Most people at this point are at least peripherally aware of Vampire Survivors and the genre it represents--not as its innovator, but certainly as its foremost success story. Success tends to come with admiration and imitation, so here we have a project that claims in no coy terms its direct influences, as it celebrates both its design model and the license that serves as its subject matter. HoloCure is professional pixel artist and animator Kay Yu's fan game opus dedicated to the talents and fan culture of vtuber agency Hololive, in all its inside baseball glory if you possess that working context. Even if you don't, the game's appeal is clear, as the aesthetic touches that have carried works like River City Girls are present in full force here, in a break from the rudimentary and anti-embellished exteriors of its peers. You don't have to know anything about the individual Hololive streamers depicted to enjoy what's accomplished here as the level of craft is capable of captivating through its inherent merits and not just through fan-friendly referentiality. The differences that stand out in the formula--every character having their unique starting weapon instead of drawing from a mostly common pool; the use of meter for an also-specific special attack--aren't monumental but do much to spotlight the cast and render their playstyles distinct from one another. Nothing feels out of place or ill-considered, and that's a great accomplishment for what's essentially a demo build.


HoloCure is free to play on itch. It will likely remain free as it's a passion project by a talented fan for other fans to play (including Hololive members themselves, who stream Vampire Survivors as much as anybody and have picked this up in turn--the dynamics of modern-day fandom are weird and occasionally wonderful). The current build has five initial characters with six more to unlock, all drawing from the English branch of the agency--the Japanese and Indonesian branches are to follow, with Gamers evidently next in line, featuring more than a few fan-favourites. There is only one stage at the moment, but the dopamine rush endemic to this game type paired with the aesthetic and mechanical excellence already lend the game a lot of longevity in this preliminary form--the general public seems to agree, as the game's surprise popularity has lead to temporary deactivation of its leaderboards due to mass traffic. It'll be fun to see where it goes from here, and I recommend trying it for your own.

