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  • Awesome Music: This is to be expected when you have Hololive music mixed with Eufrik's chiptune handling.
    • "Suspect" (Stage 1) is a catchy tune to match the start of your adventures.
    • "Candy-Go-Round" (Stage 2) is a tune that embodies both being used to what comes your way and the nostalgia from looking at the TV.
    • "Koyoi Wa Halloween Night!" (Stage 3) fits perfectly with the stage's spooky theme, and is enhanced even further thanks to the inclusion of a certain war criminal's iconic laugh.
    • "id:entity" (Stage 4) is a well-fitting tune that embodies the hololive Indonesia theme with their arena that fits with them perfectly.
    • "Shijoshugi Adtruck" (Stage 1 HARD) is significantly more frantic than the regular stage themes, conveying the Difficulty Spike coming your way.
    • "STARDUST SONG" (Stage 2 HARD) is incredibly hype for a chiptune arrange, and the chorus adds to the dramatic feeling of fighting for your life which is likely to happen if you tackle this stage unprepared.
    • "Myth or Treat" (Stage 3 HARD) conveys the tension that's present in the other two hard mode stages along with a spooky tone that sounds more sinister than Stage 3's. And to add to that, it's the first HoloEN song to get remixed.
    • "Asuiro ClearSky" (Time Attack) is an energetic number backed by the cheering of the crowd which makes you feel like you're in the spotlight for an idol performance.
    • Rather than one singular song, the "Holo House" theme is a medley of three different songs; Yume Miru Sora e, Connect the World, and id:entity voices. It's an extremely chill and easy-going theme, perfect for the relaxing nature of Holo House.
  • Better Off Sold: Stamps can be obtained during a run, though some are less sought after than others. Plenty of stamps could see themselves being used as fodder for other stamps or sold for more coins.
    • Stamps that only serve as an aesthetic are often foddered off. The Reverse stamp, which makes the main weapon fire backwards, has seen some practical use in certain setups, however.
    • Solo (boosts main weapon attack power for each empty weapon slot) and Unit (debuffs main weapon in exchange for a buff in support weapons) stamps conflict with each other. So, if one is being used, the other will be shafted.
    • Projectile Up stamp is only effective on characters with a multishot main weapon, and is a Junk Rare on the others. Special mention goes to Roboco as her main weapon loses its multishot characteristic when it is awakened (i.e. reaches max level).
  • Complacent Gaming Syndrome:
    • Before the 0.4 update, Veteran players often stick to getting the Plushie, Headphones, Nurse's Horns and Full Meal items. Plushie effectively grants Mercy Invincibility in a game where every enemy can deal constant damage, slowing the rate of damage a character takes; Headphones has a chance to No-Sell enemy attacks while forcing them away in return; Nurse's Horns having a chance to heal for defeating enemies, which you'll do all the time throughout the run and constantly in the frantic Zerg Rush late game; and Full Meal doubles the total heals, boosting the effectiveness of Nurse's Horns and other characters with healing gimmicks. With these sets of items in tandem with a strong Collab weapon or two, plus plenty of HP up stat gains, and you can reliably take just about every character to the 30 minute mark bare-minimum, with certain characters (namely Ina) becoming practically unkillable.
    • The above was shaken up by the 0.4 update, which saw most of the items and skills nerfed, but also caused several other items that were not used as much before to become the new standard (e.g. the Piki Piki Piman tea used to be only really good for Critical Hit Class builds, but has become universally beneficial with its extremely fast ultimate meter generation, allowing for reckless spamming if done right; the Gorilla's Paw being buffed to the point that it can be beneficial to run on high-CRT characters due to the lowered penalty and the introduction of idols with natural crit buffs such as Okayu or Suisei, who can compensate for the stat loss).
    • 0.6's introduction of super collabs, nerfs to most regular ones, and reworks have shaken things up. One thing that has quickly emerged is Jingisukan being a favored super collab outside of expected synergies for the massive survivability boost it gives.
    • When it comes to farming Holocoins very quickly, most players tend to play as IRyS, and as of the 0.6 update, Reine, Risu, and AZKi.
      • IRyS's multi-hitting projectile at level 7 maximizes Greed Stamp's effect. Combine that with her hefty survivability, and with the right build, don't be surprised if you find your coin count rising like nobody's business while surviving hordes of enemies.
      • Reine's special, Tonjok, is unique in that you can use it 5 times per use and you can keep it indefinitely until you use all 5. Each punch knocks coins out of enemies, and combined with the Super Idol Outfit which gives 2 uses of each special, that means that you have 10 punches to knock out enemies and drop so many coins. It also helps that her skill, Lady of the Peafowl, gives her CRIT bonuses (30-70%) for 30 seconds for coins, so that's even more damage for more coins.
      • Risu's main gimmick is the fact that she'll drop a super ton of nuts to go around. Her main weapon fires off five nuts at max level and even bounce off walls and doubles the hit limit. Her skils, DLC and Non-stop Nuts, only increase the amount of nuts that you can fire. Just like IRyS, she can maximize Greed Stamp's effect and with the right build, even Halu Level 5 will have a hard time keeping up.
      • AZKi's damage on her main weapon received a significant buff, and her Awakened Diva Song has a high chance of splitting into two additional notes, which can proc stamps as well. Combined with the reworked Greed Stamp that boosts coin drops based off of damage now, AZKi is capable of farming millions of coins in a single Endless run.
  • Continuity Lockout: Everything about this game revolves around hololive in-jokes, memes, and the supposed character settings of the playable characters, making the humor bewildering to people who happen upon this game solely in search of a freeware Vampire Survivors clone.
    • Case in point, the Cutting Board weapon and its associated collabs are bigger for flat-chested characters, but unless you have knowledge of the vtubers beforehand, you wouldn't know which characters this applies to because none of the sprites show enough for you to figure it out. Similarly, the Bounce Ball is bigger for the bustier characters, but the scaling has more variation. The in-game portraits added in 0.5 gives some clues on bust size, but it's not definitive.
    • Another case in point, the collaborations. While Vampire Survivors is no stranger to weapon evolution, those who don't know Hololive's collaboration pairings will not really know that "Elite Lava Bucket" can fuse with either "Psycho Axe" to get "MiComet" or "Spider Cooking" to get "Elite Cooking". Or "Plug Type Asacoco" fusing with either "HoloBomb" to get "Breath-In Type Asacoco" or "Fan Beam" to get "Dragon Fire" instead of just one fusion each as well as not knowing the significances.
    • That said, this also serves, ironically, as testament to the care and quality that Kay Yu has put into making this game, as there are a fair number of players who have fallen completely in love with the game despite knowing absolutely nothing about Hololive or any of the many references, some even becoming fans and falling into the fabled "rabbit hole" through the game itself.
  • Demonic Spiders: Has its own page.
  • Funny Moments: See the Funny page for examples.
  • Game-Breaker: See here.
  • Goddamned Bats:
    • Stage 1:
      • Deadbeats show up very early in the game while you're busy trying to upgrade. Their shield variants are even worse as they will converge on you unless you're playing as someone like Mumei that could take out a bunch of enemies all at once.
      • Takodachis take an absurd amount of damage to defeat. They will take anything you throw at them, and their miniboss version is a Damage-Sponge Boss that will tank even a fully upgraded main weapon. You will learn to hate their Angry version in Hard mode since they appear very early (only a smidge later than red shielded Deadbeats) and deal far more Collision Damage to you than any other foe by that point.
      • KFP Employees tend to come in massive flocks that move at extreme speeds and cover a huge area. They're not too bad normally, but they have probably ended more Hardcore runs (where the player character has 1 HP) than any other enemy. To add insult to injury, if you fail to hit them at just the right angle with just the right timing, you are reduced to watching impotently as most of them flee offscreen and you lose out on the significant amounts of XP they're worth. It's really satisfying, therefore, to just barely graze them with Calliope's scythe and watch the whole flock get roasted in a chain of dark explosions.
      • Bae Rats are one of the smallest enemies and they can swarm at you right after you defeat Fubzilla. They head straight at you if you're not looking and can whittle away your health unless you use an Area of Effect collab weapon.
      • The Saplings and Hoomans combo can be a real run-ender for many players if they fail to anticipate them coming. Both of these types appear in comparatively massive quantities right out the door from every direction, which can quickly grind away a huge chunk of your shield and health in an instant if they caught you in a bad spot, if not killing your character altogether.
    • Stage 2:
      • SSRBs aren't too bad, but the camouflage versions are harder to defeat. Then a giant version will head toward you, and you are given 30 seconds to defeat it. Failure to do so results in death most cases.
      • Koronesuki and Onigiryaas can take a lot of punishment before they go down, and they come in swarms to Zerg Rush you relatively early in the Office Stage.
      • 35P are one of the weakest, but that does not mean harmless. They can chip your health fast and quickly, and can end your run if you're not careful. Just ask Miko.
      • COVER employees are another Zerg Rush swarm that immediately converge on you until you either die or manage to reach 20 minutes. They have very high health and can chip away yours in a matter of seconds if you're not strong enough.
    • Stage 3:
      • Reddit-niki's are somewhat beefy compared to the other fans you face, but their real annoyance factor comes in that they have a large radius in which they can heal any enemies inside it, and unlike most other fans they'll try to keep their distance from you meaning you'll have to chase them down in order to stop their healing. Thankfully they're a minor nuisance compared to how they are in Stage 4 and the hard versions of Stage 2 and 3.
      • Late in a run, the game starts spawning Shiokko which start firing projectiles at you. It's usually one projectile at a time, but the sheer number of them coming from all angles makes it difficult to avoid getting hit.
  • Goddamned Boss: The Halloween Myth Wolfpack Boss at the end of Stage 3 Hard can be this for people who know what they're doing. You're still fighting five huge targets in a limited space, but only two of them are actually threats (those being Smol Kiara who employs Bullet Hell and can heal - and even then, Harusaki Nodoka from Stage 2 Hard is a whole lot worse - and Smol Gura, who has a similar annoying charging pattern to Udin and Moontato from Stage 4). Smol Ame uses her exact same pattern as Stage 1 (although with some rocks falling), Smol Calli only swings around a chainsaw from short range, and Smol Ina just throws some acid which can be a minor inconvenience at worse). Once you get rid of each one, they drop a Holozon Box and a lot of experience, letting you do any last minute upgrades to your kit, and as their numbers dwindle, they become far easier to deal with. It can still be easy to die at first though.
  • Good Bad Bugs:
    • Mumei has some oversights that allow her to break the game further than intended. To start, her skill History doesn't increase her damage for every 50 kills, but for every 25, with her cap limit at max level (200) actually being unlimited. Secondly, her special skill is normally supposed to have a 70% chance to delete all drops (including crates and anvils), but this doesn't apply to enemies and items offscreen, allowing you to easily kill hordes of enemies and harvest their EXP gems by simply out-running them. Finally, Friend's cooldown breaks upon reaching 100% Haste; firing their chosen weapon rapidly to overwhelm the foes. The 0.4 update fixed them all.
    • The 0.4 update brought the introduction of Super Items, more powerful variations of items that can only be found from Holozon crates. However, the rate of finding these Super Items was accidentally made far too Super after the first hotfix, allowing players to amass several of them before even the 10 minute mark. Another hotfix was quickly made to fix this, making their appearance rate less Super.
    • In 0.4 onward, the YAGOO bust can be damaged to drop either food or coins, but it can also be affected by Suisei's special attack, which squashes foes flat as part of its ability, resulting in YAGOO's poor head looking like you'd expect. Even better is, unlike the enemies which can recover from the effect, the bust remains that way the whole run.
  • Heartwarming Moments: See here.
  • Heartwarming in Hindsight: Although Vampire Survivors is just a game, HoloCure is more than just a fan game based on it. The VTubers in HoloCure are technically "real" and have indirectly and unintentionally "saved" their fans in many ways. They have helped people who were going through tough times, such as suicidal thoughts, homelessness, poverty, and loneliness, and who happened to come across them by chance or through HoloCure. After getting to know them and their references in HoloCure, these fans became subscribers and members of their respective idols, whom they can personally relate to in more ways than one.
  • Low-Tier Letdown: Can be viewed here.
  • Memetic Mutation:
    • Ludicrous gacha ranks. Explanation
    • Bae the PC Destroyer Explanation
    • Get Some Help/Touch Grass Explanation
    • No Pressure Explanation
    • Holostars getting a Sausage weapon bonus Explanation
    • PLEASE TAKE OUR DAMN MONEY, KAY YU!Explanation
  • Moment of Awesome: In an interview with GamesRadar, Holocure is cited as one of the two Hololive fan games mainly responsible for the creation of CoverCorp's HoloIndie program, as the positive reception of it and Idol Showdown attracted CoverCorp's attention towards Hololive fan games as a whole. Now HoloIndie is expected to help at least fifty other Hololive fan games achieve similar success.
  • Most Wonderful Sound:
    • The sharp, high-pitched "schwing!" sound effect of a golden anvil spawning, which heralds a can of whoopass being unleashed upon the enemy hordes by one of the many incredibly powerful Collab weapons. A similar noise is used to alert the player that their special ability is off cooldown, which can be an extremely fortunate sign when swarmed by a giant mob of enemies that your normal weapons are having a hard time clearing.
    • If you're lucky with a Holozon box, a suddenly more energetic and faster-paced version of Ochame Kinou will play to bring a smile to any player's face, as RNG has blessed them with three crates instead of one. Similarly, the melody of the chorus playing in tandem with bright spotlights will signal the appearance of an incredibly rare and powerful Super Item, which is certain to bless both the player and the run itself.
    • As far as examples from individual characters go, Moona's "Moon Song" skill is accompanied by a gentle and ethereal noise that's fittingly pleasant to listen to.
  • Nightmare Fuel:
    • Using Mumei's Special for the first time can be quite startling if you aren't expecting it.
    • The boss of the second half of Stage 3 is Spiderchama, an unsettling abomination fused between Hachaama and a spider that belongs more to Yume Nikki than this game. Similarly to Mumei's special, they're both drawn by her.
    • The Halloween themed Stage 3 might feel rather tame, its Hard Mode variant definitely feels like a survival horror movie in comparison. The stage is significantly darker, it has a reddish tint, the music is far more tense (even compared to the original "Myth or Treat"), there's a reddish liquid (most likely blood) on the floor, and the Cursed Bubbas (originally Dummied Out from the original Stage 1) look very unsettling as they're rushing towards you at breakneck pace. In contrast, the Halloween Myth group are definitely Nightmare Retardant as they're drawn in a chibi and less serious manner compared to everything else the stage has thrown at you.
  • Rescued from the Scrappy Heap: Has its own page here.
  • Scrappy Mechanic: Anya's Slumber skill slows down all enemies on screen, grants her regenerating health, and reduces the damage she takes and deals when she isn't moving. It's a strong skill on paper, but its biggest flaw is how it actively penalizes you for stopping to rest your fingers from moving a lot by gimping Anya's damage output. Aki and Kiara also actively encourage constantly moving around with her Belly Dance and Dancer skills respectively, but at least Aki can still deal great damage when standing still, and Kiara's buff decays slowly, giving you a more lenient window to regain the buff.
  • Self-Imposed Challenge:
    • Beating a stage with a character's main weapon and only that; turning down all other weapons offered from item boxes and level ups aside from upgrading your main weapon to Awakened, while relying on the characters skills and the items/stat ups obtained. The v0.5 update added tools to encourage this challenge by adding the Solo Stamp and a free shop upgrade that lets you manipulate your weapon slots.
    • As what Reine herself did at some point, only choosing the 1st options after every level up and nothing else, this becomes an official achievement in the v0.6 update.
  • Sidetracked by the Gold Saucer: 0.6 introduces the Holo House, which is a very neat side mode which allows you to interact with other idols, decorate your own house with a variety of furniture, hire fans to work for you, cook food, and fish. It's very easy to get distracted and just spend your time fishing or building your house instead of taking on fans. However, some furniture do require an obscenely high amount of Holo Coins, so it's encouraged to coin farm.
  • That One Achievement:
    • Couch Potato requires that you don't move away from your starting spot, pivoting your character notwithstanding. In a game that requires that you run around to level up and heal, the difficulty comes when you're facing a stage boss, and some such as Smol Ame, Halloween Bae, and even Spider Haachama will force you to move your ass especially when they deal high damage to use unless you spent leveling up your defenses and offensive stats. Most strategies revolve around maximizing your pickup radius so you can grab all the experience points you can, as well as making sure your character is resilient enough to weather any miniboss or boss that will eventually walk over you. Be ready to see lots of anvils and Holozon boxes lying around without being able to get them, with your only solace being that they might directly drop on you.
    • In terms of trying to get all of the items, getting Candy Kingdom Sweets is a doozy compared to other itemsnote . To get it, you need to raise your Haste 10 times while leveling up, but it's easier said than done because even when running on a solo weapon run (which makes getting through the inventory quicker) with the right item set-up (Halu, Study Glasses, Researcher's Coat), it's still a Luck-Based Mission trying to get 10 instances of choosing Haste as an option when there's a 1/6 chance each time that'll pop up.
    • Similarly to the above, "Tank Class" is also a tough achievement to clear. Instead of trying to upgrade Haste 10 times, you need to upgrade your max health so it hits 500. You only get 3,000 coins for clearing it, but even with Jingisukan, Piki Piki Piman, Just Bandage, and the highest purchasable HP upgrade (which would get you to about 300 HP depending on the character you're playing), you'll still need a lot of luck to get those health upgrades.
    • Bullet Hell Pro requires beating a Hard Mode stage without taking any projectile damage. With all the chaos that can happen in these stages, it is surprisingly easy to either run into one on accident or to not even notice them heading towards you. Body Pillow is essentially required for this achievement since shield damage doesn't count, but even then you'll need to be careful with how easily the projectiles can just eat through the shield.
    • Rhythm Master requires getting a 50 chain combo in the fishing minigame, which is no mean feat when you're playing a Rhythm Game without any music to guide you, every chain of 10 fish caught speeds up the notes (making the process harder), and just one or two missed notes can end up with you having to start the whole chain all over again from zero. It's easier to do this with low-level rods than with high-level ones, but by no means outright easy unless you're already very good at these kinds of games. What makes this achievement particularly nasty is that the minigame it's tied to dramatically deviates from the core Holocure gameplay. You could be the literal god of Vampire Survivors-esque games and break every record on every stage with every character in Holocure... but you will never truly complete the game unless you also git gud at rhythm games.
  • That One Boss:
    • Mikodanye will spawn within 10 minutes in the office level, but is no joke when you find yourself unprepared once you fight her. She is a Damage-Sponge Boss that occasionally shoots fire and chucks lava at you for disturbingly high damage, and she will take a few good minutes to defeat even if you managed to get your preferred collab weapon. Her constant lava and fire breath spamming also makes it very hard for melee-based characters to get good hits in without losing health in the process, and given the cramped quarters of Stage 2, it's actually rather easy for one to be pushed into an inescapable corner by her attacks where they may die. The Hard version has you fight her and A-Chan together.
    • A-Chan, the 20-minute boss of Stage 2, will bring forth Bullet Hell unlike the simplistic attack patterns of Fubuzilla, Smol Ame and Mikodanye and demand more dodging than anyone before her. She's also a much smaller target compared to those other bosses, making it more difficult to hit her accurately as well. She's also fought alongside Mikodanye in the 10-minute mark in Stage 2 Hard. If you thought she was bad enough, Harusaki Nodoka, the Final Boss of Stage 2 Hard, is a more beefed up version of her with a homing laser attack similar to Fubuzilla (and is very likely to hit you too if you're not fast enough), a ton of bullets that will fill the screen up quickly, and a second phase which will outright spell your death unless if you're really good at dodging.
    • The Shubangelion can spell trouble even for those who know what they're doing. Its main attack hits an extremely large radius around it, forcing you out of its range, and it also creates falling rubble to keep you moving. All the while, you are swarmed by Subatomo from all sides, making it difficult to get the breathing room to fight it safely, especially with a close-range weapon. In Hard Mode, you fight it and Spiderchama at the 10 minute mark, giving you even less room for error as they both have massive area of effect attacks. The only saving grace is that the Subatomos aren't there and you're only facing up against Spiderchama Hatchlings as the mooks, but you'll only have one minute to fight them clean before the HoloEN Myth wave starts to come in relentlessly.
    • Udin in stage 4 is a nightmare to fight. It has rather vicious Bullet Hell patterns, as well as a rush attack that hits like an assault vehicle if you're unlucky enough to be in its path and, due to its massive range, also makes Udin a surprisingly slippery customer that is hard to pin down with your weapons (while having absolutely no problem reaching you with its own bullets). It also comes accompanied by its tough and powerful Zomrades.
  • That One Level:
    • The Holo Offices stage has several design quirks that make it potentially frustrating at times to play on. The most glaring difference between it and stage 1 is that the level map is now a continuous horizontal hallway, with clearly defined top and bottom boundaries, made worse by how utterly cluttered it is with various chairs, desks, cubicles, or other furniture. All of these combined makes it very cramped to navigate through, especially when one is having to dodge the mountain of enemies the level is throwing at them in the process. As the cherry on top, this level also introduces the more dangerous spawn patterns, with many waves of airdrops and area-of-effect-based enemies that further restrict the amount of free space you can maneuver in, with Mikodanye and the SSRBs being particularly annoying to fight in this regard. As a result, stage 2 is basically a zoning hell where one can very easily get stuck in a bad spot and be overwhelmed, and the enemy sprites can phase through solid walls to get at you also don't help. As if that weren't enough, a Game-Breaking Bug, which was addressed shortly after the update introducing this stage went live, may cause anvils to spawn inside the level's scenery, out of reach for the player. If this happens to a regular anvil, it's an annoyance at most, but if your golden anvil gets stuck, say goodbye to collabs for the rest of your run.
    • Stage 3 is not too difficult in terms of the enemies it contains, but its layout... oh dear. It is a dark, cramped place that, unlike previous stages, is fully walled off (so no running away if you're overwhelmed). It contains a bunch of annoying obstacles that can easily trip you up and most of the time, you can barely see them when the stage is so dark and you're spewing firepower every which way. Some of its nooks and crannies are so lethal that one of them even contains a skeleton as if to warn the player that going in there is a sure-fire way to get killed. It's also the first non-Hard stage to feature ranged non-boss enemies. The hard mode version is worse, as not only do you have the usual hazards and tougher enemies to worry about, but also the boss fights are a Dual Boss (10 minutes) and a Wolfpack Boss (20 minutes) - and all of these bosses are huge too, making it for less room to move around. Hard Mode also turns down the lighting, making it more likely to accidentally run into either an enemy, or an object to get stuck on.
    • Stage 4, Gelora Bung Yagoo, is similar to Stage 3 where you're in a walled off stadium facing off against Holo ID mobs. While the start isn't too bad, it contains loads of Demonic Spiders which will make your run a living hell if you're not careful. First of all, the debuffing Reddit Nikis that were previously featured in Stage 2 Hard return, appearing early on as well as the healing variants. The Zomrades here are tough, durable, come in massive swarms, and even accompany an already annoying mid-point boss, potentially giving you a game over early on. If you survive that, a couple of fans (specifically Kobo's and Zeta's) will fire projectiles at you, giving you a taste of Hard Mode. And if you think you'll just face a wave of slow bulky enemies in the final stretch like you've been doing for the past three levels, you're dead wrong. Instead, you'll face a huge wave of all the previous swarms of Gen 2 and Gen 3 ID fans coming in at a rather fast speed and in different directions. Additionally it contains random shooting waves of enemies that are in formations not unlike in Hard Mode exclusive stages.
  • They Changed It, Now It Sucks!: While 0.6's changes have been praised, there's been some types of players unhappy with how such changes adversely affected "endgame" endless mode (that is pushing into the YAGOO horde and doing 40 minute runs). Kay has said on twitter that stage mode is his main balancing focus. Some have also complained about the stage 4 difficulty spike.
  • Viewer Species Confusion: In a rather amusing parallel to hololive's Fubuki being mistaken for a cat, she and her associated Sukon-bu/Friends experience that same misconception from newcomers who discover hololive through this game.
  • Woolseyism: The Japanese localization has a number of them making the flavor text more relevant to Japanese players.
    • The text of Broken Dreams, the original text talks about Yagoo's dream being dead while the Japanese text goes "no idols, only comedians"
    • The Super Chatto Time item is deliberately misspelled in Japanese as "Supachashito Taimu", referencing a misspelling that was in the original meme.

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