Virtua Unlimited Project

Virtua Unlimited Project is a 2D pixel-art style ACT game featuring VTuber characters. With classical platformer gameplay, challenging combat, and retro game feelings, VUP presents you a surreal, virtual world in which you will play as Aizawa Kana to venture and seek the truth beneath.

Virtua Unlimited Project is a 2d platformer, action and action rpg game developed by Virtua Ride System and published by Neverland Entertainment.
Released on April 24th 2024 is available only on Windows in 4 languages: English, Japanese, Simplified Chinese and Traditional Chinese.

It has received 308 reviews of which 283 were positive and 25 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 8.63€ on Steam and has a 20% discount.


The Steam community has classified Virtua Unlimited Project into these genres:

Media & Screenshots

Get an in-depth look at Virtua Unlimited Project 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& Windows 10
  • Processor: Intel Core i7-3770
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 650
  • DirectX: Version 10
  • Storage: 1 GB available space
  • Sound Card: 集成声卡

Reviews

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

Sept. 2024
This is effectively a Megaman Zero/ZX fangame, and an excellent one at that. It was made by people who clearly love the series and that perhaps more importantly understand what made those games fun. Every aspect of the game's presentation is just dripping with affection for Inti Creates' Zero/ZX series, and that love is backed up with mechanics and level design that show a deep understanding of the series' appeal as action platformers. If you consider yourself a fan of those games, you owe it to yourself to play this. Just skip straight to Hard mode and then do a second playthrough on the unlockable Master mode.
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Aug. 2024
by far the biggest tragedy with this game is that despite being a legitimately really good mega man zero-like with smooth gameplay, fun abilities, very pretty art, and energetic music, the most views this game has on youtube is on a fetish video.
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July 2024
If you like Megaman Zero, play this game immediately. If you didn't, then try this anyways. It takes the Zero series formula and improves it a lot. Notable improvements No more raising cyber-elves. When you find an item in a stage, you can use it immediately, Lives have been removed entirely. Dying only affects your rank. There is a button in the pause menu to quickly restart a stage if you're playing for ranks. A weapon wheel has been added to quickly switch between elements. Guard breaks return from X8, meaning shielded enemies aren't as annoying. Oh, and this was made by the same guy who made the ZX prequel and ZX zeta fan games.
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May 2024
An extremely competent Megaman Zero clone. Level design is generally very good, with a lot of interesting gimmicks. That said, there are also a couple of levels that seem like they're lacking a gimmick and are overly simplistic as a result – the Castlevania-homage haunted castle level being a good example. [edit: I like this level now. It has good basic level design, and the elevator section where you can platform to the top without the elevator is great.] There is also one case of an obviously bad gimmick implementation, that being the appearing-and-disappearing platforms, that will instantly kill you if you're touching when they appear – it feels as if the programmer/s gave up on implementing a proper resolution. But, again, by-and-large it's very good, and it finds a proper balance between gimmicks and core gameplay. The game's controls are almost flawless. Perhaps the only issue is that airdash (and maybe the double jump?) will activate if you hit the button immediately after running off an edge. The unlockable abilities are interesting in concept, but it feels like the balance is slightly off. In terms of projectiles, it feels like the fire projectile is universally more useful due to damage output, and the fire sword ability is good enough too (although thunder's invincible dash is more useful). Boss fights are a different matter, since elemental affinity does matter there. Anyway, this is not a massive issue, though part of me wishes I could mix-and-match these unlockable skills. [edit: I was mistaken about the unlockable abilities. You can actually use all of the unlocked abilities in a weaker, non-elemental form when you don't have the associated element equipped – except for the rising fire attack, which you can only use with fire. Why only one of them isn't universally available, I don't know, but it makes fire even more OP for the stages. The fact that you can shoot off the charged fire projectile and then chase it as it 1-hits every single normal enemy without it despawning because it doesn't leave the viewport is CRAZY. Meanwhile the wind projectile is useless except for smashing broken walls, the thunder projectile is useful in one niche kind of situation, and the ice "projectile" isn't even good to use against the thunder bosses.] Difficulty is generally too easy. Unlike the demo, you can only play on normal and hard difficulties at first (I assume you unlock the hardest one), and if you've ever played Megaman Zero (or any relatively challenging action platformer) you'll probably find the difficulty to be on the easy side. That said, it's not trivial, either. You'll die to bosses, probably 1–3 times. It's hard enough to be interesting, but easy enough that you'll wish it were harder. Mostly the game respects the player and doesn't make you trundle about too much, but the opening of the game is tedious – you have an extremely simple prologue level, followed by some walking and cutscenes, followed by another simple tutorial level, some more walking, then you get to the first level. Ideally it would be possible to skip this entire sequence of events on a subsequent playthrough. Visually, I'm impressed by the style and consistency, especially given how many environments there are, and the variety of enemies. The artists did a good job. The music is also great. The English script is bad, but I'll give them credit – it feels as if there were improvements to this, but only after the script that was in the demo, which appears unchanged. It's still obvious that the translation was not done by a native English speaker, but it feels like there was more effort/budget or different people involved. Anyway, overall, if you're a MMZ fan, you'll enjoy this game. It has solid level design, great controls, mostly enjoyable gimmicks... I realise I nitpick a lot in this review but, when I play a game I like, I become more critical of the small flaws.
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May 2024
I didn't expect this level of polish in this game when i first watched the trailer a while ago. It's one of those labor of love kind of games, in areas where most other developers would be lazy they instead put extra effort where they didn't have to but they did anyway. If you are into Megaman X at all you should play this even if you are not a Megaman Zero or ZX fan (if you are a fan of those then even better) All levels have interesting variety with great bosses, this game knows very well what it wants to be and it does it without over-extending and without padding the game. Controls are exactly as they should work in a megaman game, responsive, fast paced, and with the same physics except for the Ice physics where they really messed it up but luckily in this game there's an Item that deactivates ice physics altogether so that suddendly becomes a non-issue. The music and sound effects you can tell are from MusMus and other royalty free sites which is understandable as i believe this was a crowdfunded game , the songs they chose are great ones and the sound effects will give you this "Doujin game from comiket" kind of nostalgic feel , not all of them though, i believe the majority are original songs. Once you beat Hard difficulty , theres a secret difficulty that ups the difficulty to have more traditional megaman kind of difficulty (Spikes and lasers are instant kill, normally even in Hard mode they are not) , you use more weapon ammo, bosses are also faster and use their desperation moves sooner and also you get something extra in the ending. The game also took its time to actually teach you use cases for each ability you get with optional tutorials you can do, you can also refight any boss without having to beat the entire game first, quality of life features like that are really appreciated because they didn't have to include them but they did anyway. I streamed this game and had a lot of fun to the point i did hard mode and master mode in 1 sitting. Really there's nothing much bad i could say about the game, some things are: -The ice physics "drag you" even when you are in the air, then again this is exactly like in X3 so you could say it's accurate i guess , like i mentioned before, this becomes a non issue if you equip the item that deactivates ice physics. -There's one boss around the middle of the game that is arguably harder than the final boss for the wrong reasons The kana clone, her jump slash she does it randomly she can catch you in the ground or in the air into a full combo that deals about 60% of your life, the problem with this is that in the second phase she cannot get stunned and because of the way she behaves she's unlike any other boss in the game and you could get robbed by 1 slash out of nowhere, i know omega zero is like pretty much but it feels wrong shes that much of a trouble compared to the final boss - This is more like a neutral, replay value will depend more on the player, this is common in this sort of game, this game is about 5 hours long in the first playtrough on hard mode, i guess 3 hours if you know what you are doing and because of this length it makes it easier to consider replaying it to experiment with new things such as boss order , maybe the achievements and other difficulties, other than that there's not much the game could have done so just like the original megaman X games it's going to be up to you, still , not bad, there's enough reasons to replay the whole game just like you would with any megaman game which is to mess with the boss order and self imposed challenges which would be nice if they added more of these in the form of achievements. -Master is the hardest difficulty but left me a bit unsatisfied as i would like to see an even higher difficulty were bosses are even faster or go crazy, their animations are really cool looking so i am sure they would look even cooler if they went crazy, but that's just me, not a deal breaker at all it just means that i wanted more and that's actually a good thing. In general an 8/10 game 9/10 if you know what you are getting into and know what to expect. (Or are a megaman X fan)
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Last Updates

Steam data 16 November 2024 21:20
SteamSpy data 22 December 2024 11:42
Steam price 23 December 2024 12:49
Steam reviews 23 December 2024 13:51
Virtua Unlimited Project
8.4
283
25
Online players
1
Developer
Virtua Ride System
Publisher
Neverland Entertainment
Release 24 Apr 2024
Platforms