In This PS Vita Dungeon Crawler, The Goal Is A Bigger Bust

In This PS Vita Dungeon Crawler, The Goal Is A Bigger Bust

Omega Labyrinth is a game about two things: breasts and dungeon crawling.

[Note: Some readers might find this content objectionable.]

The story of Omega Labyrinth begins as school girl Aina and her friend Nako head into the nearby dungeon that hides the “Grail of Beauty”. As a lowly B-cup, Aina hopes to find the grail and make a wish to increase her bust size.

Once inside, she and Nako are separated. Luckily, Aina then meets the fairy, Pai. (“Pai” being a shortened version of the Japanese word “oppai” meaning “boobs”.) Pai explains that inside the dungeon, Aina will encounter monsters. Each one she kills will release ω-power — a powerful energy that will make her stronger in battle and can used as a special currency. It’s also stored in a woman’s chest — meaning that the more monsters she kills, the larger her breasts will become.

Unfortunately for Aina, once she leaves the dungeon, her breasts return to their normal size so she’ll have to find the grail after all.

From there, the game is filled with breast puns, innuendo-filled conversations, and tons of other visual fanservice. For example, to identify items found in a dungeon, the unknown item is turned into a small round jewel and placed between a character’s breasts. Then, using the Vita’s touch controls, you massage her breasts causing the jewel to elongate and grow larger. Yep.

Similarly, to increase the characters’ overall stats (as they reset to level one each time they enter the dungeon), you use the “Torture Aroma” item found in dungeons that causes them to hallucinate as you once again touch their bodies (mainly their breasts and butt) with the touch screen.

Thankfully, due to the large amount of times you level up and identify items, you can skip these mini-game if you want.

On the gameplay side, Omega Labyrinth is a turn-based dungeon crawler. You choose two characters, enter into a procedurally generated dungeon and descend floor-by-floor toward the bottom — killing monsters and gathering loot.

You completely control the first character. The second character follows behind and will automatically attack any monster you engage in combat. However, as the game is turn-based and you move on a grid, it can take your partner several turns to get into a position to help. Thus, much of the strategy of the game is moving so that battles begin only when both you and your partner are in range.

At first, the game is easy — with you gathering tons of new weapons, spells, and items on each floor. However, once you finish up the missions in the first dungeon there is a sudden difficulty spike.

Missions must be completed all in one go. So as the dungeons get deeper and deeper, with the enemies near the bottom far more difficult than the ones at the top, it becomes more and more likely that you will die — and death in Omega Labyrinth carries with it a brutal punishment. All your items and equipment are forever lost. And as you will need to spend hours levelling up weapons and armour (by combining multiple copies of each gathered from the dungeon), this is painfully demoralising.

Honestly, after the first time this happened, I wanted to quit the game — I can’t stand losing hours of work in a game. However, I suspect that gamers who enjoy unforgiving challenges would consider this aspect a highlight of the game.

Regardless, one facet of the Omega Labyrinth is indefensible — the loot system. You get an ungodly amount of loot in the game — easily filling your inventory in just a few floors. As bag space is at a premium, you’ll sit there combining weapons and armour, sending back to base what you can (if you have the needed spell) or just throwing out what you don’t need. All this takes time. And I make no exaggeration when I say I spent more time in item menus than I did actually playing the game. I think this, more than anything, made dying feel like such a devastating blow.

Omega Labyrinth is an odd mix of breast-filled fanservice and unforgiving dungeon crawling. If this sounds like an awesome mix — and you don’t mind wrestling with unwieldy item menus for hours on end — you’ll probably enjoy this little adventure.

Omega Labyrinth was released for the PlayStation Vita in Japan on 19 November 2015. There is no word on a Western release.


  • There will never be a Western release of this game. It has a mechanic that revolves around making breasts bigger… Which “the West” (aka USA liberal groups) frowns upon.

    • There are some games released that are politically incorrect.

      This is a field of endeavour where “breast physics” is an actual thing, after all.

      Alternatively, look at the recent release of Eiyuu Senki on PS3. It’s a game about Japan conquering the world (and various national heroes, in moe girl form) for its own good. I hate to think what the RSL would say if they ever got wind of it.

      (It’s actually a middling-decent tactical strategy game, but whoever green-lighted its Australian release may not have been thinking very clearly. It probably helps that there has been no buzz about it whatsoever.)

  • Two things I find a bit interesting about this game:
    – It’s a lot more like Rogue than the vast majority of “roguelikes” out there. (Shakes fist at entire industry for its abuse of the term.)
    – Despite the title and Japanese origin, there appears to be absolutely no link to Omega Quintet. Well, Omega Quintet does talk about breast size occasionally, but that’s more or less a given for JRPGs at some point these days; it doesn’t obsess as Omega Labyrinth apparently does.

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