Compara los precios de VA-11 Hall-A: Cyberpunk Bartender Action en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Sukeban Games. Publicado por Ysbryd Games. Lanzado el 21/6/2016. Disponible en PC, Linux. Géneros: Adventure, Indie, Simulation. Puntuación Metacritic: 77/100.

Ninety-six percent positive across nearly 12,000 Steam reviews, VA-11 Hall-A earns that consensus, but only if you buy it knowing it is almost entirely a reading game with a drink-mixing interlude between paragraphs.

I run spreadsheets on Paradox games for fun, so when I say a visual novel made me put the mouse down and just sit with it for a while, take that seriously. VA-11 Hall-A is a low-interaction, high-investment narrative experience set in Glitch City, a cyberpunk dystopia where corporations rule, nanomachines are legally mandatory, and a paramilitary force called the White Knights enforces compliance. You play Jill Stingray, a late-twenties bartender at a dive that punches well above its square footage in terms of the clientele it attracts: android sex workers, sentient idol singers, a veterinarian whose colleagues are voice-box-fitted Welsh Corgis, hackers, bureaucrats, and one genuinely grumpy regular named Ingram. None of them are saving the world. Neither are you. The mechanical layer is thinner than the premise suggests. Each shift you mix drinks using synthetic ingredients like Karmotrine and Bronson Extract, following recipes in an in-game handbook or decoding vague patron requests for something "sweet" or "classy." There is no time pressure and no penalty for dumping a bad mix and starting over. The drinks you serve, including whether you add extra alcohol content, ignore the order entirely, or deliberately get a patron drunk, quietly redirect story branches and unlock additional scenes or alternate endings. There are no dialogue choices. The bartending IS the dialogue choice system, which is a genuinely clever structural decision that most games would not have the confidence to commit to. Regulars who remember your order over 19 in-game days feel earned rather than scripted. The honest critique, and it is a fair one, is that the bartending loop does not deepen. You learn the recipe set in the first few hours and from there the mixing screen functions more as a pacing device than a real challenge. Players who need mechanical escalation will hit a wall around the midpoint. The game also starts slow, and the tone occasionally swings from sharp social satire into dialogue that some reviewers found gratuitously crude, a divide in the community that has never fully settled. The tutorial for the drink mechanics is minimal, and a handful of nuances such as the difference between a blended and a mixed drink are left for the player to discover by accident. For the audience this game is actually aimed at, none of that kills it. The writing is the product. Sukeban Games, a Venezuelan studio, built the world around the lived experience of surviving inside a system that does not particularly care about you, and that specificity shows in every patron conversation. The soundtrack by Michael "Garoad" Kelly runs to somewhere in the range of 50-60 tracks, and you queue them on the bar jukebox at the start of each shift. The music selection subtly affects the in-game atmosphere. The PC-98-influenced pixel art carries genuine visual personality rather than using retro styling as a shortcut. If Papers, Please represents the anxiety end of the counter-job-sim spectrum, VA-11 Hall-A is the melancholy, occasionally funny, occasionally gut-punching opposite end. Approach this one in 45-minute sessions rather than marathon runs. The repetition that frustrates players who binge it becomes almost meditative at a sensible pace. If you have never touched a visual novel, this is a reasonable entry point because the bartending mechanic gives your hands something to do while your brain adjusts to reading as the primary form of interaction. The story closes cleanly in roughly 10 to 15 hours depending on reading speed, with replay value concentrated in alternate drink choices and branching scenes rather than wholesale different routes. Diego, Scout Team

VA-11 Hall-A: Cyberpunk Bartender Action

VA-11 Hall-A: Cyberpunk Bartender Action

21 jun 2016Sukeban GamesYsbryd Games
GamerScout opina

Ninety-six percent positive across nearly 12,000 Steam reviews, VA-11 Hall-A earns that consensus, but only if you buy it knowing it is almost entirely a reading game with a drink-mixing interlude between paragraphs.

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Acerca de VA-11 Hall-A: Cyberpunk Bartender Action

I run spreadsheets on Paradox games for fun, so when I say a visual novel made me put the mouse down and just sit with it for a while, take that seriously. VA-11 Hall-A is a low-interaction, high-investment narrative experience set in Glitch City, a cyberpunk dystopia where corporations rule, nanomachines are legally mandatory, and a paramilitary force called the White Knights enforces compliance. You play Jill Stingray, a late-twenties bartender at a dive that punches well above its square footage in terms of the clientele it attracts: android sex workers, sentient idol singers, a veterinarian whose colleagues are voice-box-fitted Welsh Corgis, hackers, bureaucrats, and one genuinely grumpy regular named Ingram. None of them are saving the world. Neither are you. The mechanical layer is thinner than the premise suggests. Each shift you mix drinks using synthetic ingredients like Karmotrine and Bronson Extract, following recipes in an in-game handbook or decoding vague patron requests for something "sweet" or "classy." There is no time pressure and no penalty for dumping a bad mix and starting over. The drinks you serve, including whether you add extra alcohol content, ignore the order entirely, or deliberately get a patron drunk, quietly redirect story branches and unlock additional scenes or alternate endings. There are no dialogue choices. The bartending IS the dialogue choice system, which is a genuinely clever structural decision that most games would not have the confidence to commit to. Regulars who remember your order over 19 in-game days feel earned rather than scripted. The honest critique, and it is a fair one, is that the bartending loop does not deepen. You learn the recipe set in the first few hours and from there the mixing screen functions more as a pacing device than a real challenge. Players who need mechanical escalation will hit a wall around the midpoint. The game also starts slow, and the tone occasionally swings from sharp social satire into dialogue that some reviewers found gratuitously crude, a divide in the community that has never fully settled. The tutorial for the drink mechanics is minimal, and a handful of nuances such as the difference between a blended and a mixed drink are left for the player to discover by accident. For the audience this game is actually aimed at, none of that kills it. The writing is the product. Sukeban Games, a Venezuelan studio, built the world around the lived experience of surviving inside a system that does not particularly care about you, and that specificity shows in every patron conversation. The soundtrack by Michael "Garoad" Kelly runs to somewhere in the range of 50-60 tracks, and you queue them on the bar jukebox at the start of each shift. The music selection subtly affects the in-game atmosphere. The PC-98-influenced pixel art carries genuine visual personality rather than using retro styling as a shortcut. If Papers, Please represents the anxiety end of the counter-job-sim spectrum, VA-11 Hall-A is the melancholy, occasionally funny, occasionally gut-punching opposite end. Approach this one in 45-minute sessions rather than marathon runs. The repetition that frustrates players who binge it becomes almost meditative at a sensible pace. If you have never touched a visual novel, this is a reasonable entry point because the bartending mechanic gives your hands something to do while your brain adjusts to reading as the primary form of interaction. The story closes cleanly in roughly 10 to 15 hours depending on reading speed, with replay value concentrated in alternate drink choices and branching scenes rather than wholesale different routes.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaVisual NovelBartending SimBranching Narrative via MechanicsNo Dialogue ChoicesSlow BurnJukebox SoundtrackPC-98 AestheticCounter-Job Sim

Requisitos del sistema

Mínimos

OS
Windows 7/8/10
Memory
1 GB RAM
Storage
250 MB available space
Graphics
256mb
Processor
1.6 Ghz

Recomendados

OS
Windows 7/8/10
Memory
2 GB RAM
Storage
250 MB available space
Graphics
1gb
Processor
2 Ghz

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Reseñas y valoraciones

Metacritic
77

Información del juego

Desarrolladora
Sukeban Games
Distribuidora
Ysbryd Games
Fecha de lanzamiento
21 jun 2016

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VA-11 Hall-A: Cyberpunk Bartender Action está disponible en PC, Linux.

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VA-11 Hall-A: Cyberpunk Bartender Action se lanzó el 21 de junio de 2016.

¿Quién desarrolló VA-11 Hall-A: Cyberpunk Bartender Action?

VA-11 Hall-A: Cyberpunk Bartender Action fue desarrollado por Sukeban Games y publicado por Ysbryd Games.

¿Merece la pena comprar VA-11 Hall-A: Cyberpunk Bartender Action?

VA-11 Hall-A: Cyberpunk Bartender Action tiene una puntuación Metacritic de 77/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.