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I’m Krystal Vee ✨ 🦊 Femboy / Trans VTuber & Caffeine gremlin! Get ready to be served with ANIME content !

Neverness to Everness Brings Hethereau’s City Life to Anime Expo 2026 | INTERVIEW

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At Anime Expo 2026, VTuber Krystal Vee spoke with Perfect World Games’ Isabel Chung about NTE’s urban open world, chaotic side activities, character-driven exploration, and the team’s goal of making Hethereau feel like a place players can truly live in.

Anime Expo is always overflowing with worlds begging fans to step inside them. There are massive franchise displays, playable demos, character showcases, and enough upcoming games to fill an entire backlog before the weekend is over.

But Neverness to Everness arrived at Anime Expo 2026 with a particularly ambitious invitation:

Krystal at the NTE booth during Anime Expo 2026

Don’t just visit Hethereau. Live there.

Developed by Hotta Studio, Neverness to Everness—better known as NTE—is an anime-inspired urban open-world RPG set in Hethereau, a city where supernatural anomalies exist alongside traffic, apartments, movie theaters, police chases, and everyday city life.

NTE promotional image during its official launch

During the convention, VTuber Krystal Vee spoke with Isabel Chung, Marketing & Communications Manager for Perfect World Games, about what separates NTE from the growing crowd of anime-style, open-world, gacha games and why its unique features may also be some of its most important.

A Supernatural Anime RPG Built Around City Life

Anime-inspired live-service RPGs are hardly rare anymore. Between expansive fantasy worlds, collectible characters, and ongoing updates, players have plenty of options competing for their time. So what makes NTE different?

According to Chung, it starts with the urban setting.

Rather than sending players into a distant fantasy kingdom, NTE places them inside a modern city influenced by both Asian and Western architecture and culture. Supernatural events—known in the game as anomalies—aren’t separated from daily life. They exist right alongside roads, buildings, neighborhoods, businesses, and the people who call the city home.

© Hotta Studio, a Perfect World company. All Rights Reserved.

That combination gives NTE a different atmosphere from many of its genre peers. It can shift from anime action and paranormal danger to something closer to a city-life simulator without asking players to leave the open world behind.

Chung also highlighted the game’s summoning system, noting that NTE avoids the traditional “50/50” mechanic commonly associated with featured-character banners in other gacha titles.

Still, some of the game’s most memorable ideas have little to do with pulls or combat.

Yes, You Can Drive a Wheelchair Through the City

NTE’s open world gives players an unusual amount of freedom—and that freedom can get strange very quickly.

You can drive through the city.

You can commit crimes.

You can attract police attention.

You can get arrested.

You can break out of jail.

You can even end up in a prison fight.

And yes, you can drive a wheelchair down the street.

Driving through Hethereau with Mint

Chung recalled content creators reacting with complete disbelief when the wheelchair was added to the game. The feature became the kind of unexpected discovery that instantly communicates what NTE is going for: a world where experimentation and absurdity are just as welcome as carefully planned combat.

For players coming from more traditional gacha games, the character designs and anime presentation may be the immediate draw. But Chung said general gaming audiences have often been surprised by systems such as the wanted mechanic, jail sequences, and the different ways players can attempt to escape.

It is easy to see why NTE has frequently been described online as an “anime GTA.” When Vee brought up the comparison directly, however, Chung declined to define the game that way.

That hesitation makes sense. While the comparison captures NTE’s urban chaos, it does not fully account for the quieter side of the experience.

Because sometimes the game is not about causing trouble at all. Sometimes it is about going to the movies.

Dates, Movies, Apartments, and a Life Beyond Combat

In NTE, fighting supernatural threats is only one part of the player’s routine.

Players can go on dates, spend time with characters, watch movies, purchase and decorate a home, drive around town, or simply find a peaceful place to relax and take photos.

These activities are not being treated as throwaway diversions. Chung explained that they are meant to strengthen the player’s connection to both the cast and the city itself.

The characters are not supposed to feel like units that only appear when it is time to enter battle. Hotta Studio wants them to feel more like companions—people the player actually knows and chooses to spend time with.

“Some people, like, ‘I just wanna fight. I wanna drive,’” Chung said during the interview. Other players, she added, may simply want a game where they can “chill out.”

That contrast is central to NTE’s appeal.

One player may spend an evening hunting anomalies and mastering combat. Another may test the limits of the wanted system and see how much trouble they can cause. Someone else may decorate a house, go to the theater with a favorite character, or relax near the beach.

NTE is not asking every player to enjoy Hethereau in exactly the same way.

It is trying to give everyone a reason to stay.

Character Abilities Change the Way You See Hethereau

NTE’s characters are not defined only by how they perform during battle. Their individual abilities can also affect how players explore the open world.

Chung described characters with powers capable of changing movement and environmental interaction. One ability uses anti-gravity (Nanally), allowing the player to move across buildings in ways that would otherwise be impossible. Another can pause time (Hotori), creating new opportunities to explore the city, line up photographs, or simply observe Hethereau from a different perspective.

That means choosing a character is not only a matter of damage output, team composition, or combat strategy. It can change the way Hethereau itself feels.

A street that appears ordinary with one character may become a platforming route with another. A busy city scene may turn into the perfect frozen moment for photography. Exploration becomes another expression of character identity.

Hotori‘s pause time speical

Chung said this variety was one of the features that excited players during the game’s beta testing periods.

The tests also allowed Hotta Studio to update maps, improve characters and environments, and expand the activities available throughout the city. According to Chung, the biggest question from players afterward was simple:

When can we play more?

Hotta Studio Wants Players to Feel Like Residents, Not Visitors

The clearest explanation of NTE’s design philosophy came when Vee asked what new players should feel when they first enter Hethereau.

Chung’s answer was not about progression systems, rare characters, or difficult battles.

“I don’t want them to feel they are playing a game,” she said.

Instead, she wants players to feel as if they are actually living in Hethereau.

That goal can be seen in the attention placed on transportation, city activities, environmental details, and NPCs with routines of their own.

A convincing open world needs more than a large map. It needs movement, personality, and a sense that something is always happening—even when the player is not actively completing a mission.

NTE wants battles against anomalies, police chases, casual drives, dates, movies, and quiet moments to feel like parts of the same life rather than separate modes selected from a menu.

“I hope they can feel themselves in NTE,” Chung told Vee.

Example of a police chase in NTE

For anime fans, that promise is especially appealing. The fantasy of stepping into an anime world is rarely limited to fighting villains or unlocking new powers. Sometimes the appeal is simply being there—walking through the streets, meeting the characters, and imagining what daily life inside that world might look like.

NTE is attempting to turn that fantasy into its core gameplay loop.

What Comes Next for Neverness to Everness?

Hotta Studio is not ready to reveal every detail about the game’s future, but Chung said the team intends to keep making the city more immersive. That includes adding more activities, improving character design and gameplay systems, and listening closely to community feedback.

“We do need more suggestions from players to help us make this game much greater,” Chung said.

She declined to share more specific development details, explaining that future plans remained confidential.

Her message to new players, however, was much more direct.

Players interested in combat can pursue combos, strategic encounters, and open-world action. Those looking for something more casual can buy and decorate a home, spend time with characters, watch a movie, or relax by the beach.

Looking for a hobby? Try fishing in NTE – Very relaxing

“Just give it a try,” Chung said, “and you will find yourself in it.”

That may be the best summary of NTE’s presence at Anime Expo 2026, where fans had the chance to meet members of the Hotta Studio team, take photos with NTE cosplayers, play the game, participate in booth activities, and giveaways.

Neverness to Everness is not only trying to build an anime open world filled with supernatural battles. It is trying to create a city where fighting, exploring, socializing, and causing ridiculous amounts of trouble all feel equally at home.

The anomalies may bring players to Hethereau. But if Hotta Studio succeeds, the life waiting between those battles may be what convinces them to stay.

Krystal Vee’s interview with Isabel Chung, Marketing & Communications Manager for Perfect World Games, was conducted during Anime Expo 2026 in Los Angeles.

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GKIDS’ ‘Another World’ Brings Hong Kong’s Record-Breaking Animated Fantasy to Audiences | Exclusive VTube Interview

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GKIDS is bringing Another World, a visually arresting animated dark fantasy from Hong Kong, to audiences following the film’s landmark theatrical and festival success.

Directed by Tommy Ng Kai Chung in his feature directorial debut, Another World has already made history as the No. 1 highest-grossing Hong Kong film of 2025 and the highest-grossing Hong Kong animated film of all time. The film also earned Best Animated Feature at the 62nd Golden Horse Awards and was selected for several major international festivals, including the Annecy International Animation Film Festival 2025, the Taipei Golden Horse Film Festival and the 21st Zurich Film Festival.

Based on Naka Saijo’s novel SENNENKI, published by Tokuma Shoten Publishing Co., Ltd., Another World blends supernatural fantasy with deeply human themes of grief, rage, forgiveness and reconciliation.

A Dark Fairy Tale Between Life, Death and Reincarnation

Another World follows Gudo, a Soul Keeper responsible for guiding human souls into their next life. When Gudo befriends a young girl named Yuri, he discovers that her untimely death has left her soul cursed by unresolved rage and regret.

As Yuri’s soul teeters on the edge of annihilation, Gudo sets out on a dangerous journey to prevent her pain from unleashing destruction across both the human world and the spirit realm.

Described as a dark fairy tale, the film explores how hatred and despair can shape a soul — and how compassion, even in its smallest form, can become a path toward healing.

A Story Rooted in Forgiveness and Emotional Healing

In his director’s note, Tommy Ng Kai Chung describes Another World as a reflection of the harshness of the real world and the hidden struggles people often carry. He explains that the film centers on belief: the belief that compassion can bridge generations and heal even the deepest scars.

Screenwriter and producer Polly Yeung Po Man also connects the film’s emotional core to anger, regret and redemption. Her note frames the story around a central question: how long does it take for someone to let go of anger and hatred, not only toward others, but toward themselves?

That question gives Another World its emotional weight, positioning the film not only as a fantasy adventure, but as a meditation on pain, self-forgiveness and the possibility of change across lifetimes.

Interview with Tommy Ng Kai Chung

In collaboration with VTuber, Krystal Vee, we had the opportunity to sit down with director Tommy Ng Kai Chung for a special virtual interview about the making of the film.

Cast and Creative Team

The Cantonese-language film stars Chung Suet Ying as Gudo, Choi Hiu Tung as Yuri, Louis Cheung as Dark Sky, Kay Tse as Goddess, Will Or as Keung and Yeung Nga Man as Goran.

The film is directed by Tommy Ng Kai Chung, written by Polly Yeung Po Man and produced by Yeung alongside Chan Gin Kai. Another World runs 112 minutes and is presented in its original Cantonese language. The film is currently not rated.

Ng is the founder of Point Five Creations, a Hong Kong-based animation studio specializing in full-service cel animation production. His previous work includes award-winning animated shorts such as Everywhere, Another World and Tale of Rebellious Stone, along with commercial and music video projects for brands and titles including Assassin’s Creed, Nike Air Max and Snakehips X Jess Glynne’s “Lie For You.”

Hong Kong Animation Steps Onto a Larger Global Stage

With its record-breaking box office performance and growing international festival presence, Another World represents a major moment for Hong Kong animation. The film’s combination of hand-crafted visual style, spiritual fantasy and emotionally driven storytelling places it alongside the kind of global animated cinema GKIDS has long championed.

GKIDS has built its reputation around bringing artist-driven animation to North American audiences, including works from acclaimed filmmakers such as Makoto Shinkai, Satoshi Kon, Tomm Moore and Mamoru Hosoda. The company also serves as the North American home of Studio Ghibli.

For audiences drawn to fantasy stories with emotional depth, Another World offers a journey through rage, sorrow and redemption — one that asks whether compassion can survive even across death, reincarnation and a thousand years of unresolved pain.

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The Voices Behind Frieren, Jujutsu Kaisen, and Sentenced to Be a Hero | INTERVIEWS

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Vtuber, Krystal Vee speaks with voice actors from three major anime series about their characters, performances, and the stories ahead.

As anime continues to expand its global audience, the voices behind its characters remain central to bringing these stories to life. From introspective fantasy journeys to high-stakes supernatural battles, voice actors help shape the emotional depth that resonates with fans worldwide.

In a series of VA (voice actor) interviews, The Kitsune Network’s VTuber host, Krystal Vee, spoke with voice actors from three highly anticipated anime titles: Frieren: Beyond Journey’s End Season 2, JUJUTSU KAISEN Season 3, and Sentenced to Be a Hero.

Frieren: Beyond Journey’s End Season 2

Voice Talent: Mallorie Rodak, Jill Harris, and Jordan Dash Cruz

Few modern fantasy anime have resonated with audiences as strongly as Frieren: Beyond Journey’s End. Known for its reflective storytelling and emotional themes, the series explores life after the traditional “hero’s journey.”

Together, the cast reflected on how the bond between Frieren, Fern, and Stark continues to shape the heart of the series as the story moves forward.

Watch the Interview

JUJUTSU KAISEN Season 3

Voice Talent: Adam McArthur and Kayleigh McKee

With its intense action and complex characters, JUJUTSU KAISEN has become one of the defining anime franchises of the modern era. As the series heads into its third season, the stakes for its characters continue to rise. Krystal, spoke with two returning voice actors from the English dub Adam McArthur as Yuji Itadori, and Kayleigh McKee as Yuta Okkotsu.

McArthur reflected on Yuji’s emotional resilience and how the character’s desire to protect others remains central to his journey. McKee discussed portraying Yuta’s quiet strength and the internal struggles that make him one of the series’ most compelling characters.

Both actors also shared insight into the demanding recording process behind the show’s high-energy battles and the excitement of continuing the story for a passionate international fanbase.

Watch the Interview

Sentenced to Be a Hero

Voice Talent: Dawn M. Bennett

Among the upcoming fantasy titles generating buzz among anime fans is Sentenced to Be a Hero, a series that blends action with darker themes of redemption and fate.

In a conversation hosted by Krystal Vee, Dawn M. Bennett, who voices Patausche Kivia, discussed the complexity of portraying a character navigating responsibility and redemption within the series’ darker narrative tone. She also shared insight into the voice recording process and how actors collaborate with directors to capture the emotional atmosphere of each scene.

Watch the Interview

Bringing Fans Closer to the Voices Behind Anime

At the heart of every unforgettable anime moment is a performance that brings the story to life. Through these conversations, Krystal Vee and The Kitsune Network offer fans an inside look at the voices shaping some of today’s most anticipated anime series.

From the reflective, emotional journey of Frieren: Beyond Journey’s End to the high-stakes supernatural battles of JUJUTSU KAISEN and the darker fantasy world of Sentenced to Be a Hero, each interview explores the passion, creativity, and dedication voice actors bring to their roles.

For anime fans, these discussions provide more than just behind-the-scenes insight—they offer a deeper appreciation for the performances that give these characters their heart, intensity, and humanity. As these stories continue to unfold, audiences can look forward to powerful new moments, evolving characters, and the voices that make modern anime truly unforgettable.

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Neon Inferno Review – Cyberpunk Firepower and Retro Fury

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This week I got enjoy Neon Inferno by Zenovia Interactive, and wow—this game absolutely SLAPS. From the moment I hit “Start,” I was knee-deep in neon, bullets, and full-throttle, retro cyberpunk vibes. It’s a slick 2D run-and-gun shooter published by Retroware that plays like a love letter to retro arcades, but with a modern twist that had my heart racing and my reflexes on high alert.

Set in a gritty, neon-drenched New York City in 2055, I stepped into the role of a contract killer for The Family, a rising crime syndicate. I got to pick between the ever-serious Angelo Morano or the bold Mariana Vitti—I went with Mariana because let’s be honest, girl power is ICONIC. Together, we went on a mission to take down rival gangs, corrupted cops, powerful mechs and soulless merc corps.

What really blew me away? The gameplay. It’s not just side-scrolling chaos—you’re shooting enemies in the foreground AND the background. My screen was filled with explosions, parries, and some of the most intense slow-mo bullet deflections I’ve ever pulled off. The game calls this feature, ‘bullet time’, where you reflect enemy fire with pinpoint precision.

Every mission threw new challenges my way—from neon-lit club shootouts to wild airship assaults that pushed my platforming reflexes to the edge. And the bosses? ABSOLUTE CHAOS. We’re talking armored mechs and twisted cyborg-thugs with attack patterns that felt ripped straight out of a bullet hell nightmare. The second boss especially had me sweating bullets—literally. I kept messing up my timing, and I won’t lie, I started questioning my gamer cred on stream. But the moment I finally nailed the win? Pure, satisfying glory. Those losses made the victory hit that much harder.

The game dropped on November 20, 2025, for all platforms (PC, Switch, PlayStation, Xbox), and by December, Zenovia had already patched it with difficulty tweaks, bug fixes, and QoL upgrades that I definitely noticed on my second playthrough. Then came a Score Attack mode for even more chaos. And there’s more on the way? YES, PLEASE.

If you love tight arcade shooters with a retro twist, Neon Inferno is your game. It nails that cyberpunk-meets-arcade, retro vibe and delivers pure adrenaline with every level. Short, explosive, and endlessly replayable. I had an absolute blast—and you will too.

LET’S PLAY!

I dived headfirst into Neon Inferno, and this playthrough is pure adrenaline—from lightning-fast gunfights, to a cyberpunk-soaked atmosphere that demands your full attention. Every stage cranks the intensity higher, every encounter tests your reflexes, and every win feels earned.

If you love stylish action, retro arcade-inspired combat, and games that keep your heart racing, you need this on your radar. Come watch the chaos unfold—!

Disclosure: I received a free review copy of this product from https://www.game.press

For more content Subscribe to The Kitsune Network!

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I Spent an Hour in Electronics Supermarket Simulator (So You Don’t Have To) | VTUBER

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I just clocked in for my first one-hour shift in Electronics Supermarket Simulator, and boy, do I have thoughts. Imagine a game where you run an electronics store: stocking shelves, selling gadgets, living the retail dream (or nightmare). It’s mildly amusing and definitely entertaining enough to kill time between your real games, but it’s also jankier than a bargain-bin USB cable. Strap in, fam – we’re going into Electronics Supermarket Simulator, the good, the bad, and the hilariously awkward in this game. Let’s go!

In-game ‘days’ lasted about 20 minutes, which is actually a pretty solid intro pace. In that short time, I set up shop; furniture, order products, and met a couple of polygonal customers. Pretty much everything is extremely straightforward, specially for those with IRL retail experience, though I wouldn’t put ESS in your resume just yet. This sim is almost too easy – it’s basically Retail 101 with training wheels. There’s a certain simple satisfaction to it, though. It’s the kind of game you boot up when you’re waiting for a huge AAA game to download – a time-killer where you can zen out arranging virtual electronics on virtual shelves.

Entertaining enough? Sure, for an hour or so. But don’t expect depth or any surprises; by Day 3 I felt like I’d seen it all. The gameplay loop is so simple that I was wondering if the target audience was literally former cashiers in need of flashbacks.

“Whyy??”

Now, simplicity isn’t inherently bad. The game does nail some basics: the 20-minute day cycle kept things moving so I never got bored in that first hour. It’s quick enough that you get a taste of opening up shop, selling stuff, closing up and analyzing the market to keep your store profitable, without the game dragging on. On the upside, if you have worked in retail, you’ll slide right in and probably chuckle at how straightforward everything is. On the downside, you might also roll your eyes and say “Been there, done that,” because it’s all very surface-level.

Let’s address the controls. Oh my goodness. The mouse sensitivity in this game is slower than a grandma on dial-up. Seriously, the camera movement around feels so sluggish and there’s no setting to fix it. None. One frustrated Steam reviewer basically said they “can’t play more than 30 minutes without wanting to rip [their] hair off” due to not being able to adjust the molasses-slow mouse look. Another player chimed in that an option to change mouse sensitivity is desperately needed. Note to devs: patch a sensitivity slider in ASAP, I beg you.

Trying to grab an item that apparently I can’t grab…

Then there’s the object interaction, which is, how do I put it… awkward at best. Ever play a sim where you’re fighting the controls more than the actual challenges? Yeah, that’s this game when you try to stock a shelf. I attempted to add more products to a shelf and the game just flashes a cryptic message “can’t interact” and refuses to let me place the item. No explanation, no hint if I was doing something wrong, had an uncompleted task, nothing. This lack of feedback had me wandering the store wondering if I missed a step. (Spoiler: I didn’t. The game just doesn’t tell you how or when you can restock properly.) The shelving and restocking mechanics need serious work – even a simple pop-up saying “Shelf full” or “restock” would’ve saved me from running around the store confused.

By day 2 I was already feeling like an Amazon pallet reseller.

Let’s talk presentation, because a VTuber’s gotta comment on the aesthetics, right? Graphics in Electronics Supermarket Simulator are… how to put this nicely… low-quality. We’re talking low quality models, stiff movements, and textures that look straight out of a 2010 bargain game. The store environment could have been charming and more spacious, but instead it feels a bit lifeless, like an empty warehouse with some gadget props tossed in. Customers walk like robots, and don’t even get me started on the character models – one of the NPCs had a stare that bored into my soul with all the emotion of a spreadsheet.

Simply put, the visuals need improvement, big time. Store aesthetics are another lacking feature. Though you have the ability to “design” your store with the necessary furniture to display your merchandise, there is zero personalization. No in store decor, no option to choose flooring designs, no color customizations. The devs have acknowledged they plan on improving the game’s visuals and UI during Early Access, so here’s hoping they give the graphics a much-needed glow-up. Because right now, it ain’t winning any beauty contests in the sim genre. Did I also mention the game’s currency is in Euros? Yeah! there’s no way to change it to the player’s country currency.

Environmental sounds were surprisingly alright too! The distant chatter of customers, traffic sounds, the beep of a checkout scanner – the ambient sound actually made me feel like I was in a small electronics shop. HOWEVER, the NPC voice lines leave a lot to be desired. As store simulator, you’d probably expect, your customers interacting with you (via text or small OV lines) but instead, you get robotic interactions and zero conversations bits like “Wow, I’ve been looking for this” or “thank you”. You do however get a random NPC laughing “Ah HAHA”, in the same awkward way every five minutes for no reason. If the devs are reading: please either hire some better voice actors or add text interactions, even thought bubbles would work, they might actually help us run things better if we might get hints on what our customers want.

The unintentional comedy of the voices is the only thing keeping me from muting the game, not that I could find a volume slider anyway. Did I forget to mention? There’s no way to control the in game music or Environmental sounds, no slider. It’s these little quality-of-life oversights that give the game that rough, unpolished vibe.

The gameplay loop is as basic as it gets: open shop, analyze the market, stock items and furniture, wait for customers, rinse, repeat. The developers tout it as an “ultimate sandbox” where you grow a tech empire, but let’s be real – at least in the first hour, it’s more like a tiny sandbox with one shovel and no sand bucket. You unlock a few products, you put them on shelves, customers come in and grab stuff, and you collect money (Which btw its in ERUOS and no way to change it). You can eventually expand your store, get new stock, but early on it’s pretty linear. For Day 1-3 (about an hour of play), I didn’t really need to strategize or plan. Just keep the shelves from being empty and you’re golden.

“FINALLY! PROFIT!”

The pacing, as mentioned, is decent for an intro. A 20-minute day cycle means you won’t be stuck waiting forever for closing time. It was kind of fun hustling through a day, making what felt like a handful of sales, then seeing the “Day End” summary. It gives you a sense of completion and readiness for the next day. By Day 3, I had the routine down pat: open up, maybe order a couple more items, restock, close shop, repeat. I kept expecting something new to happen – like maybe a rush hour of customers or a random event (shoplifter? power outage? anything!) – but nope. The game sticks to safe and simple. On one hand, that makes it accessible. On the other hand, it can get repetitive fast. If you’re hoping for wild sandbox chaos or creative freedom early on, you might be disappointed. At least there’s a “hiring” feature that allows you to employ a few, robotic but helpful NPCs to help with the store’s sales goal.

The game feels like shovelware in its current state. The low-rent graphics, clunky controls, minimal content, and that overall feeling of “we slapped this together, have fun” – all the signs of a quick cash-grab sim are there. It reminds me of those random simulator games that pop up out of nowhere, get a little attention, then vanish into Steam obscurity. Harsh? maybe, but that’s my snarky gut feeling after an hour of play. If you asked me right now if it’s worth buying, I’d say not yet unless you’re really hard-up for a little retail role-play.

And yet… there’s a spark of something here. Dare I say, potential? The concept is solid – running your own tech store could be a blast with enough depth and polish. A couple of players on Steam even pointed out that the game is “promising” despite the rough edges, and I agree. I found myself oddly engaged, envisioning how cool it would be if the devs leaned into the sandbox promise. The developers themselves call it the ultimate sandbox of electronics retail, and they plan to expand the management features, product range, and improve the economy as development continues. They’re aiming to implement more store management features and even improve visuals and performance as they go. If they commit to regular updates and really flesh out the gameplay, this could graduate from “time-killer shovelware” to “legit fun simulator” in a few months after release.

Electronics Supermarket Simulator is the kind of game you play when you’re bored and have 30 minutes to kill; you’ll chuckle at the weirdness, maybe enjoy the chill vibe of running a tiny store, and then likely shelf it (pun intended) until it improves. As one frustrated player said, “I’ll try this game again if they update it often”, and that’s exactly my sentiment. Keep an eye on it. The devs seem aware of the issues and are gathering feedback. If they hustle on those patches and deliver some major updates to controls, polish, and content, this could be worth a revisit down the line.

Store design NEVER changes, No color customizations.

Electronics Supermarket Simulator isn’t ringing up a sale from me today. But with some major updates and a cleanup on Aisle Everywhere, it might just become a checkout-worthy sim in the future. I’ll definitely be back to see if they turn this discount store into a premium experience – but only after a few patches (and maybe after they hire a new voice actor or two or give NPC some text lines). Until then, I’ll be in the break room sipping coffee and waiting for this potential sandbox to actually become the ultimate tech retail adventure it promises.

TL;DR: A janky yet oddly amusing retail sim that’s okay for killing time, but seriously needs polish and improvements. Might be worth picking up after a couple of big updates – for now, consider it “early access” in every sense and maybe let it sit on the shelf until it’s cleaned up.

Join me over on my Youtube & watch my 6min, playthrough of Electronics Supermarket Simulator,

Disclosure: I received a free review copy of this product from https://www.game.press

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