Uploaded August 2026 | Updated September 2026, 1 week ago
So, it's no secret that "Vampire Survivors" popularized a whole wave of these "Roguelite Bullet Heaven" type games, and most have looked to the game for inspiration while putting their own spins on said game, but Zxima's "Mochi-O" adds wrinkles of Tower Defense and horizontal Shooting Gallery into the mix with an off-beat story and satisfying gameplay loop to transform the game into something special that helps it punch above its weight. Published by Kodansha at the beginning of the year, Zxima isn't exactly new to making games (having started in 2017), but they've made various small-scale games for mobile phones and "Mochi-O" is the first game they've released for PC (Steam). The game is a little wonky in terms of configuration and such, but I didn't have any real issues playing the game on PC. Also of note, the game says it doesn't support controllers, but it most certainly does (so you can disregard said prompt).
The story is a fairly simple one that shouldn't be taken too seriously (but nonetheless has a twist or two). The world is under siege by weapons of mass destruction and the only way to defend your homeland is with the power of a state-of-the-art Hamster! As the successor to the previous "Handler", your job is to build a rapport with the compact anti-personnel annihilation weapon, Mochi-O, while completing numerous missions. As you progress, your ally, the "Director", slowly unveils the truth behind what's going on as you bond over your shared interest in cute Hamsters (she has a cute side as well, and Mochi-O humorously refers to her as a Tsundere). Keeping Mochi-O happy (narratively) is your biggest objective, as prior handlers have been murdered by mishandling Mochi-O, so you're also a guinea pig of the military as they gauge Mochi-O's full capabilities.
The gameplay is simple and, for the most part, intuitive. Missions are outlined with pertinent info such as the duration, whether there are any "Ultimate Weapons", hidden blueprints, prior high score and alternative goals (clearing the stages and clearing without damage). During combat, the game is played in first-person, although the player character is actually shown in third-person (this actually serves a purpose), and players must track enemies and obstacles with their crosshair and shoot them down (putting the crosshair on a target will automatically trigger a shot). There are a multitude of weapons at your disposal that you earn as you progress and by defeating Ultimate Weapons in combat, and blasting down enemies give you cash, loot crates, watches (reduces stage length 30 seconds), various seeds that do different things and more. Anything that falls into the field can be sucked up by Mochi-O but pink seeds are used to help bond (care) with Mochi-O (which gradually increase your level threshold with different milestones) and white seeds give you experience points used for leveling in missions. Leveling and loot crates give you random buffs and weapons you can add to your arsenal and enemies that breach your defenses take hit points from your base.
Each mission resets your abilities to the default, but money earned during the game (missions, achievements, etc.) can be used to buy permanent perks and raising your level cap by bonding with Mochi-O is extremely important if you want to maximize your runs. Besides the missions themselves, you can also get rewards by petting / rubbing Mochi-O and get other hamsters as the game progresses. You can also place "HamstArt" to spruce up your living quarter a bit, and there's a surprising amount of them of different shapes and sizes. The graphics are good for the most part with crispy pixels and lots of carnage, but the font (at least in English) is a little hard to read in places. Music is catchy and the localization itself seems fine. I don't really have much else to say, but for $5, you'll definitely get your money's worth.
This is a video of the game in action. You can get it at:
store.steampowered.com/app/3596670/MOCHIO
- ADDITION -
Visit Us At: gamingsanctuary.org
So, it's no secret that "Vampire Survivors" popularized a whole wave of these "Roguelite Bullet Heaven" type games, and most have looked to the game for inspiration while putting their own spins on said game, but Zxima's "Mochi-O" adds wrinkles of Tower Defense and horizontal Shooting Gallery into the mix with an off-beat story and satisfying gameplay loop to transform the game into something special that helps it punch above its weight. Published by Kodansha at the beginning of the year, Zxima isn't exactly new to making games (having started in 2017), but they've made various small-scale games for mobile phones and "Mochi-O" is the first game they've released for PC (Steam). The game is a little wonky in terms of configuration and such, but I didn't have any real issues playing the game on PC. Also of note, the game says it doesn't support controllers, but it most certainly does (so you can disregard said prompt).
The story is a fairly simple one that shouldn't be taken too seriously (but nonetheless has a twist or two). The world is under siege by weapons of mass destruction and the only way to defend your homeland is with the power of a state-of-the-art Hamster! As the successor to the previous "Handler", your job is to build a rapport with the compact anti-personnel annihilation weapon, Mochi-O, while completing numerous missions. As you progress, your ally, the "Director", slowly unveils the truth behind what's going on as you bond over your shared interest in cute Hamsters (she has a cute side as well, and Mochi-O humorously refers to her as a Tsundere). Keeping Mochi-O happy (narratively) is your biggest objective, as prior handlers have been murdered by mishandling Mochi-O, so you're also a guinea pig of the military as they gauge Mochi-O's full capabilities.
The gameplay is simple and, for the most part, intuitive. Missions are outlined with pertinent info such as the duration, whether there are any "Ultimate Weapons", hidden blueprints, prior high score and alternative goals (clearing the stages and clearing without damage). During combat, the game is played in first-person, although the player character is actually shown in third-person (this actually serves a purpose), and players must track enemies and obstacles with their crosshair and shoot them down (putting the crosshair on a target will automatically trigger a shot). There are a multitude of weapons at your disposal that you earn as you progress and by defeating Ultimate Weapons in combat, and blasting down enemies give you cash, loot crates, watches (reduces stage length 30 seconds), various seeds that do different things and more. Anything that falls into the field can be sucked up by Mochi-O but pink seeds are used to help bond (care) with Mochi-O (which gradually increase your level threshold with different milestones) and white seeds give you experience points used for leveling in missions. Leveling and loot crates give you random buffs and weapons you can add to your arsenal and enemies that breach your defenses take hit points from your base.
Each mission resets your abilities to the default, but money earned during the game (missions, achievements, etc.) can be used to buy permanent perks and raising your level cap by bonding with Mochi-O is extremely important if you want to maximize your runs. Besides the missions themselves, you can also get rewards by petting / rubbing Mochi-O and get other hamsters as the game progresses. You can also place "HamstArt" to spruce up your living quarter a bit, and there's a surprising amount of them of different shapes and sizes. The graphics are good for the most part with crispy pixels and lots of carnage, but the font (at least in English) is a little hard to read in places. Music is catchy and the localization itself seems fine. I don't really have much else to say, but for $5, you'll definitely get your money's worth.
This is a video of the game in action. You can get it at:
store.steampowered.com/app/3596670/MOCHIO
- ADDITION -
Visit Us At: gamingsanctuary.org
![Virgin Blade [バージンブレイド ―純潔の刃―] Game Sample - PC/Doujin
NOTE: I translated the Main Story segment in CC to English, but not the Adventure segment.
Virgin Blade (aka Virgin Blade: Junketsu no Ha / Virgin Blade: The Blade of Purity) is a niche 3D Doujin weapon-based fighter from the team at Studio BlackPepper (who make fighting and action games and are best known for Wild Disorder and Alone in the Nightmare), but it is not exactly a typical fighting game; SBP has been making games since 2011 with Purgatorium and has gradually been learning and iterating as they go with each game being a little more experimental or ambitious along the way. Initially released in 2022, the game saw regular updates until late 2025 and was designed with accessibility, easy operation and flexibility in mind with the addition of Character Creation via Japans VRoid system, but that in and of itself might be selling the game a little short VB is a clunky fighter, but it crams so many mechanics into one game that calling it casual would be a mistake.
Relics—artifacts imbued with powers spoken of in legend and myth.
At times, they have saved the world from crisis; at others, they have triggered unprecedented catastrophes. Their existence was kept secret by those in power, hidden from the public eye. In modern-day Japan, there exists a division that officially does not appear in books: the Agency for Cultural Affairs Cultural Properties Division 3. The primary mission of its assistant cultural property investigators—known simply as Curators—is the covert recovery of Relics. A rookie Curator, Sakura Yaeyama, and her senior colleague, Natsu Hyuga, were currently investigating a group known as Forgers—an organization that illegally collects and counterfeits Relics. The pair successfully infiltrated an aircraft transporting Relics, but they were discovered by Forger operatives, leading to a confrontation. The aircraft crashed, scattering the cargo of Relics across a wide area. At the epicenter of the crash site lay St. George University High School. To recover the Relics, Sakura and Natsu were tasked with infiltrating the school.
While this is the primary story, there is actually an alternative story that Ill get to later. The game is, on the surface, a simple fighting game with a little Soulcalibur thrown in; the player has two primary attack buttons (light and heavy) as well as a jump button and a unique button which is as its implied and varies by character. Each characters weapon (referred to as Relics) has different functions and properties and also come with different sub-systems. For example, Sakuras Laevatein controls fire and has a heat gauge that can add extra properties to her attack (as well as her Overdrive) by holding the heavy button when full, Azamis Gungnir controls spirit energy and she can charge her special gauge with the unique button and perform additional attacks with heavy spear attacks by expending 25% special, Noblas Sword of Victory possesses similar traits to the autonomous weapon of Norse mythology wielded by the god, Freyr, and attack away from the user, etc. Theres also a button to execute guard crushes and perform Overdrives (supers).
If that was the extent of it, Id stop there, but no... this game has WAAAAY more mechanics not even including the unique character attributes such as:
・Power Guard
・Just Guard (Similar to Parry, grants an advantage)
・Guard Break
・Super Armor
・Passive Recovery
・Frustration Burst
・Appeal (aka Taunt, raises enemy frustration)
・Attack Clash (Offsetting)
・Status Ailments (Stun, Poison, etc.)
・Rigid Landing (Aerial-to-Ground attacks will have a few delayed frames)
・Enchained Mode (Think of the Custom Combo system; if you get hit, all your Overdrive goes to waste)
The game also features the usual fighting game modes but also allows you to create and import characters with the VRoid system (VRoid, VRoid Hub and VRoid Studio) , although there are 20~ characters by default (most characters have an alternate outfit as a separate model). There is also an Adventure Mode which has an alternate story where your character (a preset or one you make) is an Otherworlder who arrives at an unfamiliar town through a rift in space. In this mode, you get to run around, defeat opponents and take their weapons, get items and accessories, take on quests. It wasnt particularly deep from what I played, but its not something you see in too many fighters, much less Indie / Doujin ones, and was an interesting departure. The graphics and sound are Frankensteined mostly from other places, but the game is a low-poly fighter somewhat reminiscent of the early PS2 / Dreamcast days but at a higher resolution (I turned off the Bloom effect). Some stuff is already in English. The game is the exorbitant price of free and can be acquired at:
https://blackpepper.static.jp/VirginBlade/
This is a video showing different things in action. Enjoy.
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Visit Us At: http://www.gamingsanctuary.org Virgin Blade [バージンブレイド ―純潔の刃―] Game Sample - PC/Doujin](https://i.ytimg.com/vi/wJPlO-tSPzM/mqdefault.jpg)
![Kaorin Fight [かおりんファイト] Game Sample - PC/Doujin
Kaorin Fight [かおりんファイト] Game Sample - PC/Doujin Kaorin Fight [かおりんファイト] Game Sample - PC/Doujin](https://i.ytimg.com/vi/x6JNOjLbNRg/mqdefault.jpg)
![Time and Eternity [時と永遠〜トキトワ〜] Game Sample - PS3
Time and Eternity [時と永遠〜トキトワ〜] Game Sample - PS3 Time and Eternity [時と永遠〜トキトワ〜] Game Sample - PS3](https://i.ytimg.com/vi/xB6LL4eJe6M/mqdefault.jpg)
![KenGeki CrossZone [剣撃クロスゾーン] Game Sample - PC/Doujin
Yaaaaay, more Doujin fighting games! So, this is an... odd one to discuss. Its not because its complicated... I just dont know where this game really fits in the grand scheme of things. On one hand, its got some interesting design and aesthetic choices and the creator seems to like oppai (boobs) more than most, but I feel like the systems in place, as they are currently, are the way they are to mask an otherwise entirely broken fighter. KenGeki CrossZone was released early last year (2025) by the small dev team at Kousei Dojo (Offensive Dojo) and is a game almost entirely built around aggressive fighting by introducing a few rather unorthodox mechanics. At version 0.73, the game has seven playable characters (one who currently isnt voiced) and is far enough to record, but still a good deal off before one could consider it a polished, finished product. To be fair, it IS in Early Access.
The game does not currently have a Story Mode and, as such, no in-game story, BUT it does feature a manual they tells you some stuff about the characters. All the characters have exceptional fighting ability and dimensional rifts that pull them from different times and places as a common thread (theres a Dimensional Cult), but I dont really know much more about the story beyond that as there doesnt appear to be a general synopsis of the plot. Ouka is a skilled swordswoman wearing a hakama (buxom), Rekka is an old samurai, Sae is a martial artist (super buxom), Feraria is a weird fairy-unicorn creature (petite buxom), Gyavadaruga is an ocean-dwelling mutant, Tsukihiboshi is a future ninja, and Reina is a fencing aristocrat (outrageously comically buxom). There are basic win quotes for the characters, but they dont really shed light on anything either.
KGCZ has a few different gauges by design, and they are all in the service of pushing pressure. Theres a Sword Attack Gauge (needed to basically perform EX versions of certain attacks), Super Special Gauge (that holds two stocks) and Accelerator Gauge... the AG warrants further explanation. This gauge goes up when youre moving towards your opponent and landing hits and cools down when you are idle or move backwards. When its high, you build super special gauge more quickly as well as faster stamina recovery (damage shown in white). When it stays low for a short period of time, you will actually start to lose stamina... so make sure you keep fighting... and you will. Why? Because movement is also atypical here the characters automatically break out into forward dashes and can only walk backwards (trying to backdash will make the character do a dodge maneuver instead). All of this sounds good on paper, but then we get to the elephant in the room: The Sword Fight mechanic.
Sword Fight is basically a skill that repels the player to prevent combo strings and can be thought of in a similar fashion as Pushblock, Faultless Defense or Barrier Block, or just a more severe pushback. When activated, a rainbow barrier will repel the character across the screen. The problem is that it costs a paltry sum of stamina to use and essentially breaks most combos short of super special moves or command grabs. Even if they nerfed this mechanic in later updates to some degree, the game ALSO has Attack Clashes where two hits that land at the same time negate each other and a Sword Attack Run where a pink field surrounds the character and they give chase on ground or in the air. However, if the game was played WITHOUT these mechanics (you can disable it), the game doesnt have any other components strong enough to fix the imbalance with the characters; infinities are hilariously easy to pull off (avoided in this video for reasons), especially with Sae and Feraria and even without infinites, most characters can easily do 75%-100% damage in a variety of ways...
There are three primary attack buttons (light, medium, strong) as well as a extra large attack, throw button and one-button (or two button) special command which has a few extra delay frames than doing moves with normal inputs. The game doesnt look or sound too bad, but the engine seems slow and is stated to be quite buggy (I havent seen any major bugs). The characters and main BGM seem to be tailor-made for the game, but the rest of the music is from Audiostock. So... we have an aggressive fighter that has various outlets to diminish said aggression and unbalanced movesets, infinite combos and escape is futile... Im not entirely sure who this fighter is supposed to be for then, but at $5, it doesnt break the bank. Go grab it if interested. This is a video of the game in action showing each opponent... I also did a basic attack demonstration at the end at 12:37 or so. You can get the game at:
https://store.steampowered.com/app/3445430/_/
Enjoy.
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Visit Us At: http://www.gamingsanctuary.org KenGeki CrossZone [剣撃クロスゾーン] Game Sample - PC/Doujin](https://i.ytimg.com/vi/xNaKfl96CWo/mqdefault.jpg)
![Heavy Metal: Geomatrix [ヘビーメタル ジオマトリックス] Game Sample - Dreamcast
Heavy Metal: Geomatrix [ヘビーメタル ジオマトリックス] Game Sample - Dreamcast Heavy Metal: Geomatrix [ヘビーメタル ジオマトリックス] Game Sample - Dreamcast](https://i.ytimg.com/vi/zDstCpzvCJI/mqdefault.jpg)
![Miki the Fighting Girl [無敵格闘娘 -Miki the Fighting Girl-] Game Sample - PC/Doujin
Miki the Fighting Girl (aka Muteki Kakutou Musume, or Unbeatable Fighting Girl) is, as you may have guessed, a Doujin fighting game based on the popular Ramen Fighter Miki (or Muteki Kanban Musume) anime and manga series by Jun Sadogawa. Jun sadly passed away at the young age of 34 back in 2013 due to suicide... but Ramen Fighter Miki was his defining work, getting him recognized as as early as the age of 21 within the manga industry during the 55th Newcomer Manga Awards. The series was very comedic and dealt with the misadventures of Miki Onimaru, a young signboard girl who works at her mothers Chinese Restaurant who often gets into shenanigans due to her boisterous, over-the-top personality. However, she isnt just a pretty tomboy, shes also a skilled martial artist, and her fighting chops were inspired by the author himself who was a real-life karateka. Well probably never know what demons he suffered in private, but may he rest in peace.
Developed by AuSystem, the bulk of the game was released back in 2009, but the game was oddly updated some 10 years later in 2019 to commemorate the 50th anniversary of the weekly Shonen Champion, where it was distributed for free with a few basic QoL changes. MtFG is a very simple fighting game that feels like Street Fighter II but incorporates a few systems from Street Fighter III such as the Super Move Selection (you can only pick one Super Move and your stock and the length of the gauge varies by the move) and Parry system. The game has a four-button attack scheme of light-medium-heavy + a special / EX button (EX attacks consume about 25% of your gauge) and the games one unique characteristic, Punishment Actions, which cause a buff or support effect when activated (for example, Megumi can burst to instantly hit the opponents feet with a sharpened bamboo skewer, which stuns them briefly and allows you to follow-up with attacks).
The game has six playable characters (the last one, Etsuko Gondo, has placeholder artwork and dummy files, but is sadly unplayable, turning into Makiko Onimaru when selected) and has crispy pixel graphics and nice music. There is no real Story Mode, but there are simple endings. It also has a Network feature, but when I clicked it, nothing happened. The gameplay is not as tight or fast as SFIII, which is why it feels more like SFII during actual gameplay. Its neat that Ramen Fighter Miki did get a video game of some kind, and its a cool novelty.
This is a simple video of the game in action showing a playthrough and the super attacks for each character. You can get the game at:
http://www.ausystem.org/muteki/#download
Enjoy.
- ADDITION -
Visit Us At: http://www.gamingsanctuary.org Miki the Fighting Girl [無敵格闘娘 -Miki the Fighting Girl-] Game Sample - PC/Doujin](https://i.ytimg.com/vi/zlD3KzpJO60/mqdefault.jpg)