Info about OASIS: Tokyo:

Official game description:
OASIS: Tokyo is an FPS with a focus on inventory management that has roguelite elements. Undertake contract missions for powerful mega-corporations and other clients in the criminal underworld of an alternate history near-future Japan in order to find the location of the fabled Oasis, a rumored secret location hidden somewhere in the country.
Contracts
---------
Complete procedurally generated missions with randomly selected objectives, locations, and enemies. Fight against local gangs, hired PMCs, corporate security and more as you accomplish 6 different objective types such as retrieving sensitive information, defusing EMPs, and eliminating specific enemies of the client in 6 different environments. Dying will cause you to lose the gear and items you brought in and looted during the mission, but you'll keep your cyberware and other aspects of your character.
Weapons
-------
Pick up and use a variety of 19+ weapons including melee weapons in close-range environments. There are a variety of attachments that can be used to customize most weapons that affect their performance. Weapons use magazines taken from the grid-based inventory that must be reloaded in the inventory after switching magazines.
Play Your Way
-------------
Build out your character using class-based cyberware Cores that determine the different types of cyberware slots you have, as well as unique cyberware that can be installed per core type. Advance your character using an assortment of skill trees. Launch hacks against vulnerable enemies using cyberdecks. Extract valuable exports from vulnerable devices on your missions, which can then be either used to influence the next mission or sold for a profit.  
There are also different options to customize your experience including permadeath and different difficulty modes that affect the difficulty of various mechanics.

Release date: Nov 3, 2023

Categories: First-Person Shooter, Extraction Gameplay, Looter Shooter, Inventory Management, Roguelite, Cyberpunk, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $9.99
  - Reasoning: The positive reviews explicitly treat the current low price as a key value point, with one reviewer stating the game is worth it at six bucks and another calling it the best bang for the buck on Steam. A translated Japanese review also frames the game as something to play at a cheap price. Although one negative review says it is not worth the money, there is no evidence that the community views a higher price as fair. Together, these reviews suggest a fair base-game range of roughly $5 to $10, centered around the current $6.99 price.
- Playtime Metrics:
  - Game completion: N/A
  - Story completion: 12.0h
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: The first quote directly states the story can be completed in around 12 hours, supporting storyCompletion = 12. The second quote reports a one-hour play session, supporting sessionLength = 1. The third quote mentions being over twenty hours in but explicitly says there is still replayability left, so it does not establish a completed game time; gameCompletion remains null. The fourth quote confirms a post-game questline exists but provides no duration, so endgame remains null.
- Time-to-fun:
  - Summary: Early enjoyment is blocked mainly by a rough, poorly taught tutorial, and some players explicitly advise pushing through it to reach the addictive core loop. Reports of tutorial or shoothouse addiction conflict with that view, but the clearest direct evidence supports enjoyment clicking after early friction.
  - Stance: Clicks after
  - Anchor: After the tutorial segment
  - Time to anchor: N/A
  - Friction: First launch can crash after abnormal high FPS.; Tutorial is dark, poor at teaching, and has broken enemy behavior.; Immediate tutorial feels jarring.; Magazines drop on the ground during reload, contradicting the tutorial.; Weapon damage balance is inconsistent, such as an SMG needing two headshots while a starting pistol needs one.; Randomly generated maps can become repetitive.
  - Unlock drivers: Pushing through the tutorial segment.; Reviewing some tutorial information when the intro feels jarring.
  - Conditions: Willingness to push through the tutorial segment.; Reviewing tutorial information when the intro feels jarring.; Liking HOLE and wanting more progression and story.; Tolerance for repetitive randomly generated maps.; Interest in building toward the top and upgrading guns and cybernetics.; Interest in the post-game questline and its new mechanics and maps.
- Player Archetypes:
  - Solo Extraction Shooter Tactician (buy)
    - Motivation: To experience a Tarkov-style extraction shooter loop—loot, inventory, economy, and missions—without needing online PvP.
    - Playstyle: Deploys on solo missions to wipe out gangs, assassinate targets, hack servers, manage gear, and extract efficiently.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Escape from Tarkov
  - Hardcore Tactical Mechanics Purist (no buy)
    - Motivation: Authentic hardcore tactical combat with full stance, cover, and stamina mechanics.
    - Playstyle: Relies on crouching, leaning, cover, and deliberate movement; expects mechanical depth and punishing but fair systems.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: Escape from Tarkov
  - Casual Solo FPS and Achievement Hunter (buy)
    - Motivation: Quick, replayable single-player FPS action and achievement completion.
    - Playstyle: Plays in short solo sessions, hunts achievements, and values efficient, not-too-hard missions that fit around other activities.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Cyberpunk Atmosphere Seeker (buy)
    - Motivation: Immersion in a near-future Japan/cyberpunk atmosphere and soundtrack.
    - Playstyle: Plays for setting, music, and vibe; tolerates average graphics and simple mechanics to enjoy the world.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Escape from Tarkov


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:
- Fun single-player extraction shooter (weight 0.58): Many describe the game as a fun and simple single-player take on the extraction shooter genre. It offers an enjoyable concept that fills a niche.
- Solid gunplay and customization (weight 0.52): Gunplay is widely praised as decent to great, with a good selection of firearms and attachments. The weapon customization system adds depth and enjoyment.
- Addictive extraction gameplay loop (weight 0.41): The core cycle of entering missions, killing, looting, extracting, and selling is highly addictive. Several players highlight the loop as a major reason they keep playing.
- Engaging inventory management (weight 0.4): Inventory management is a standout feature, from on-the-fly sorting to managing magazines and ammo. It creates tense moments and adds strategic depth.
- Varied mission and game modes (weight 0.38): The game includes multiple modes beyond the main campaign and a mission system similar to Tarkov raids. Mission types and locations become more varied as reputation grows.
- Tarkov-like tactical shooter (weight 0.38): Often compared to Escape from Tarkov, the game applies extraction shooter mechanics to a mission-based structure. It offers a simpler, weighty gunplay experience in a cyberpunk setting.
- Underrated indie gem (weight 0.37): Many consider the game super underrated and advanced for an indie title. It stands out as a fresh release and a real up-and-comer.
- Tense and challenging combat (weight 0.32): Enemies pose a genuine threat, and combat is quick, deadly, and rewarding for efficient play. Headshots are prioritized, making all calibers viable.
- Replayability and roguelike endgame (weight 0.31): The game is decently replayable with a roguelike endgame and multiple endings. Branching builds and post-game questlines add to the longevity.
- High-stakes death penalty (weight 0.27): Losing everything on death makes firefights stressful and tense. This risk-reward mechanic is a core part of the extraction shooter experience.
- Satisfying progression and upgrades (weight 0.25): Upgrading the home base and building up to the top is satisfying. Grinding missions to afford new gear and decking out weapons feels rewarding.
- Tutorial improves after completion (weight 0.18): Players note that everything after the tutorial is much more fun. The game starts to click on the second mission.
- Good achievement hunting (weight 0.1): The game is a good achievement hunting experience, not too annoying or too easy. It offers a fair challenge for completionists.
- Accessible difficulty settings (weight 0.1): Difficulty settings ensure the game is accessible to practically any skill level. This makes it welcoming to a wide range of players.
- Cozy hub area (weight 0.1): The hub area is cozy, and players enjoy grocery shopping between missions. It provides a nice contrast to the tense missions.

Common complaints:
- Repetitive Missions and Content (weight 0.59): Missions are repetitive, level selection is lacking, and there is a general lack of content and randomness. This leads to a repetitive and unengaging experience.
- Poor Enemy AI (weight 0.52): The AI is described as simple, stupid, and sometimes silly, with enemies often acting illogically. This was reported in numerous clusters and negatively impacts combat.
- Lack of Crouch and Lean (weight 0.45): The game lacks crouching and leaning mechanics, which are expected in tactical FPS games. This limits movement options and forces players to rely on running between cover.
- Terrible Tutorial (weight 0.45): The tutorial is widely criticized as terrible, jarring, and ineffective at teaching game mechanics. It is often cited as the worst part of the game and a turn-off for new players.
- Buggy and Unfinished (weight 0.41): Players report numerous bugs, glitches, and an overall unfinished feel, even years after release. This includes enemies becoming invincible, glitching into walls, and other game-breaking issues.
- Performance Issues (weight 0.4): The game suffers from lag, FPS drops, and crashes, especially in the hub area and when many enemies are present. This affects playability even on high-end systems.
- Cannot Loot Enemies (weight 0.34): Players cannot pick up enemy weapons, ammo, or loot their bodies, which is a major oversight in a tactical shooter. This was mentioned in several clusters.
- Stamina System Frustrating (weight 0.33): The stamina system depletes quickly and requires constant scavenging for food and water, making gameplay clunky and turning the experience into a nightmare. It is seen as unnecessary and poorly implemented.
- Ammo Scarcity and Unusable Types (weight 0.33): Certain ammunition types like 5.56mm are extremely rare or never spawn, while weapons often spawn with incompatible ammo. This leads to deaths from lack of usable ammunition despite carrying plenty.
- Hub Area Inconvenient (weight 0.32): The hub area is confusing, poorly designed, and requires excessive walking between locations to start missions. This wastes time and detracts from the core gameplay.
- Enemy Spawning Issues (weight 0.32): Enemies spawn infinitely, behind the player, or in unfair locations, leading to frustrating and unbalanced encounters. This was exacerbated by a recent update.
- Audio and Music Lacking (weight 0.31): The soundtrack is minimal, with only a few songs, and voice acting is awkward. Music is largely absent, leaving only background ambience.
- Magazine Drop Bug (weight 0.28): Magazines drop to the ground when reloading even when inventory space is available, forcing players to pick them up. This contradicts the tutorial and causes loss of magazines.
- Melee Weapons Useless (weight 0.27): Melee weapons are considered pointless due to poor range, animations, and mechanics, with only bullet resistance mattering. This makes them ineffective in combat.
- Enemies Clip Through Doors (weight 0.27): Enemies frequently clip through doors and walls, sometimes killing the player unfairly. This bug breaks immersion and can lead to frustrating deaths.
- Weapon Balance Problems (weight 0.26): Weapon damage and balancing are inconsistent, with some enemies taking multiple shots while others drop easily. This includes issues like the UMP-45 requiring two headshots while the Colt 1911 takes one.
- Poor Graphics and Animations (weight 0.25): Graphics are described as basic Unity assets, and weapon animations are bad. This contributes to an unpolished look and feel.
- No Language Support (weight 0.19): Despite having Japanese voices and signage, the game does not support Japanese or Chinese languages. This is a significant oversight for players of those languages.

Gameplay feedback:
- Single-player extraction shooter (weight 0.7): Many reviewers describe the game as a single-player extraction shooter, often comparing it to Escape from Tarkov. This core identity is central to the experience.
- Tactical looter-shooter with roguelike elements (weight 0.65): The game blends tactical shooter mechanics with looter-shooter progression and roguelike randomization. This combination defines its hybrid genre.
- Complex inventory and magazine management (weight 0.58): Players appreciate the detailed inventory management, including manual magazine reloading, topping off mags, and managing ammo types. However, some find the UI unwieldy.
- Mission-based structure with extraction (weight 0.52): The game features missions that can be selected from a hub, with objectives like bomb defusal or assassination. Players can extract early but may suffer reputation penalties.
- Cyberpunk setting and augmentation system (weight 0.47): A cyberpunk alternate near-future Japan setting features prominently, along with cybernetic implants that affect abilities, health display, and build variety.
- Loot and economy system (weight 0.45): Scavenging for loot to sell and managing an economy is a key gameplay loop. Early game looting often brings more income than mission payouts.
- Multiple game modes included (weight 0.45): The game offers several modes, including a roguelite endgame, a survival mode, an endurance run, and a shoothouse time trial. Each provides different experiences.
- Weapon and build customization (weight 0.33): Extensive weapon customization with scopes, stocks, grips, and attachments is available. Branching build progression and cybernetic implants allow for diverse playstyles.
- Lethal headshots and damage model (weight 0.27): Headshots are prioritized and often instantly lethal, emphasizing precise aiming. This creates a high-stakes combat feel.
- Rudimentary stealth and melee (weight 0.25): Stealth kills with suppressors are possible but feel basic, and melee combat has limited range and animations. These systems may lack depth.
- Randomly generated missions and maps (weight 0.24): Missions and maps are randomly generated, with levels built around specific objectives. This adds replayability but can lead to repetitive layouts.
- Home base and hub progression (weight 0.24): Players operate from an apartment with a stash, and a hub area includes grocery shopping. The home base upgrades over time, providing a sense of progression.
- Reputation and progression systems (weight 0.2): Reputation progression unlocks story elements and more varied locations. Character levels, cybernetics, and XP further drive advancement.
- Permanent loss on death (weight 0.19): Dying results in losing everything carried, a core extraction shooter mechanic. This high-stakes design is a key part of the experience.
- Hacking and abilities in combat (weight 0.19): A hacking mechanic adds a unique layer to combat, allowing players to turn enemies or environmental systems against foes. This ties into the cyberpunk theme.
- Post-game and story length (weight 0.18): A post-game questline adds new mechanics and maps, extending playtime. The main story can be completed in around 12 hours if rushed.
- Dark rooms and visibility issues (weight 0.09): Some areas are extremely dark, making visibility a challenge. This can create tense moments but may also frustrate players.

Performance notes:
- Performance issues during intense combat (weight 0.11): The game lags significantly when many enemies and bodies are present on screen. This suggests optimization problems during high-action sequences.
- Common unexplained FPS drops (weight 0.11): Players frequently experience FPS drops that occur without clear cause. This inconsistency negatively impacts the overall gameplay experience.
- Generally good performance (weight 0.11): For the most part, the game runs well according to some feedback. However, this is overshadowed by reported issues in other scenarios.
- Game crashes after start (weight 0.1): One player reported the game running at 4000fps initially and then crashing. This suggests a potential bug related to uncapped frame rates or startup instability.

Recommendations:
- Great Value for Low Price (weight 0.47): Many reviewers highlight the game's excellent value, noting it is definitely worth the low price and offers a high dollars-to-fun ratio. It is described as a no-brainer purchase at around $6.99 and one of the best values on Steam.
- Recommended Overall (weight 0.26): Multiple reviewers explicitly recommend the game, stating it is fun in its current state and worth a shot if it sounds interesting. The overall sentiment leans positive.
- Challenging but Rewarding Gameplay (weight 0.25): The game is described as challenging and rewarding for efficient gameplay, with a quick high-stamina build making it great. It also appeals to achievement hunters as it is not too annoying or too easy.
- Good for Extraction Shooter Fans (weight 0.19): Fans of extraction shooters who want a game they can play while doing other things will enjoy this. It is also recommended for those seeking a cheap, fast-paced single-player extraction FPS.
- Comparison to HOLE (weight 0.18): Players who liked HOLE and wanted more progression and story will likely enjoy this game. HOLE is also recommended for its better gunplay, though it lacks the same cozy atmosphere.
- Mixed Opinions on Worth (weight 0.14): While most praise the price, a few reviewers feel the game is not worth the money and advise against buying it. This contrast suggests that enjoyment may depend on individual preferences.
- Progress Loss Warning (weight 0.1): If you don't like losing progress, this game may not be for you, or you must be prepared to become a full-time masochist. This suggests a high-stakes or punishing progression system.
- Not a Tactical Shooter (weight 0.09): For those looking for a tactical shooter, it is recommended to play Hideous Destructor or something else instead. This indicates the game may not meet tactical shooter expectations.
- Decent Replayability (weight 0.09): The game is described as decently replayable, suggesting some longevity for players. This is a minor positive point.
- Waiting for Patches (weight 0.09): Some players cautiously hope and wait for better patches before fully committing. This indicates the game may have issues that need improvement.
- Support the Developer (weight 0.08): One reviewer urges buying the game to support the extraction shooter developer, implying the developer's work is valued. This is a niche but notable point.

Other player notes:
- Developer very responsive (weight 0.33): The developer is described as super responsive, clearly caring about the game. They have hotfixed bugs within hours, even on weekends, and stealth patched an invincibility bug.
- Inventory management like Tarkov (weight 0.32): The game's inventory management is compared to STALKER Anomaly or Tarkov, and it is described as a single-player Tarkov. It also draws comparisons to Escape from Tarkov (EFT) and extraction shooters but with a mission-based structure.
- Room for growth and updates (weight 0.31): There is plenty of room for the game to grow, and the concept is one reviewers would love to see developed further with updates. The developer has spent years passionately developing the game and is always coming up with new ideas.
- Similar to HOLE with progression (weight 0.25): Reviewers frequently compare the game to HOLE, noting it has more progression and story. The gameplay loop is similar, but it lacks the cozy atmosphere while offering better gunplay.
- Low price point (weight 0.25): The game is sold at a low price, well below what you'd pay for similar experiences elsewhere. It offers lots of content for its small price, providing excellent value.
- Small community for indie (weight 0.23): The game has a small community for an advanced indie game. It is compared to triple-A titles, indicating high quality despite its indie status.
- Average graphics and sound (weight 0.17): Graphics and sounds are considered just okay, doing the job but not standing out. Gun models and sound effects are noted as pretty good.
- Inspired by Receiver (weight 0.16): The game is compared to Receiver as one of its inspirations. It is also likened to Aimlabs but considered better because headshots are instantly lethal.
- Ongoing free content updates (weight 0.11): The game still receives free content updates over a year after release, showing continued support. This keeps the community engaged and adds value.
- Reviewer's GOTY 2024 (weight 0.11): One reviewer named it their Game of the Year for 2024, highlighting its exceptional quality. This reflects strong positive reception from some players.
- Tactical single-player looter shooter (weight 0.11): The game is a tactical customization single-player looter shooter. It focuses on customization and looting in a solo environment.
- Bright future if polished (weight 0.11): The game has a bright future if movement and other issues are polished. Addressing these concerns could elevate the overall experience.
- Recent balance and spawn changes (weight 0.1): A recent update changed the game's balance and enemy spawning behavior. This may have altered gameplay dynamics and player experience.
- Post-game questline praised (weight 0.09): The post-game questline after the ending is appreciated, though some wish it were longer. This adds replay value and extends the experience.
- Maps could be more detailed (weight 0.09): Some players feel the maps could be more detailed in places, but they work well enough for gameplay. This indicates room for visual improvement.
- Sequel already in development (weight 0.08): A sequel is confirmed to be in development, indicating the developer's commitment to expanding the game. This suggests a growing franchise with future content planned.
- Hacking feels like afterthought (weight 0.08): The developer admitted that hacking became a sort of afterthought in the game's design. This suggests the hacking mechanic may lack depth or integration.

Emotions:
- Frustration (weight 0.27): Players are frustrated by core design choices like the absence of leaning and crouching in a tactical FPS, a punishing stamina system requiring food and water, and convoluted inventory management. Enemies often behave unfairly, such as hearing everything, rushing spawn points, clipping through walls, and surviving multiple shots, while the game suffers from bugs and crashes.
- Enjoyment (weight 0.17): Players enjoy the well-designed cybernetic system, the cozy hub area with activities like grocery shopping, and the addictive core gameplay loop of looting and upgrading. The shooting mechanics, weapon customization, and base building provide a satisfying and fun experience.
- Disappointment (weight 0.08): Disappointment stems from underwhelming melee combat with poor animations, an unsatisfying ending, and a lack of content and level variety. The game also has persistent bugs and poor AI, and some features like the pain editor do not function as expected.
- Fun (weight 0.08): Players find fun in the overall gameplay, especially the cyberware build system, gunplay, and mission gameplay. The endgame roguelike structure with multiple endings and the loop of shooting enemies for gun parts adds to the enjoyment.
- Appreciation (weight 0.07): Players appreciate the challenge the game offers, its recognition as a GOTY contender, and how it nails the looter-shooter sweet spot despite flaws. They also value its advanced features for an indie game.
- Addiction (weight 0.05): The addictive core gameplay loop of going in, killing, looting, extracting, and selling keeps players engaged. Trying to set records in the shoothouse adds to the compulsion to keep playing.
- Annoyance (weight 0.03): Annoyance arises from mechanics like magazines dropping on the ground during reloads and having to be manually picked up. Additionally, the rarity of weapons and ammunition, which cannot be looted from enemies, is a source of irritation.
- Satisfaction (weight 0.03): Satisfaction comes from the feeling of becoming a professional assassin as players progress, instant headshot kills, and the grind of missions to afford and customize new rifles. Quick developer responses to bug reports also contribute to a positive experience.
- Excitement (weight 0.03): Excitement is driven by fun build variety, upgrading the home base, and watching the game flourish after following its development. Stacking energy drink buffs to achieve high movement speed adds an exhilarating element.
- Stress (weight 0.02): Stress is primarily caused by the high stakes of losing everything on death and the intensity of tense firefights.
- Tension (weight 0.02): Tension is created by enemies packing enough of a punch to make every excursion feel risky and suspenseful.
- Puzzlement (weight 0.02): Players are puzzled by the presence of Japanese voices and signage in the game despite the lack of Japanese language support.
- Confusion (weight 0.02): Confusion arises from the hub area being difficult to navigate due to untextured city corridors.
- Hope (weight 0.02): Hope is expressed as players cautiously wait for better patches to improve the game.
- Mild disappointment (weight 0.02): Mild disappointment is caused by weapon balancing oddities and the missing lean and crouch features.
- Confidence (weight 0.02): Confidence is inspired by the developer's passion and ongoing improvements to the game.
- Anger (weight 0.02): Anger is provoked by unbalanced RNG and weapons spawning with unusable ammo types, leading to unfair situations.
- Happy (weight 0.02): Players are happy because the game fulfills their desire for a single-player Tarkov-like experience.
- Grateful (weight 0.02): Gratitude is felt when the developer adds extra game modes, enhancing the overall experience.
- Amusement (weight 0.02): Amusement is found in the humorous presentation of dying to the enemy Frebby Frezbear, which is accompanied by a 10/10 rating.}