticized for its high randomness and potential to disrupt established builds, especially considering its infrequent occurrence. Its performance is also not seen as impactful enough to justify the risks involved.
- Low Replayability (weight 0.05): Players feel the game offers zero incentive for retryability and that full losses waste significant time. This suggests a lack of engaging progression loops or varied content to encourage replaying.
- Frustrating Endurance Bosses (weight 0.05): Players expressed significant frustration with "endurance bosses," suggesting that these types of encounters are not enjoyable and should potentially be reconsidered or removed from the main game due to their tedious nature.
- Incomplete Battle Log (weight 0.05): The current battle log lacks crucial information, such as detailed heals and damage taken figures. This omission makes it difficult for players to evaluate the effectiveness of roles like tanks and healers, hindering tactical analysis.

Gameplay feedback:
- Core Roguelite Autobattler (weight 0.23): The game is fundamentally an autobattler roguelite, where players strategically build and strengthen a party of units to overcome challenges. It incorporates elements of resource management and synergy, defining its core gameplay loop.
- Significant evolution from prior (weight 0.16): The game is a strong evolution of its predecessor, expanding concepts and introducing new mechanics like Orb equip and gem fusion. While some core systems persist, the overall experience is enhanced, though one cluster noted some feeling a lack of new additions.
- Strategic party building (weight 0.11): A central gameplay mechanic involves collecting units, combining three similar units to enhance them into stronger "gold star" versions, and strategically forming a party to maximize synergies and defeat dungeon bosses.
- Moderate story, short runs (weight 0.1): The main story can be completed in approximately 10-14 hours, with options for co-op play. Individual dungeon runs, however, are concise, typically ranging from 30 minutes to just over an hour.
- Extensive unlockable content (weight 0.09): The game offers significant replayability through extensive unlockable content, with roughly 80% becoming available after story completion. This includes post-story dungeons designed for mastery, reminiscent of "Ascension" modes in other roguelites.
- Meta-progression and resources (weight 0.08): The game features permanent enhancements that aid long-term progression, a notable addition compared to its predecessor. Players are encouraged to save money and acquire resources between runs to continuously strengthen their capabilities.
- Later dungeons are challenging (weight 0.05): Players have reported encountering significant difficulty spikes in the later dungeons, with some getting stuck after progressing smoothly through earlier stages. This suggests a challenging end-game experience.
- Orbs add strategic depth (weight 0.05): The introduction of "equipment-like orbs" significantly expands strategic options. These orbs often have complex descriptions, hinting at intricate effects and customization possibilities.
- Boss observation crucial (weight 0.05): Players are advised to study boss data and room information, especially during the initial hours. This emphasizes that understanding enemy patterns and preparation are key strategic components.
- Gem collection and alchemy (weight 0.05): A core activity involves collecting various jewels, gems, and stones, often found in chests. An "alchemy" system allows players to combine these gems, suggesting a crafting or enhancement mechanic.
- Supports diverse playstyles (weight 0.05): The game allows players to experiment with many different combat playstyles, offering significant choice in how they approach encounters and build their team.
- Features co-op multiplayer (weight 0.05): The game offers a cooperative multiplayer mode, enabling friends to play together, including progressing through the main story.
- Powerful Union Skills (weight 0.05): Union Skills, particularly Union Burst, are noted as being quite powerful. They provide significant advantages, especially in the early game, helping players overcome initial challenges.
- Varying dungeon depth (weight 0.04): The game features dungeons with varying levels of complexity. Character strength and progression seem to increase with each cleared dungeon, linking growth directly to completion.
- Independent game story (weight 0.04): The game's narrative is entirely separate from that of 'Vivid Knight,' meaning players do not need prior knowledge of that title to understand or enjoy the story.

Performance notes:
- Performance issues persist (weight 0.09): Players report experiencing significant technical problems, such as frame drops during extended play sessions and stuttering, particularly when moving. This indicates a continuing need for optimization, even though some minor issues are reportedly being addressed by the developers.

Recommendations:
- Widely recommended, accessible fun. (weight 0.22): The game receives broad positive recommendations, described as fun and interesting for both new and experienced players. It's seen as an accessible entry point even for those not typically into hardcore genres, offering good value for its price.
- Essential for Vivid Knight fans. (weight 0.18): This is considered an excellent and legitimate sequel, a must-buy for those who enjoyed Vivid Knight. It also appeals to new players who appreciate deck-building roguelikes, suggesting successful evolution while retaining core appeal.
- Perfect for specific genre fans. (weight 0.18): The game is highly recommended for enthusiasts of autobattlers, roguelites (especially those seeking deep mechanics without permanent progression), and fans of cute gacha-style games. It particularly resonates with players who enjoy team-builder and auto-chess mechanics.
- Excellent game, future potential. (weight 0.16): The game earns high praise, with some reviewers rating it 9/10 and considering it potentially "god-tier." Players express eagerness for future content, including paid DLC like new characters, areas, or story expansions.
- Demo highly encouraged. (weight 0.12): Many reviewers strongly advise trying the game's demo first. They suggest that enjoying the demo is a reliable indicator of whether a player will like the full game.
- Localization issues noted. (weight 0.07): Some feedback suggests potential issues with the English translation, recommending playing the Japanese version if possible. For non-Japanese speakers, waiting for an official fix to the translation is advised.
- Assess core gameplay interest. (weight 0.06): One reviewer explicitly does not recommend the game, and others suggest that players should be sure they like the core gameplay rather than being drawn solely by superficial presentation. This points to a potential mismatch in expectations if the aesthetic outweighs mechanical appeal, though feedback is limited.
- Improve battle log, co-op. (weight 0.05): Players specifically request an updated battle log for better information and an option to automatically join regular co-op battles, bypassing the 'Join Battle' pop-up. These are quality-of-life improvements to enhance the player experience.
- Master game's symbols. (weight 0.02): One piece of feedback encourages players to "master the symbols," implying a strategic depth that rewards understanding and learning the game's intricate mechanics. This suggests a rewarding learning curve for dedicated players.

Other player notes:
- Address repetitive voice lines. (weight 0.17): Players report that certain English voice lines are repetitive, and specific Japanese phrases ('Fumu fumu', 'Naruhodo~') occur too frequently. Additionally, switching languages is cumbersome due to underlying translation issues. Improving localization quality and varying voice line frequency would enhance immersion and overall player experience.
- Positive initial game impressions. (weight 0.14): Players generally report positive initial engagement, with some having extensively played the demo and continuing to play post-release. However, some early players express uncertainty about the game's 17 euro price point, suggesting a need to reinforce its perceived value or demonstrate more content.
- Enhance dungeon UI/information. (weight 0.09): Players request quality-of-life features such as displaying 'damage dealt' on the results screen after clearing dungeons and adding a right-click option to open the map during exploration. An accessible post-battle log is also desired to review combat details. These additions would improve usability and data visibility.
- Investigate color saturation display. (weight 0.02): One reviewer reported refunding the game specifically due to an issue with color saturation. While this is an isolated report, it may indicate a specific display or graphical setting problem affecting certain players, warranting further investigation.

Emotions:
- Satisfaction (weight 0.34): Players felt satisfied by the game's significant improvements over its predecessor, including expanded content, refined gameplay mechanics, and enhanced presentation, which collectively exceeded expectations and offered great value. The thoughtful design, replayability, and accessibility for both new and returning players also contributed to this feeling.
- Enjoyment (weight 0.12): Enjoyment stemmed from the game's fun and addictive gameplay loop, enhanced by its cute art style, engaging story, and well-balanced new mechanics. The collaborative multiplayer experience, satisfying progression, and lively combat also contributed to an overall positive and entertaining experience.
- Excitement (weight 0.11): Players experienced excitement due to the game exceeding high expectations, delivering a wealth of rich content, and offering engaging new systems like co-op and abundant buffs. The depth of mechanics, high replayability, and anticipation of long hours of gameplay fueled this emotion.
- Frustration (weight 0.09): Frustration arose from restrictive factors such as the exclusive online co-op mode and clunky, awkward UI elements, often exacerbated by poor English translation quality. Repetitive late-game combat, voice lines, and challenging boss designs that featured mind-control mechanics or significant difficulty also contributed to this negative emotion.
- Disappointment (weight 0.07): Disappointment was primarily caused by the absence of expected features like offline or local multiplayer options, alongside a perceived lack of significant content evolution compared to the first game. The mobile-oriented UI on PC, specific design choices for boss encounters, and inconsistencies in translation also contributed to players' letdown.
- Appreciation (weight 0.07): Players expressed appreciation for the game's high level of completeness, user-friendliness, and refined design, including well-executed music and pacing. The meticulous animations, clear tutorials, and the developers' player-centric approach, which focused on improvements and a unique art style, were also highly valued.
- Joy (weight 0.03): Joy was attributed to the game's irresistible gameplay loop and the strong feeling that the experience was custom-tailored to players' preferences. The overall high quality of the game, combined with charming character designs and the developer's positive approach, contributed to this profound happiness.
- Anticipation (weight 0.02): Anticipation stemmed from the long-awaited release of the game, with players eager for future content, updates, and the potential for improved enemy art in deeper dungeons. The overall quality and potential for ongoing development contributed to this forward-looking excitement.
- Concern (weight 0.02): Concern was noted regarding the visual similarity between some characters, which could lead to confusion, and highly saturated colors that caused eye strain. There was also a slight concern about the potential for fewer characters than desired in the game.
- Anger (weight 0.01): Anger arose from the lack of retryability and wasted time caused by difficult boss encounters, particularly when coupled with perceived unfair boss mechanics. This frustration over lost progress and unjust challenges fueled strong negative reactions.
- Desire (weight 0.01): Players expressed a desire for a greater variety or number of playable units to enhance strategic options. There was also a notable wish for specific quality-of-life features and improved data display to streamline the gameplay experience.
- Challenge (weight 0.01): The feeling of challenge was driven by the increased complexity and difficulty introduced with more game elements, requiring players to adapt and strategize. This demanded perseverance, especially due to potential progress loss associated with difficult encounters.
- Curiosity (weight 0.01): Curiosity revolved around exploring the game's late-game mechanics, understanding alternate development rhythms, and experiencing online play. Players also expressed uncertainty about the overall game balance and its long-term value, prompting further investigation.
- Enthusiasm (weight 0.01): Enthusiasm was primarily manifested through players actively recommending the game to others, indicating a strong positive experience they wished to share.
- Confidence (weight 0.01): Confidence was fostered by the game's kind introduction and effective teaching of synergy mechanics, allowing players to feel competent and understand game systems from the outset.
- Resignation (weight 0.01): Resignation stemmed from players accepting that the game was merely 'alright,' acknowledging its flaws while still finding it playable. This indicated a tempered expectation rather than strong positive or negative feelings.
- Nostalgia (weight 0.01): Nostalgia was triggered by the game reminding players of other similar titles like Vampire Survivors or the original Vivid Knight, evoking a sense of past gaming experiences.
- Empathy (weight 0.01): Empathy was observed in response to a humorous mention of the 'trembling mushroom,' suggesting players connected with lighthearted or character-driven elements within the game, based on limited feedback.
- Caution (weight 0.01): Caution emerged from the necessity for players to adapt their strategies from the previous game due to changes or new mechanics, implying a need for careful consideration before acting.
- Happiness (weight 0.01): Happiness was directly linked to the high quality of the game and its success as a worthy successor, indicating deep satisfaction with its overall execution and improvements.}