
Get ready to push your skills to the limit against an endless sea of bullets and evil robots in Astral Gunners. Choose from five different gunners to master in this horizontal shooter. With the ability to dodge, reflect, delete, and convert bullets you are more powerful than you might believe.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
At first, I wasn't sure I was going to like Astral Gunners, the art style being something I usually don't seek and sometimes even end up avoiding. But after playing over an hour with a friend — I'm surprised. The stages and boss fights are fun, each characters' playstyle is enjoyably unique and the soundtrack is amazing. Extra kudos for its shot pattern creativity and complex training mode that allows you to set specific sections for you to train.
As someone whose experience with shmups has basically only been with ones I hear about or run into frequently like Raiden, Ikaruga, that one on xbox live and a few flash games, this is the only one that seems accessible enough that I think I can get all the achievements in time. The ramp in difficulty makes it easy to learn the scoring mechanics and know you have a shot at doing better. Boy though, going from using all your credits on hard to getting through without dying has been a trip. The music is also killer and will be stuck in your head forever.
Considering two brothers developed this game, it's a great experience and achievement. The music is high energy from start to finish, keeping the adrenaline running for the inevitable moments where your awareness is needed for tight situations. This game gives incentive to scope out the best times to launch a special and earn the Overdrive mode for maximum score. And with four difficulty modes on offer, there's plenty to enjoy for players of all skill levels. I am by no means a fan of shmups and have played few in my thirty year tenure as a gamer. This game, however, is a good starting point for anyone who's interest in the "bullet hell" branch of the shmup genre. The mechanics are easy to understand and everything is spaced out well enough that you'll be eager to try again as "it's only five minutes, right???". Soon enough you'll be finding yourself reaching for the scoreboard stars. Solid title. Have fun with it.
This is a spectacular Hori shmup with tons of variety in how you end up playing the game. The scoring is unbelievably juicy, each of the 5 characters play in a unique and meaningfully different way, the soundtrack downright rocks out and the training mode features are second to none (among shmups I've tried). Worth it at the bare minimum for a credit feed, but doubly so for any players interested in replayability, rewarding skill curves, and damn good shmups.
A good arcade horizontal shmup developed by someone who actually knows how the genre works. It also has the best training/practice mode I've seen in a shmup/STG. My only complaints are a less than stellar user interface visually and the lack of a replay system to go along with the leaderboards.
I really enjoyed this game - so much so I nearly missed a flight to go on holiday trying to get the easy 1cc. It's scoring system is that compelling! The gameplay is tight, engaging, and fun - exactly what I want in a shmup. The scoring doesn't seem overly complicated, but I have barely scratched the surface of that as it is quite deep. The graphical style and presentation is good and works well with the gameplay, story and music - it's the cohesiveness of the parts that adds the cherry on top in my opinion. Nothing sticks out of place, everything seems perfectly arranged and thought through. This makes it a joy to play and I can't wait to spend more time with this game!
Astral Gunners doesn't quite fit my shmup preferences, but you can really tell it's had a wealth of design and heart poured into it over its long early access. More than a solid horizontal shmup with distinctly varying level styles, cute and strange bullet patterns, and of course careful scoring mechanics, there's also some distinct gameplay features to play with. Especially notable is how each character has, in addition to a meter-requiring special that clears bullets, a defensive button (with a simple, relatively short cooldown) that gives them some tool for avoiding or preventing a few hits. Naturally, you'll find higher difficulties throwing even denser and crazier bullet patterns at you to push your defense, but this still adds a layer of active play to the general fighting as well as some very distinct differences in how characters feel and function, as the same patterns have different meanings to each character. The "system hacks" system is also quite a clever addition. There are two basic ways to play the game, each with its own leaderboard space: one is straight arcade where everyone is on the same base footing, and the other gives you a series of option points where you can (after unlocking) slot some special modifier. For example, when you use your special and charge your multiplier high enough to trigger overload status, a mini-boss you slot will come in and support the fighting with whatever thing it does. That's an advantage over arcade mode, and it gives you a choice on how overload brings some extra benefit. These aren't terribly exciting upgrades, but they do let you change up the play and alter the base difficulty (and auto-special plus auto-defend are major difficulty reductions that should make the game accessible to anyone who wants to let it handle defense and just shoot things). Good for players that need some extra help as well as those that just want more variety and some knobs to adjust, and without taking anything away from the core arcade design (or its leaderboard), which others may prefer. System hacks used to be called "power-ups" so if you see references to this having power-ups, note that the game does not use power-ups in the normal shmup sense. It's just choices you set outside your run. Your ability/power doesn't really change as you play a run (and so doesn't drop down when you die, either). Another aspect of variation: levels don't come in a fixed sequence, and the order you choose to attack levels has some effects, like something from the previous level showing up to lend you aid in the next. I shouldn't neglect to mention the generous training mode for practicing levels you've cleared, and while the initial experience with the game can seem quite overwhelming and loss-heavy, the game does clearly want you to see all of it. Your first run will have no continues, or example, but if you play "easy" as intended, you'll unlock power-up options and more continues, which will get you a clear, a new character to play, and send you on your way to normal and hard with your basic boxes checked. Even if you prefer throwing yourself at the crazy levels exclusively to coasting through for easy wins, I'd recommend playing the lower difficulties a bit to knock out those early warm-up achievements, and locate the three collectibles in levels when there's less insanity flying at your face. I find the art and visuals overly busy/detailed/bright for how much stuff and how much sheer motion there is on screen at times. You can see from the store page and trailer just how animated bullets, pickups, and such get. Definitely feel my eyes just defocusing now and then from the blur of shiny details. [strike]If you're migraine sensitive, while there are is an option to reduce bullet glow, you'll still have the pulsing bullet throb animations flowing all over the screen, and those will probably be a deal-breaker.[/strike] [i]Edit:[/i] Option to disable bullet throbbing added in the first post-release update definitely clears the migraine aspect and noticeably helps the overwhelming detail, so good on them for that upgrade. I also wish the slower focus movement weren't quite so slow. You're quite fast when you're fast, and barely even moving when you're slow. Needing to use speed control so carefully has some interest, but since your slow movement also has shot/control consequences, it's not great to need to use it in such detail for such different things. Character speeds vary, though, so you do have some preference space. I wouldn't consider it a serious negative concern, and the slowest characters were made that slow because some people prefer that play, so for some it could be a positive. All-in-all Astral Gunners is fun, distinct, and worth play, and it's great to see additions to the scrolling shmup field, especially since horizontals are so under served, despite the obvious shape of the screens in front of us :)
great game
highly worth playing. this game is tough but fair at the same time and challenge is worth it
I purchased this a while ago in early access, but it was so good I immediately knew I wanted to wait until the full 1.0 release was out to really dig in. After finally making some time to try it out again, I can confirm it was worth the wait! Highly recommended.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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