
The year is 2192AD. 40 years ago, the Stellar-class All-purpose Administrative Computer ALLTYNEX suddenly attempted to enact genocide upon mankind. Commandeering armies of unmanned weapons, ALLTYNEX enacted a massacre so terrible that within only 72 hours of the start of the incident, approximately 85% of the world's population had...
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
We need the original version on steam asap
ALLTYNEX Second is a compelling arcade shoot-'em-up developed by SITER SKAIN and published by Henteko Doujin that successfully combines old-school action with an unexpectedly rich science-fiction storyline. Set in a future where humanity has been nearly annihilated by the rogue supercomputer ALLTYNEX, the game places players in the role of a pilot participating in a desperate campaign to reclaim Earth. While narrative is often secondary in the shoot-'em-up genre, ALLTYNEX Second uses its story effectively to create context for the action, giving each mission a sense of purpose and making the conflict feel larger than a simple battle against waves of enemies. At its core, the game stands out because of its aggressive approach to combat. Unlike many traditional vertical shooters that encourage players to remain at a safe distance while avoiding enemy fire, ALLTYNEX Second rewards bold and calculated offense. The defining feature is its powerful Blade weapon, which allows players to destroy enemies at close range. This melee-focused mechanic introduces a unique layer of risk and reward, forcing players to balance survival with offensive opportunities. Alongside the Blade are homing lasers and a powerful rifle attack, creating a combat system that feels versatile and satisfying. Mastering when to switch between these weapons becomes essential as the difficulty escalates. The level design demonstrates a strong understanding of arcade pacing. Across five carefully crafted stages, the game continuously introduces new enemy formations, attack patterns, and environmental scenarios that prevent the experience from becoming repetitive. Each stage culminates in memorable boss encounters that require both quick reflexes and strategic use of the game's weapon systems. The bosses are visually impressive and mechanically diverse, often demanding multiple attempts before players fully understand their patterns. This challenge contributes significantly to the game's replay value and encourages players to improve with every run. One of the most impressive aspects of ALLTYNEX Second is its scoring system. Beyond simply surviving to the end, players are incentivized to maximize their performance through efficient enemy destruction and intelligent weapon usage. The scoring mechanics add considerable depth, transforming the game from a straightforward shooter into a title that rewards mastery and experimentation. Veterans of the genre will appreciate the numerous opportunities to optimize routes and strategies, while newcomers can enjoy the satisfaction of gradually improving their scores over repeated playthroughs. Visually, the game embraces a style that reflects its roots as a doujin shooter. While it lacks the graphical sophistication of major studio productions, it compensates with clean presentation, strong visual clarity, and energetic effects. Enemy designs are distinct enough to remain recognizable during intense combat, and the explosions and weapon effects create a satisfying sense of impact. The game occasionally employs dynamic camera angles and cinematic sequences that enhance the scale of the action, making major battles feel dramatic without distracting too heavily from gameplay. The soundtrack is another highlight. Fast-paced electronic tracks accompany the action and perfectly complement the game's futuristic atmosphere. The music maintains a high level of intensity throughout the campaign and helps elevate many encounters into memorable set pieces. Combined with effective sound effects and dramatic boss themes, the audio presentation reinforces the feeling that players are participating in a desperate war against overwhelming odds. Despite its strengths, the game may not appeal equally to all audiences. Its difficulty can be demanding, particularly for players unfamiliar with arcade shooters. The emphasis on close-range combat requires a level of confidence and precision that may initially feel intimidating. Additionally, the campaign can be completed relatively quickly by experienced players. However, this shorter length is consistent with classic arcade design philosophy, where replayability, score chasing, and skill improvement are intended to provide long-term value. ALLTYNEX Second succeeds by offering far more than a nostalgic homage to classic shooters. Its blend of strategic weapon mechanics, intense action, rewarding scoring systems, and engaging science-fiction setting creates a distinctive experience that remains enjoyable long after the first completion. The game respects the traditions of the genre while introducing enough originality to establish its own identity. For fans of challenging shoot-'em-ups, it represents one of the stronger independent entries available, delivering a satisfying balance of accessibility, depth, and excitement. Rating: 8/10
The sound, the graphics, the action, the pace, this game is a piece of art! Moreover, it runs smoothly on my potato PC.
this game reeks of XBLA and i love it
Мальчишки, игра реально ёбнутая, сори факт.
Design could be a lot better. It's like devil trigger reboot, except devil trigger reboot is good. You can't control what your sword swings at. You just swing at whatever the ♥♥♥♥ the game wants you to swing at. The sword also isn't 360. This means it just randomly faces some random enemy the game decides, and you have no way to consistently get it to cancel bullets in the direction you want. Visibility is super bad. Everything is grey. Things that can kill you are sometimes orange. Things that can kill you are sometimes grey. Things that can't kill you are sometimes orange. Things that can't kill you are sometimes grey. Why even have graphics at all at that point, just show random grey and orange pixels at random. Even the menu just takes forever to navigate. Do you really need 5 second fadeouts every button press? And yes we get it your game is 3d not 2d it's 3d there's 3 dimensions we get it we ♥♥♥♥♥♥♥ GET IT OK? ITS 3D. You don't need to continually gimmick the ♥♥♥♥ out of it nonstop.
とても楽しいゲームです,近接攻撃で敵を沈めたいと考えるSTGが好きなゲーマーにお勧めです 敵の攻撃は苛烈ですが,このゲームに乱数は基本的に存在していません.そのため最初から最後まで自機の操作方法を確立することができればワンコインクリアは出来るようになっています 演出も素晴らしく,始終大興奮と共にこのゲームを楽しめました
Just a good space shooter, a genre that doesn't need to be super complicated, just well designed, and it works. Pros: Good boss designs Bullet Hell dodginess Tactical tools to adapt quickly Pretty consistent designs to enemy attacks so you can know what to do if you're on your toes Cons: Small screen Low Res (but it does well with that low res!)
ost, 카메라무빙, 항공메카닉 연출이 역동적이고 멋져서 빠져들었는데 보스 둘 클리어 하니까 대뜸 끝나다니 왜 이렇게 짧지??????? 스테이지 해금시스템이 있는거 같지도 않아서 더 당황스럽네;
Nunca pensei que a frase "ataque corpo a corpo" se aplicaria a uma nave, mas aqui estamos. Jogo top, apesar de seus gráficos meio "crocantes" pros padrões atuais, é bem satisfatório de jogar quando se aprendem as mecânicas. Uma explicação simples: botão Z: tiro normal, use-o quando possível para inimigos fracos. Nesse modo seu imã de energia está ativado (a energia são pequenos fragmentos que caem dos inimigos derrotados que aumentam seu poder de fogo). botão X: sabres de luz, use ao aproximar um inimigo forte pois dá alto dano. Imã de energia desativado. Z primeiro e X depois (juntos): mísseis teleguiados, perfeitos para limpar a tela quando aparecem muitos inimigos pequenos ou fora de alcance. Imã de energia ativado. X primeiro e Z depois (juntos): lazer gigante. Limpa balas inimigas próximas e dá um baita dano a distância, use só em emergências porque come sua energia. Imã de energia desativado. Esse game faz parte de uma trilogia na qual ele é a primeira peça da história. Os outros dois são, em ordem cronológica da história, RefleX e Kamui. Ambos ótimos games que também recomendo.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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