After getting all the achievements for this game—and playing all the DLC—I think I have the right to say something about this game. As usual, this contains spoilers. Gameplay Gameplay is what I truly enjoy about games, and Mystia's Izakaya delivers in this regard—partially. You get a natural sense of progression: You start from a small business and slowly make your way up towards getting more recipes, fostering stronger bonds, and having a booming izakaya that invites many people over. By all means, I can see the category of the game meant to be a cozy game for those who want a relaxing experience (but can be made stressful if you want to take it all on yourself without partners). You make money, you raise bonds, you get bonuses, and all this equates to more money. A simple premise. Rare guests occasionally appear, and this is where the challenge emerges. Your partners won’t help here—you’ll need to study each rare guest’s tags either from memory or by consulting the in-game book. This is where the gameplay shines: your success depends entirely on how well you've paid attention. While rare guests may feel intimidating at first, you’ll eventually figure out their preferences and learn to serve them efficiently. As a result, they gradually lose their pressure factor, but still offer a satisfying layer of engagement. Stations are provided that allow you to strategize more. Do you want more follow-up orders, not worry about the preferences of rare guests, or do you want to cook way faster? All of these can be tailored to your preferences, which is excellent; however, in terms of which are best, these do fall into objective categories (notably DLC ones). During the day, you gather ingredients to prepare your recipes. At night, your level of involvement determines the kinds of bonuses you receive—from customers devouring meals instantly to infinite patience. This encourages active participation—especially when paired with rare guest appearances. Overall, the gameplay is fun, particularly when engaging with spellcards, character dialogue, and deducing preferences. It thrives on its sense of progression. Graphics I got nothing much to say about graphics because here, they work and serve their purpose perfectly. The cozy artstyle and warmth you get from it is the point. No criticisms here. Story The story here will have any Touhou fan (myself included) drawn in. From Wriggle to Kaguya, you know these guys and will have a blast speaking to them. Firstly, you only have Rumia, Chen, and Wriggle; but as you progress, you'll get more available characters to speak to. Izakayas become more available as you pay the Yakumo family the necessary funds that are easy to acquire. The antagonist of the story is Yuyuko (no surprises there), who is gluttonous as hell and wants to consume everything. You must satiate her appetite, and the pressure really shows from Youmu's trials: You are forced to work alone and try to do it yourself. Over time, you build recipes and attempt to face her head on—and she is quite the challenge. I did it first try, but the tension did make me worried about losing. After you defeat her, the DLC has more stories—from Yuuma to playing with Flandre or Mizuchi, I cannot criticize the story in any regard. It does engage any Touhou fan to keep them playing, and there are plenty of them to explore. The story should keep you engrossed. Music I don’t usually focus on OSTs unless a track really stands out—but Mystia's Izakaya impressed me. When you achieve a high combo during service, the music shifts to a louder, more energetic version to match your momentum. Each izakaya map features its own variation, which keeps things fresh and engaging. The soundtrack dynamically matches the game’s pace—whether it’s relaxing during quiet moments or tense during boss encounters. Some tracks are absolute bangers. Replayability and Criticisms And we arrive at perhaps one of my biggest gripes with this game: Replayability. Sure, you may lambast me for having a lot of hours accumulated on this game, but that's for unlocking all the achievements. Once you get all the izakayas, all the recipes, make bonds with everyone, throw a concert, and do the DLC—besides having new rare guests and special guests— that's it . All that's left for you is to see how much funds you can accumulate in one night or fool around with the Box of Creation. There is no NG+ if you beat the game, leaving you to start with nothing and work back up again. And believe me, when you made bonds with everyone and know what they'll say, getting the recipes or their bond up again are a hassle and not fun. Plus, all those special guests and friends you made won't show up anymore until you get to that part of the story or DLC again (looking at you, Yukari). Trainers can remedy this somewhat, so resort to those for your own makeshift NG+. Another missed opportunity: not all special characters are available as guests. Flandre, Okina, Eiki, and Eirin could’ve added so much more, from chaotic spellcards to thematic challenges. After completing all base game songs in Gensou Beat , for example, it’s disappointing Okina doesn't show up in your izakaya at all, so it feels like you went through all that for nothing. Flandre does have a minigame and you can edit her room, but she still isn't present (though can be exempted due to her power in canon and Remilia's concerns). Eiki and Eirin get the worst treatment: Eiki just shows up and then... gone. And despite Eirin appearing in the DLC 5 splash art, she too is never seen again after meeting her. I am okay with these characters making one appearance as long as they show up at your izakaya still as a reward, but they're just one-off cameos that feel oddly disconnected from the game's core loop. The same applies to Sagume and, arguably, Shinki. Some costumes alter the izakaya’s appearance, but it would’ve been great if they came with gameplay bonuses as well. A few partners also join too late to be impactful. Doremy and Sara, two of the most useful ones, are locked behind the final DLC and mostly serve as tools for late-game experimentation. I get it—some endgame partners or items (like Ellen’s chopping board) can trivialize the gameplay—but it still feels like a missed opportunity. Again, using trainers can remedy this if you’d like to make full use of them earlier. Survival Mode is a WIP, so this may address my criticisms here—but I'll try it once it comes out for English. I may even edit my review. Overall Mystia Izakaya is a cozy, relaxing, and fun game for those on a first playthrough (especially Touhou fans) who will enjoy the many interactions with characters. The story delivers, the gameplay is simple and works, and the music is a bop. But if you're looking to give this game another spin—unless you love going back up from nothing again or you plan to use a trainer—reconsider. Score: 9/10, but a significant drop on a second playthrough.
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