
It is not strange that the Demon Lord's forces fear the Crimson Demons, the clan from which Megumin and Yunyun originate. Even if the Demon Lord's generals attack their village, the Crimson Demons can just easily brush them off with their supreme mastery of advanced and overpowered magic. When Yunyun receives a seemingly serious letter regarding a potential disaster coming to her hometown, she immediately informs Kazuma Satou and the rest of his party. After a series of wacky misunderstandings, it turns out to be a mere prank by her fellow demon who wants to be an author. Even so, Megumin becomes worried about her family and sets out toward the Crimson Demons' village with the gang. There, Kazuma and the others decide to sightsee the wonders of Megumin's birthplace. However, they soon come to realize that the nonsense threat they received might have been more than just a joke.

Orichalcum is a mystical metal material that gives great powers to the life form that possesses it. Many Eons ago, the Orichalcum was split into three and landed on Earth. The metal then took the form of three relics: Skanda’s Vajra, Jew’s Cross, and the Sword of Alexander. Anyone able to re-unite these three Orichalcum relics would then obtain the powers of a God. Now two rival aliens are in a heated race to reunite the Orichalcum. They land in Edo era Tokyo where the relics are thought to exist.

Just when Masato thought that a random survey conducted in school was over, he got involved in a secret Government scheme. As he was carried along with the flow, he ended up in a Game world! As if that wasn't enough, shockingly, his mother was there as well! It was a little different from a typical transported to another world setting, but after some bickering, "Mom wants go on an adventure together with Maa-kun. Can mom become Maa-kun's companion?" With that, Masato and Mamako began their adventure as a mother and son pair. They met Porta, a cute traveling merchant, and Wise, a regrettable philosopher. Along with their new party members, Masato and co. start on their journey.

A social game called The Magical Girl Raising Project allows one in tens of thousands of people to be a "magical girl" — possessing extraordinary physical capabilities and looks, as well as special magical powers that set them apart from the rest of the human race. But one day, in a district containing 16 magical girls, the administration announces that it must halve the number of magical girls to solve the problem of magical energy. At first, the 16 magical girls race to collect more "magical candy" than their competitors, but the rules quickly become twisted, and it quickly becomes a murderous battle for survival among them.

Hajime Nagumo and his high school class are suddenly summoned to a fantastical land as heroes. But while most of his classmates have powerful stats and abilities, Hajime does not. Underappreciated and unprepared, he tumbles into the depths of a monster-infested dungeon where voracity and sacrifice are his only options. To thrive in this savage world, he’ll have no choice but to welcome the abyss.

This story gives a look at the daily life of a pair or Alice twins and their older brother who has a sister complex. Them eating meals, getting into fights, playing with friends... Would you like to peek at the heart-full daily life of the cute Alices?

Akihabara is known as a shining beacon for otaku culture everywhere. But in a not-to-distant future, that culture is on the decline due to a mysterious affliction causing widespread memory loss. As a result, Akihabara has lost its luster. However, in one of the few remaining otaku shops, Izumi and a handful of comrades hatch a plan to restore lost memories and return “Akiba” to its former glory.