The Caligula Effect: Overdose

Mobius. An idyllic world that lets people forget about the pain and problems of reality. Created by a sentient vocaloid program, μ (Mu), reality and fantasy have become blurred, allowing people to relive their high school years in bliss -- but just how real is a virtual happiness?

The Caligula Effect: Overdose is a rpg, jrpg and anime game developed by FURYU Corporation and Engine Software BV and published by NIS America and Inc..
Released on March 12th 2019 is available only on Windows in 5 languages: English, Japanese, Korean, Simplified Chinese and Traditional Chinese.

It has received 561 reviews of which 410 were positive and 151 were negative resulting in a rating of 7.0 out of 10. 😐

The game is currently priced at 49.99€ on Steam.


The Steam community has classified The Caligula Effect: Overdose into these genres:

Media & Screenshots

Get an in-depth look at The Caligula Effect: Overdose through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 64-bit or later
  • Processor: Dual-core Intel or AMD processor, 2.5 GHz or faster
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce 450 GTS or AMD Radeon 6770 HD
  • DirectX: Version 11
  • Storage: 6 GB available space
  • Additional Notes: 3D Resolution Scale at 50%

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
You'll spend more time completing the mystery of the 21-class leader than the story itself. Thoughts and prayers
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Dec. 2024
HONESTLY!!! Ive been fairly biased towards this game... but its still really fun!! Like, its fun but OBJECTIVELY speaking its not that good. The problem is that it had really good baseline but it just didn't execute it that well... I don't think thats the best way to describe it but for example: The characters are really interesting HOWEVER their development (and how they live with/solve the issue with their life) feels rushed and incomplete sometimes not even resolving the character's development ending when the protagonist learns of their issue. Again this isn't that bad because the characters are geniuenly interesting and when their arc is actually pulled off well it's really cool just that most of the characters' often feel off. This isn't the only thing like this in the game... The main story can feel rushed too in a similar way and the way the characters act feels very off... The thing is that if you can look past things like this the game is very fun but not mentioning these just because you CAN look past them wouldnt be a very good review.... Although I haven't played it from what I hear the second game pretty much fixes those issues... The game does have other problems like the dungeon design being pretty repetitive in the later areas because HONESTLY the first 4 areas we're cool cuz there was like some degree of interactiveness with the dungeon with different objectives to do... after the library all the dungeons are pretty much just going to the end (unless you wanna count looking for two keys in the construction site). Other than that, there's the combat, which is a masterpiece probably up there with my favorite combat systems. Seriously, this combat is really good... Anyways, I really like the game. I do recommend you play it even with these shortcomings because its still honestly a great game that I find really fun, just expect things like this... Also this is the first time I've tried writing an honest to goodness review so like yknow fr fr fr....
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July 2024
Bought this on sale with no clue what it was and was pleasantly surprised by how interesting the cast and story were. JRPG with the premise of what if The Matrix was run by Vocaloids The battle system is... ok. It incentives juggling enemies to not allow them to get their turns but the lack of a battle timeline scrub control makes it far more time consuming that it should be. MC stat improvements outside of levels is tied to the Causality Link which is a sidequest tree. Cool the first few times you try it, but with how much the sidequests repeat, gets really tedious. I'd honestly recommend this game at lowest difficulty just to be able to speed along the story because that really is where it shines.
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June 2024
It's a recommend if you enjoy JRPGs. I can say that I genuinely enjoyed the story and the characters, it seems stereotypical at first but it breaks the mold and becomes something of its own. The characters that I didn't like were written to be despicable and the team behind game did so successfully. The graphics are decent considering it was originally a PS Vita game (albeit in the very few instances of pre-rendered backgrounds resized to 1080p can be jarring). There are anime cutscenes that, while low-budget, are serviceable. The gameplay is fun and strategic, with you inputing your moves and watching it unfold in a preview that you can go back to before letting it play for real and see if unfolds as planned. That said, the challenge is severely reduced after you reach level 50 on Normal (which should be halfway thorugh the game if you aren't avoiding enemies - there's no random battles - and clear the maps, as well some side-questing) so if you're an experienced player (i.e. the kind that actually uses buffs and debuffs instead of just mashing attack) then Hard should be more exciting. There's three things that bring this game down to 7/10: 1) The dungeon design is nice when you go through them for the first time, but revisiting them feels repetitive, boring and unspired. Also, on a second playthorugh the Library and the Aquarium are genuinely annoying dungeons to go through again due to their gimmicks. 2) There are side-quests through the Causality Link system that raise your base stats - a grand total 524 of them, which means they're not unique and very repetitive. Hunting NPCs becomes annoying over time, involving revisiting dungeons after every story event, then clearing the quests available at that point can easily take an extra 5 hours or more between dungeons (and that's fast-forwarding the text or using the game's option to skip all of it). Also, you'll have a bunch of NPCs whose quests can only be done in the final dungeon, which annoying since you can't use warp points (or at least not before you fight the final boss and save afterwards) and running round the dungeons mechanically through the same path over and over again is just mind-numbing. I'm glad they carry over on New Game+ because I plan on never doing it again. 3) The Ostinato Musicians are very interesting and complex characters, but revisiting dungeons and having to fight mobs in order to raise their friendship level is just annoying and everything that isn't their story events feels like padding to justify the remake. Also, the alternative ending not only felt force but made me feel the biggest jerk in the universe (which would be fine if it earned it, but it didn't). Finally, the highlight of the game: the music. It's simply excellent. The songs are made by famous vocaloid producers, but this time they had an actual singer (Reina Ueda, μ's voice actress) to work with and it's just amazing - the way it integrates with combat is very good too. After 119 hours later and unlocking all the achievements (almost everything can be done in one playthrough, with the major decision that splits the two endings becoming available only right at the end; only two achievements require a second playthrough and New Game+ is available for that), I recommend it with the caveat that if you don't have tolerance for NPC hunting and fetch quests, stick to the main story (+musician's route).
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March 2024
This review is based on roughly 150 hours of gameplay time. I actually beat this game a few years ago, but just decided now to write my review. I have beaten the game on the hardest difficulty, Extreme and completed all character episodes, though there are still a few optional things I have left to do. Storyline: The Caligula Effect is a turn-based JRPG that takes place in a virtual world, Mobius, where people can escape from their real world problems by reliving their highschool years. You play as a group of students that have joined together to form the Go-Home Club. Their purpose is to escape Mobius and return to the real world, but they find out the creator of Mobius, the virtual doll Mu, is not allowing people to escape for some unknown reason. Furthermore, there is another group of individuals, the Ostinato Musicians, that want Mobius to exist and will fight anyone trying to interfere. You will also encounter digiheads, people who have grown so dependent on Mobius that will fight anyone that causes a disturbance. The characters and the storyline left a strong impression on me. They definitely rank up as some of the best in the many rpgs I have played. The game does a great job of drawing the player into the world and making them care about each of the characters. They all have different reasons for wanting to leave or stay in Mobius and many of the characters are also not what they appear to be on the surface, but that's all I'm going to say on that. Try to avoid spoilers when playing this game, if possible. The events of the storyline definitely surprised me on more than one occasion. Battle System: The battle system is one of the strongest points about this game. The game is turn-based, but actions have startup time, active time and recovery time. For every character turn, you can chain up to three actions. A particularly interesting aspect of the battle system is what the game refers to as the "imaginary chain". When you select an action, the game will play a preview of all actions that have been selected or were already playing out, including the enemy actions. If you don't like the outcome, you can select a different action instead or even modify the current action to changing the targets, positioning and even adding a delay. This allows you to plan things out in advance before committing to the actions, but there is one important thing to consider. The imaginary chain assumes that all actions have a 100% accuracy, but your actual actions when committed to, will not. As a result, if one of your actions do miss, then the outcome of all the actions you have queued up for your characters will be very different than what the imaginary chain had projected they will be. As for the kinds of actions available, there are a wide variety, which vary based on number hits, startup time and recovery times. Some actions can have additional effects such as launching or knocking down the enemy, guarding attacks, breaking guards, causing status effects and inflicting buffs and debuffs. Some actions are available automatically for all characters, such as the dashing and emergency barrier. Others are learned in the form of skills, which require skill points to be unlocked. Difficulty: The game offers 4 difficulty levels - easy, normal, hard and extreme. Hovering over extreme difficulty gives the following warning: "Do not select this. You will immediately die in battle if you aren't paying attention". While I agree that it is very hard, the problem is that the difference in difficulty between hard and extreme is massive. For even an average gamer, hard mode will feel relatively easy. Since I'm a gamer that prefers to play games on the highest difficulty, I decided to beat the game from start to finish on extreme. It was definitely a massive struggle at first but became manageable once I became familiar with the mechanics. Just be warned that boss battles are especially difficult on extreme and will feel like a massive roadblock, since you can't progress the story without beating them. Causality Link: This game has a social links system that somewhat resembles the Persona games. By completing a character's "episodes" when they have an exclamation mark over their head, you can increase your relationship with them and uncover their backstory. It is advised to complete these episodes the moment they are available, or they will be missed. It is also important to know that if you respond to the choices provided incorrectly, you can lock yourself out of the character's remaining episodes. Luckily, the game tells you immediately when this happens, so it is best to save right before doing a character episode and then reload if you mess up your responses. I highly recommend reading the walkthrough on Gamefaqs by the user MaySarton, following it exactly will ensure that you don't miss maxing out these character relationships. This guide also does a good job of not spoiling the events of the story. There is another aspect of the social link system, called the Causality Link, that probably deserves the most criticism. There are over 500 students that you can find and befriend. Not all of them can be befriended right away, as you may need to become friends with their friends in order to talk to them. Each is suffering from a psychological trauma and once you've become their friend, the game will tell you what needs to be done in order to cure that trauma and receive a reward. The problem is that many of the interactions and dialogues of these students are copy and pasted. For example, there may be 5 different students with the Imaginary Friend Syndrome. Each one of them, say exactly the same thing, word for word. It is clear that no effort was put into this aspect of the game. With that said, 500 students each with their own problems to resolve, can become tedious and repetitive, though at least this part of the game is completely optional. The rewards are equippable passives (for all characters) and permanent stats for the main character. While they may seem minor at first, the stat growths for the main character do stack, and help greatly with overcoming the game on extreme difficulty. Audio and Visuals: The soundtrack is high quality in my opinion. Each musician character in the game, has their own unique song that really captures the essence of that character. Regarding visuals, the character model quality is average at best. A lot of the models are also reused, particularly for the students and the digihead enemies which you will be encountering constantly throughout the game. While the character models aren't that great, the art for the character portraits and their poses in the status screen are very well done. For me, the visuals didn't really have any impact when it came to evaluating this game. Conclusion: This is an amazing game if you enjoy action/turn based rpgs. While there are definitely valid criticisms regarding certain aspects of the game, especially the Caustality Link system, I think they are greatly outweighed by it's strengths, which are the battle system and unique storyline. Unfortunately, I feel like the review scores this game receives on Steam, as well as review sites such as Metacritic, are lower than the game deserves.
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Steam data 29 November 2024 00:38
SteamSpy data 20 January 2025 12:05
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Steam reviews 24 January 2025 05:57
The Caligula Effect: Overdose
7.0
410
151
Online players
4
Developer
FURYU Corporation, Engine Software BV
Publisher
NIS America, Inc.
Release 12 Mar 2019
Platforms
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