Collect your favorite characters, nurture them, and have fun just watching in this hololive fan game! It's a 2D tower defense game that offers depth for dedicated players, strategic elements, and easy enjoyment for casual players.
I have implemented a major update for HoloParade!
I'll introduce the highlights with images below.
(Details are provided in text at the bottom of the page.)
[h1]Update Overview[/h1]
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[h1]Update Details[/h1]
[h3]■New Content Added[/h3]
・Added NePoLaBo (5th generation) and 7 mascots
Newly recorded voices of Lamy and Botan are included!
・Added the mini-game "Dancing Subaru"
Subaru Oozora (in duck form) got caught up in a dance battle!
Watch your rival's dance, and learn and mimic the choreography and rhythm.
・Implemented the event stage "KONKON World"
Event stage where you can acquire and limit break mascots related to Fubuki!
The mascots included are Sukonbu, Nejimaki Fox, Oruyanke, and Miteiru.
It unlocks after clearing Story 1 (permanent stage).
・The swimsuit outfit for Fubuki with KONKON Beats BGM is now available as DLC
The DLC is available for purchase: [url=https://store.steampowered.com/app/2866390/DLC/]Steam Store page[/url]
*Currently, this is not compatible with the Mac OS.
After purchase, you can change Shirakami Fubuki's outfit to a swimsuit from the
formation screen. This DLC also introduces the first Hololive song BGM in
Holoparade! It includes the original song version sung by Fubuki-san and a brass
arrangement version tailored for Holoparade. You can set the BGM for any
UR talent in advance, and when the talent marches, the BGM changes with
a cut-in to enhance the parade atmosphere! While this BGM features
Fubuki-san's song, it can be set for any UR talent.
・Added the event stage "Mascot Parade"
This stage is exclusively for mascots.
It requires a different formation strategy than usual.
・Added Story 6 "Capture the Moment"
High-difficulty stage that unlocks after clearing Story 5.
・Added the event stage "Endless Trials"
This is a challenge stage that unlocks after clearing Story 4.
The battles progressively become more challenging.
[h3]■Addition of new features, significant improvements[/h3]
・Low-cost ver. of Holomem have been implemented, making them easier to deploy!
Previously, the high motivation costs associated with UR talents made them
difficult to use in the early stages of the game, which felt restrictive to many players.
Additionally, their high cost made them very powerful, reducing early-stage gameplay
to simple strategies based solely on whether Holomembers could be deployed.
In this update, low-cost versions of Holomembers' abilities have been added,
and they are now set as the default. When a Holomember reaches Level 20,
the previous high-cost version is unlocked, and you can switch freely thereafter.
This change makes it easier to deploy Holomembers in the early stages without
compromising strategic depth. It also facilitates formations composed solely of
Holomembers by incorporating the low-cost versions.
All previously acquired Holomembers are unlocked for the high-cost version
regardless of their level.
・Parade Tempo Improvement
The parade now supports switching to 1.5x speed. You can switch at any time
according to the situation using the button at the top right of the parade screen.
・New Feature in Formation/Parade: "Synergy Effect"
This feature activates buffs based on character combinations.
There are passive effects that automatically activate while specific characters
are assembled, and active effects that trigger when the activation button is
pressed while the characters are assembled. While these buffs are not as
significant as the Symphony effects, there are various combinations to explore.
Additionally, a cut-in effect occurs when the Synergy Effect is activated,
enhancing the excitement of the parade!
・Significant improvement in formation flexibility
Secondary Instrument
Characters of SR rarity and above now have two designated instruments
and can switch between them.
Abolition of Voltage Level
The Voltage Level, which previously increased in conjunction with the Symphony,
has been abolished and replaced with A-chan Level. A-chan Level increases by
consuming motivation during parades and does not interact with the
Symphony effect. This change ensures that the designated instrument now solely
influences the Symphony effect buff, thus removing the strong constraints on
formation that were previously linked to the Voltage Level.
A-chan Level
When you consume motivation to increase A-chan Level, four random
enhancement options are displayed, allowing you to choose and extend
capabilities based on the situation. Additionally, while the motivation speed
bonus from leveling up A-chan Level is less significant than the old Voltage Level,
the initial rate of motivation increase has been raised as a substitute.
Please refer to the Help & Tips on the home screen (newly implemented this time)
for more details.
・Support for Steam achievements
In addition to in-game achievements, there are various Steam achievements
available.Achievements that have already been completed will be recognized
as achieved upon game launch.
*Mac ver does not support Steam achievements, and no plans yet for future support.
・New feature for character development: "Bond Level"
The more you parade together, the more their abilities gradually increase.
Nurture your favorite characters with affection.
(Bond Level maxes out at 10, increasing ATK and HP by 10%.)
・Added a limitation on the maximum number of hits for area attacks.
Previously, against bosses with wide-area attacks, even with shields in place,
attacks could reach the backline, requiring a strategy that relied heavily on
firepower. While this was by design, the current change allows for a more
effective use of shields by increasing their availability during marches,
thus somewhat mitigating the impact of area attacks and broadening
strategic options. Additionally, with the changes to the Voltage Level
specifications, the advantage of using cost 1 characters as Voltage Level
boosters has diminished, hence this change also creates more opportunities
for them to act as effective shields.
■Minor Changes
・Made Christmas and New Year's limited-time stages permanent.
The event stages are now permanent, allowing you to
play at your convenience.
・Implemented a Help & Tips screen.
Accessible from the left menu on the home screen.
・Improved the UI of the parade screen.
During the parade, frequently accessed and operated items have been
consolidated at the bottom of the screen. Previously, motivation and
Voltage Level were positioned at the top right, requiring frequent shifts
in gaze, so this has been improved for better accessibility.
Additionally, whether any talent is currently marching can now be
determined by the lighting on or off of the instrument icons above the
talent icons. Previously, this could only be checked from the status of
the Symphony effects section, which made it difficult to quickly determine
which talents were marching. This improvement facilitates quicker and
clearer visibility.
・Overall strengthening of mascot characters
Release of low-cost versions of Holomembers and other changes
require adjustments. To maintain game balance, enemy abilities have
also been adjusted.
・[4/21 Updated] Reduce the ratio of motivation gained when defeating enemies,
and also gain motivation when allies are defeated.
This change aims to reduce the advantages for the winning side and provide
more opportunities for a comeback when losing.
・Fubuki's attack now hits two targets and deals an additional 30% damage to bosses.
Adjusted to better utilize 100% defense negation.
Adjusted attack power in accordance with ability changes.
・Changed Marine's attack to target the enemy with the highest max HP within range.
Adjusted to better utilize 50% defense negation and high dps.
・Changed Chocolat's healing amount to gradually decrease over time.
Decreases by 3% each time, starting at 100% and diminishing to a min of 30%.
If multiple units are marched, each will decay independently.
The same applies to Chocolat when appearing as an enemy.
・Slightly increased the range and attack radius of "Assistant"
・Added sound effects and visual effects when guard negation is activated.
・Adjusted abilities for black aura and gold aura.
Black aura
Block probability:+50% → +40%
HP:+100% → +120%
ATK:+100%(no change)
Gold aura
Block probability:+60% → +50%
HP:+200% → +250%
ATK:+100%(no change)
Block ignore probability:+30%(no change)
For other auras, please refer to the newly implemented "Help & Tips" screen in the game.
・Tutorial Additions/Changes Due to Specification Changes
・Set the maximum number of Scout Tickets to 1000.
If you already exceed this limit, it will be maintained, but you will not be able to
acquire new tickets.
・Adjusted the maximum zoom-out level during parades to provide a wider view.