Arcade

Virurama

Virurama is a classic-style arcade game set in the micro-world where you push bio-blocks, eliminate viruses, and survive in a reactive battlefield.

ArcadeActionCasual
Game screenshot
Developer
Fernando Menta
Platforms
Windows, Steam
Price
$5.00
Release date
June 18, 2026
Players
1 player
Game type
Arcade, Action, Casual
Publisher
Enjoyrama
Updated
October 30, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
August 9, 2026

Update history

  1. Game details and guide checked against the listed sources.

  2. Guide first published on Game How To.

Minimum system requirements

Minimum:OS: 10 (64bit)Processor: Intel Core i3 (4th gen) / AMD Athlon/A8 equiv., 2 core/4 thread, 3.0 GHzMemory: 1 MB RAMGraphics: GeForce GT710 /Radeon R5 240/ HD Graphics 4000DirectX: Version 11Storage: 50 MB available spaceSound Card: DirectX compatible sound card

Official game

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Overview

Virurama drops you inside a human body as a single antibody, hands you a grid full of bio-blocks, and lets a swarm of viruses hunt you down while you figure out how to crush them. Fernando Menta developed it, Enjoyrama published it, and it hit Steam and itch.io in June 2026 for about $4 (S$5.89). Under the pixel art and the 80s arcade tribute sits a genuinely sharp puzzle-action hybrid: Sokoban pushing rules, a reactive enemy AI that punishes hesitation, and a scoring system with enough depth to support an online leaderboard grind.

The loop is short and repeatable. A full "healing trip" runs 16 stages, takes most players 45 to 90 minutes on a first attempt, and ends with you curing a patient and unlocking their character for the trophy room. Score is the real game. Clearing stages is the tutorial; the leaderboard is where the design shows its teeth.

FactDetail
DeveloperFernando Menta
PublisherEnjoyrama
ReleaseJune 18, 2026
Price~$4 / S$5.89
PlatformWindows (Steam, itch.io)
GenreTactical arcade, puzzle-action
Stages16 per healing trip, escalating
Achievements29
LeaderboardsOnline hi-score table
Playtime45–90 min per trip, 10+ hours for full completion
DifficultyMedium early, steep after stage 12

Who this is for: players who liked the push-puzzle core of Sokoban or Boulder Dash but wanted enemies that actually move. Score chasers. Achievement hunters. Anyone with 15-minute gaps in their day, since a single stage takes 1 to 3 minutes once you know it.

Who should skip it: players looking for campaign variety or long-form progression. The 16-stage loop is the whole game. The depth comes from replaying it better, not from new content.


Getting Started

Your First 30 Minutes

The menu offers four options and only one matters at the start. Pick Start. The game assigns you a random patient character and drops you into Stage 1 with six stationary viruses and a handful of blocks. No tutorial text beyond the basics. That is fine, because Stages 1 through 4 are the tutorial.

Your antibody has three actions:

  • Move (WASD or d-pad). Walking into a block pushes it.
  • Push. Blocks slide until they hit something. That is your weapon.
  • Interact with barriers. Walk into an edge barrier to trigger it. More on this below.

Dying costs you the stage, not the trip. You restart the stage, the timer resets, and your score for that stage restarts too. Your total score feeds an extra life at 30,000 points, which acts as a one-time safety cushion later.

What to do in your first session:

  1. Clear Stages 1–4 without worrying about score. Learn how blocks slide.
  2. Notice that viruses against walls die from a single short push. This is the cheapest kill in the game.
  3. When a wanderer virus appears, stop chasing it. Watch its path for ten seconds instead.
  4. Die once on purpose. Seriously. Watch what contact with a virus actually does, how fast it happens, and how the restart flow works. Most first-time players lose stages to panic because they have never watched a death calmly.

Beginner mistakes to avoid from minute one:

  • Pushing a block "to see what happens." Blocks are a limited resource. Every push needs a destination in mind.
  • Walking toward viruses. You are slower than you think and viruses in the later stages are faster than you.
  • Ignoring the stage timer. It silently eats up to 5,000 points per stage.
  • Treating antibiotics like regular blocks. They are your score engine, not your ammo.

Reading a Stage in 5 Seconds

Every stage loads with the same information available: grid size, virus positions, block positions, antibiotic positions. Before your first move, answer three questions:

  1. How many viruses, and how many of them are touching walls?
  2. How many usable blocks do I have, and are any fragile or occupied?
  3. Where are the antibiotics? If there are exactly 3, an alignment is possible.

If the virus count is higher than the block count, you cannot win with one-push-one-kill. You need multi-kill lines or the antibiotic stun. Knowing this in the first five seconds changes your entire route.


Core Mechanics

Bio-Blocks

Blocks are your only weapon. Walk into one and it slides in that direction until something stops it. What it hits determines everything:

It HitsResult
WallBlock stops, harmless. Unless a virus sat on that wall cell.
Another blockBoth stop. Nothing happens.
A virusVirus destroyed. Block stops, now "used".
Nothing (open grid)Block slides the whole way. Can be useful or catastrophic.

One critical rule from the classic push-puzzle DNA: a block jammed between two obstacles cannot be pushed at all. Shoving into it destroys it on the spot. Blocks are a limited supply per stage, and destroyed blocks never come back, so a careless jam is a permanent loss.

Block states matter more than new players realize:

  • Normal (solid gray): fresh, full pushing distance available.
  • Used (shows a number): has crushed N viruses. Deliberately destroying a used block awards bonus points, 200 per kill recorded. Late in a stage, sacrificing a veteran block into a wall for points is often correct.
  • Occupied (blinking): contains a dormant virus. Destroy it and the virus wakes up back on the grid. Leave these alone unless you want the chaos, or unless the dormant virus would be released directly into another block's path.
  • Fragile (cracked): breaks after one push no matter what it hits. Never push a fragile block without a virus in its path. It is a one-use weapon, so treat it like a bullet, not a tool.

The block economy is the real difficulty curve. Early stages give you surplus blocks. By stage 12, most layouts give you barely enough, and a single wasted push can make the stage mathematically unwinnable. When that happens, restart immediately (R key). The restart costs seconds; a doomed stage costs minutes.

Antibiotics and the Alignment Combo

Antibiotics slide like blocks but exist for one purpose: alignment. Place all 3 in a single row or column and you trigger a field-wide stun.

AlignmentPointsStun Duration
Big alignment (exactly one antibiotic touching a wall)10,000~5 seconds
Low alignment (all three touching walls)5,000~3 seconds

The stun is where the scoring system opens up. While viruses are frozen:

  • You can trample them by walking over them. 100 points each.
  • Block kills during stun get multipliers: first kill ×2, second ×4, third ×8, fourth and beyond ×16.

Do the math on a four-virus crush during a Big alignment. Each kill is 400 base times its multiplier: 800 + 1,600 + 3,200 + 6,400, which is 12,000 points from the crushes, plus 10,000 for the alignment, plus any used-block bonuses when you eventually sacrifice that block. One combo can outscore five stages of careful basic play. This is the mechanic the leaderboard is built around.

Rules of thumb for antibiotics:

  • Never use an antibiotic as a normal crushing block while all 3 are still on the grid. You destroy your own alignment chance.
  • Set up the alignment before the virus count drops below 4. A stun with 2 viruses alive is a waste of 10,000 potential points.
  • Practice the Big version. Exactly one touching a wall. Players habitually shove all three into a corner for the easier Low alignment and leave 5,000 points on the table.
  • Antibiotics also do double damage to boss viruses, which makes them the emergency boss answer when your chain push falls apart.

Barriers

The four sides of the grid are responsive barriers. Push into one and it releases an enzyme burst that slows every virus for about 3 seconds and stuns any virus touching the barrier. Each barrier then goes on a roughly 7-second cooldown before it can fire again.

Three uses, in order of value:

  1. Setup protection. Firing the barrier on the side where you are arranging antibiotics buys you a safe window to finish the alignment.
  2. Emergency escape. Cornered with no block between you and a seeker? Barrier. The slow gives you time to reach open space.
  3. Barrier stun kills. A virus hugging the barrier when it fires is stunned and tramplable for 100 points. Situational, but free points when viruses crowd the walls.

Barriers also generate new bio-blocks nearby at a slow, random rate. Do not build a strategy around this. The rate is too slow to rely on, but do check the edges when a stage seems short on blocks. A fresh block may have spawned since you started.

The DNA Bonus

One random block per stage hides a DNA bonus worth 2,000 points. It reveals itself when that block is destroyed (pushed into an immovable object), and the released DNA calms all viruses currently chasing you.

The strategic read: never hunt the DNA. Destroying a usable block for 2,000 points is a bad trade when a block kill is worth 400 plus its future value. But when you must destroy a block anyway, usually to clear a jammed lane, the possibility of a DNA reveal softens the loss. Pure upside on a decision you already made.

Virus Types

Every virus type changes your routing. Learn their tells:

VirusBehaviorHPCounter-Play
BasicStationary forever1Any block. Prioritize wall-adjacent ones for cheap kills.
WandererRandom walk, 1 cell per tick, no tracking1Pattern-read. Push blocks into high-traffic lanes, especially grid center.
SeekerTracks you within 4 cells, wanders otherwise1Bait it. Stand still, let it approach, push a block across its path at close range.
ShieldedFirst hit breaks shield, second kills2Two blocks, or one antibiotic (counts as a double hit). Track which ones are already stripped.
SplitterSplits into 2 smaller viruses when hit1+1Hit it near a wall so a half gets crushed on arrival, or stun first with antibiotics and trample the halves.
BossSlow, relentless chase, 3–5 HP3–5Chain-push 3+ blocks in a line into it. Antibiotics deal double damage. Never trade single blocks for single HP.

Two AI facts worth internalizing. Seekers have a detection radius of about 4 cells, so you can walk past one at 5 cells distance without triggering the chase. Bosses never lose track of you but move at roughly half your speed, which means the boss is a routing constraint, not a threat. Treat it like a closing wall and plan block lines against it in advance.


Progression Strategy

Stage Arc Overview

Difficulty steps up every 2 stages, and the virus count climbs from 6 to 14. The arc, with the decision each tier demands:

StagesVirusesNew ElementYour Focus
1–26Basics onlySpeed. Learn slide distances. Go for sub-20-second clears.
3–47WanderersStop chasing. Start predicting.
5–68Fragile blocksPrecision. Every fragile push must kill.
7–89AntibioticsFirst alignments. Practice the Big version.
9–1010Shielded virusesTwo-hit planning. Block conservation.
11–1211SplittersPositioning. Wall-side hits.
13–1412Boss virusesChain pushes. Routing around a chaser.
15–1613–14Everything, aggressive AIResource triage. Save ammo for the endgame.

Early Game (Stages 1–4)

Score aggressively here. These stages are short and safe, and the time bonus pays 5,000 for clears under 20 seconds, scaling down to nothing by 60 seconds. Your goal is banking points early, because the extra life at 30,000 total tends to land around stage 5 or 6 for a competent player, and you want that cushion before shielded viruses show up.

Rehearse your opening. The first two stages use small grids with simple virus counts. A practiced player clears stage 1 in under 12 seconds. That repetition pays the time bonus every single trip.

Mid Game (Stages 5–10)

Fragile blocks (5–6) introduce the discipline check. A fragile block that hits a wall is a wasted bullet. Mentally mark fragile blocks in a different category: they must produce a kill on their single push or they were a mistake.

Antibiotics (7–8) reshape your priorities. The moment antibiotics exist on a grid, part of your routing becomes freight logistics: moving three special blocks into a line without dying. Start the alignment process early, one antibiotic at a time, between other tasks. Do not drop everything and rush all three; that is how players get cornered mid-setup.

Shielded viruses (9–10) are a bookkeeping problem. Track which shields are stripped. A stripped shielded virus is just a basic virus, and it is often the correct cheap kill. New players waste premium resources re-hitting full-health shielded viruses when half-killed ones are sitting there one hit from death.

Late Game (Stages 11–16)

Splitters (11–12) punish lazy geometry. If a splitter sits near a wall, push a block from the wall side: the split halves spawn into a cramped space and one often dies immediately. If a splitter is in open field, stun it with antibiotics first and trample the halves. Never hit an open-field splitter with a random push and hope.

Bosses (13–14) are a resource sink with a solution. Chain pushing is the answer: line up 3 or 4 blocks in a row, get the boss on the far end, push the chain. Every block in the chain connects in sequence. One input, full HP removed. Practice this on stage 13 before you need it on stage 15.

Stage 15 opens the triage exam. Spend the first 30 seconds destroying fragile blocks that sit in your working lanes. Identify the boss and the shielded viruses as priority targets, and hold the antibiotic alignment until the boss plus at least 2 other viruses sit inside the stun zone.

Stage 16 is the largest grid, aggressive AI, everything at once. Fire a barrier early to blunt the initial rush. Keep at least 4 bio-blocks in reserve for the final 3 viruses, which cluster around the boss. If you still hold 3 antibiotics at that point, the Big alignment on the final cluster is the perfect ending.

The Healing Trip Loop

Clear all 16 stages and you cure your assigned patient. That character joins your trophy room and becomes selectable, and a new trip starts with the next character. Some characters carry small quirks (movement feel, block generation tendencies near barriers) that reward experimentation. The full completion path is roughly: 3 to 4 trips for mechanical mastery, then score-chasing trips on your favorite character for leaderboard standing, with the 29 achievements sprinkled across the journey. Progress auto-saves after each stage, so the Continue option always picks up where you left off.


Scoring and Leaderboard Play

Where the Points Actually Come From

SourcePointsNotes
Basic virus kill (block)400The bread and butter.
Trampled stunned virus100Cleanup only, a quarter of a block kill.
Stun crush multiplier×2/×4/×8/×16The engine of every top score.
Big antibiotic alignment10,000One per stage where available. Always take it.
Low antibiotic alignment5,000The lazy version. Avoid the habit.
DNA bonus2,000Incidental. Never chase it.
Used-block sacrifice200 × kills recordedLate-stage bonus play.
Time bonus5,000 → 0Full under 20 seconds, scales down to zero at 60.

A realistic benchmark ladder per full 16-stage trip:

  • First completion: 60,000–90,000 total.
  • Comfortable player using alignments most stages: 150,000–250,000.
  • Leaderboard territory: 300,000+, built on Big alignments in every antibiotic stage, sub-20-second clears on stages 1–8, and ×16 multiplier crushes several times per trip.

The gap between a good score and a great score is almost entirely the stun multiplier chain. One extra virus caught in each alignment crush is worth thousands. Before every alignment, spend 5 seconds positioning so the crush line passes through as many stunned bodies as possible. The alignment itself is easy; the crush setup is the skill.

The Extra Life Threshold

30,000 total points triggers one extra life. This is a mid-run insurance policy. If you are sweeping time bonuses and landing early alignments, it arrives around stage 5–6, right before the game starts demanding perfection. Do not play differently to chase it; play well and it comes to you.


Achievement Guide

The 29 achievements split into progression milestones, score thresholds, and challenge runs. The known highlights:

AchievementWhat It WantsWhere to Get It
Just startingClear your first stagesAutomatic during trip 1
Getting the hang of itEarly progression milestoneAutomatic within stages 1–8
Things Are Getting ToughReach the back half of the gameStages 9+ of any trip
Nightmare DifficultyBeat the game on the hardest settingLast. Save it for after 2–3 full trips
Your first healingComplete a 16-stage tripEnd of trip 1
PharmacistHeavy antibiotic playAlignments across many stages in one trip
Hardcore Arcade PlayerScore threshold mastery300,000+ trip, see scoring section
The ImmortalSurvive without dyingAttempt on trip 3+ once stages 15–16 feel routine
Veteran Player!!Long-haul playtime or multi-trip milestoneComes with the grind
We're Starting to Make a Name for Ourselves!Leaderboard entry or score milestoneAny good trip posts a score
Chain ReactionDestroy 5+ viruses with one block-plus-antibiotic comboStage 7–8, see Sequence 7
Speed DemonClear any stage in under 10 secondsStage 1, doable in 8s with practice
Perfect TripComplete all 16 stages without a single restartAttempt after 3+ completed trips

Routing advice: do not chase The Immortal or Nightmare Difficulty early. Both turn runs you would otherwise complete into restarts, and the frustration tax is real. The efficient order is: trip 1 for completion, trip 2 for Pharmacist and score achievements, trip 3 for The Immortal, then Nightmare as the victory lap. The score-based achievements overlap naturally with a well-played trip, so one clean 300,000-point run can close out several at once.


Step-by-Step Strategy Sequences

Sequence 1: The 10-Second Stage 1

  1. Scan on load: 6 viruses, count how many sit against walls. Usually 2.
  2. Push the nearest block into the first wall virus. Instant kill, minimal slide.
  3. Identify the cluster of 3 in open field. Find a lane where one push travels through two of them in a line.
  4. Push through that line. Two kills, one block, possibly a multiplier.
  5. Clean up the last virus with a direct push.
  6. Target time: 8–12 seconds. Full 5,000 time bonus.

Sequence 2: The Textbook Big Alignment (Stage 8)

  1. On load, locate all 3 antibiotics and your 9 viruses. Do not touch anything for 2 seconds.
  2. Move one antibiotic toward your chosen alignment line (bottom row works well). Clear any blocks in its slide path as you go.
  3. Shuttle the second and third antibiotics the same way, one at a time, killing or dodging as needed between moves.
  4. Line them up with exactly one touching the wall. Confirm before the final push; there is no undo.
  5. The 10,000-point Big stun fires for ~5 seconds.
  6. Push a bio-block through the densest stunned cluster. Keep it moving: every virus in the path is ×2, ×4, ×8.
  7. Trample any stragglers only if the stun is about to lapse and you lack blocks.
  8. Expect 15,000–18,000 from this one stage, more with a 4-virus crush line.

Sequence 3: The Boss Chain Kill (Stage 14)

  1. Boss has 4 HP and drifts toward you at half speed. You have time; use it.
  2. Find 4 normal blocks in loose proximity. Push each into a single file line aimed at the boss's current approach lane.
  3. Back off and let the boss walk onto the near end of the line's axis.
  4. Push the chain. All 4 blocks connect in sequence: dead boss in one input.
  5. If the boss changes angle mid-approach, reposition yourself. The chain aim is relative to the boss's cell, not to a fixed direction.
  6. Fallback: an antibiotic push deals double damage (2 HP). Two antibiotic pushes replace the chain in a pinch, but that sacrifices alignment material. Chain first, antibiotics as insurance.

Sequence 4: Splitter Demolition (Stage 12)

  1. Find the splitter. Check its surroundings: within 2 cells of a wall is ideal.
  2. If wall-adjacent: push a block from the wall side into it. The split spawns halves into the cramped corner and at least one dies on arrival.
  3. If open-field: switch plans. Stage the antibiotics or fire a nearby barrier to slow the area first.
  4. Crush or trample the halves immediately. Unhandled halves become full wanderer-speed threats.
  5. Never multi-task during a splitter fight. Halves that chase you while you set up elsewhere end runs.

Sequence 5: The Stage 16 Endgame Script

  1. Load. Triage: destroy fragile and occupied blocks that sit in your central working lanes. Yes, destroy them. Space is worth more than those blocks now.
  2. ID the boss and shielded viruses. These die first, in that order, via chain push and double-tap respectively.
  3. Fire the barrier on your working side to slow the initial rush.
  4. Execute the boss chain (Sequence 3 logic). Do not start it while more than 2 seekers are within 4 cells of you.
  5. Strip and kill shielded viruses with paired blocks.
  6. Keep 4 normal blocks untouched as sacred reserve while doing all of the above.
  7. Final cluster forms around the boss position. If you hold 3 antibiotics: Big alignment on the cluster, crush through it for the ×16 finish. If not: patient single pushes, wall cells first.

Sequence 6: The Pharmacist Trip

  1. Commit the whole trip to antibiotic play. In every stage with 3 antibiotics, the alignment happens, no exceptions.
  2. Always build the Big version. One wall-touch maximum.
  3. Delay kills that would shrink the virus count below 4 before the stun fires. The alignment wants an audience.
  4. Practice the shuttle route: harvest antibiotics one at a time, interleaved with normal play, never a dedicated dangerous sprint.

Sequence 7: The Chain Reaction Achievement

  1. Play stage 7 or 8, where antibiotics first meet a moderate virus count.
  2. Push all 3 antibiotics near each other but do not align them yet.
  3. Find a straight line on the grid containing 5 or more viruses. Small grids make these lines rare, so scan columns as well as rows.
  4. Park a bio-block at one end of that line.
  5. Align the antibiotics for the Big stun.
  6. Immediately push the parked block down the line. Every virus in the path dies with a multiplier, and 5+ kills in one crush unlocks the achievement.

Advanced Tips

  1. Restart on the first mistake. A doomed stage 12 restart costs 3 seconds. Doomed-run denial costs 40 minutes. The R key is the most underrated button in the game.
  2. Center control. Wanderers cross the grid center constantly. Blocks parked in central lanes kill passively while you handle the edges.
  3. Bait-and-push seekers. Stand still at 3–4 cells, let the seeker commit to a straight approach, then push a block perpendicular across its path. High hit rate, works even mid-alignment setup.
  4. Used-block cash-out. A block with 3 kills is worth 600 points as a sacrifice into a wall. In the last 20 seconds of a comfortable stage, cash out instead of hoarding.
  5. Barrier rhythm. The 7-second cooldown resets mid-fight. Count it. A second enzyme burst in the same crisis is often what separates survival from a restart.
  6. The occupied-block gambit. Late stages sometimes leave you block-starved. A blinking occupied block pushed directly into a virus kills that virus and releases the dormant one, which may spawn adjacent to another block you can immediately push. High risk, but it converts junk into ammo.
  7. Character matchups. After unlocking 3+ characters, test each on stages 9–12 specifically. Movement feel differences that are invisible on stage 3 become decisive under seeker pressure. Pick your leaderboard character based on stage 11 comfort, not stage 1 speed.
  8. Ignore the timer on stages 13–16. Time bonuses there are out of reach for most players. Play slow and perfect. The alignment points dwarf what speed would have paid.
  9. Watch the whole grid every 5 seconds. Viruses move every tick. The position that was safe when you started a push may not be safe when the block lands. Glance before every commit.
  10. Score before survival on stages 1–8, survival before score on 9–16. Simple rule, prevents both greedy deaths early and cowardly low scores late.
  11. Leaderboard hygiene. The hi-score table lives on a Supabase backend, so scores post when the game can reach the internet. Play your serious trips with a stable connection so the run actually counts.

FAQ / Common Mistakes

Why did my stage become unwinnable? You ran the block math into the ground. Virus count exceeded functional blocks after a wasted push or two. Count on load, recount after every destroyed block, and restart the instant the math goes negative.

Should I ever push an antibiotic into a virus? Only when 6+ viruses remain is it forgivable, and only if it saves a death. Otherwise no. Three antibiotics on the grid is 10,000 points and a ×16 multiplier waiting to happen. One antibiotic is just a worse bio-block.

My crush multiplier never goes past ×2. What am I doing wrong? Your crush line only catches one stunned virus. The multiplier needs multiple viruses in a single block's travel path. Before triggering the alignment, look for long open lanes and position so the crush block travels through the crowd, not the corner.

Is the time bonus worth rushing on hard stages? No. Full bonus is 5,000, dead by 60 seconds. One mid-tier alignment outscores it 3-to-1. Rush on 1–8 where it is safe. On 9–16 the timer is furniture.

A block hit a virus and the virus lived. What happened? That was a shielded virus. First impact strips the shield, second kills. Track stripped shields: the half-dead ones are your cheapest kills on the board.

Do blocks bounce off walls? No. Blocks stop at walls. The only thing a wall gives you is cheap kills on wall-hugging viruses. Plan slides accordingly: a block aimed at open grid travels the whole way, and that is sometimes exactly the multi-kill line you need.

I destroyed a blinking block by accident and a virus appeared. Can I undo it? No. The dormant virus is back on the grid permanently for that stage. Factor occupied blocks into your block count on load, and never push one toward open space where it can be destroyed carelessly.


Quick Reference

PRIORITY ORDER (any stage):
1. Count viruses vs usable blocks on load
2. Wall-adjacent kills first (cheapest)
3. Antibiotics: start shuttle early, Big alignment (1 wall-touch)
4. Crush setup before stun fires, then multi-kill through the crowd
5. Bosses die to chain pushes, never single blocks
6. Fragile blocks must kill on their one push
7. Barriers for escapes and setup cover, respect the 7s cooldown
8. R key on the first wasted critical block

SCORE ENGINE:
Big alignment (10k) + 4-crush during stun (800+1600+3200+6400)
= ~22,000 from one sequence. Practice this until automatic.

TIME BONUS:
<20s = 5,000 | scales down | 60s+ = 0
Rush stages 1-8 only. On 9-16, play for alignments.

Minimum specs are a formality: Windows 10 64-bit, 4th-gen Core i3 class CPU, 1 GB RAM, DirectX 11, 50 MB storage. If the machine boots, it runs Virurama. Now go clear a trip.

Screenshots

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