
Fight, fly, flourish! BLUE REVOLVER is a manic arcade-style shoot-em-up built for newcomers and psychos alike. Powerful special weapons cut through tough areas, while an adaptive difficulty system tailors the game to your skill level as you evade and counter a maniac environmental force!
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About
Ever feel like the world doesn't understand your talents? Mae is a rabbit-eared genius programmer, able to manipulate reality with a few keystrokes or - the more fun option - blow up large swathes of reality in one of her custom-built Devices. However, genius is never understood in its own time, and she's provoked a severe response from the environmental group "Blue Revolver". Command her defiant counter-attack over 5 stages of manic struggle, blast through hordes of enemies and go face-to-face with fearsome bosses.
DOUBLE ACTION OK! - After a long time in development, our much-awaited DOUBLE ACTION update has been released and is available to all players!

5 stages of heart-pounding struggle. Snowy mountains, hectic dockyards, nightmare bases and more...
Three playable characters, and 12 special weapons to choose from! Blocking bullets, clearing crowds, carving up bosses or milking points - the choice is yours.
Adaptive difficulty system - the game tailors its difficulty on the fly to your skill level. Or if you're weird, pick Parallel mode for a glimpse of the most the game can throw at you, including a "nice" surprise at the end.
Missions mode - 25 single-stage challenges allow you to build up your skills before going for the full clear! Take on strict survival and scoring challenges, or deal with slightly stranger things - experimental weapons, annoying giant bullets, remixed bosses and more.
XP-Mode - Score to level up! Unlock and master a set of oddball superweapons!
Flourish for high scores! Build up short chains and finish them off with the special weapon for big points. Score BREAK bonuses by picking apart bosses and big enemies in difficult ways.
Full original soundtrack by Qygen and Novaturtle - and tons of usable remix tracks by Exemia, Hyphen, MadDrift, Terranaut, Mitomoro, Blue Phoenix, ikaruga_nex and Aghast.
Full new DOUBLE ACTION soundtrack by Exemia and Hagane.
Online leaderboards and replays! Aim for heaven!
Unlock gallery art, remix tracks and other goodies as you play.
Screen scaling options (including portrait mode), rebindable controls, "kiosk mode" for parties or events.
All-new legibility options! Customize bullet colours, item transparency, background brightness/saturation to exactly your liking.
Play in super-smooth 120Hz mode!

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Russian
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
pensa em um jogo desafiador e divertido! blue revolver é um dos shmup's mais criativos que joguei no momento. sério, a cada momento que eu saia do jogo, eu queria jogar ele de novo, só para eu tentar conseguir passar em uma parte especifica que estava tendo dificuldade, recomendo muito comprarem ele. comprem com preço cheio ou promo. esse jogo tem muita coisa pra se aproveitar!
This game feels as fresh as it does familiar, inspired by the greats of the genre without feeling derivative. A brilliant entry point for anyone wanting to start their bullet hell journey and a damn good time for the already initiated. The controls are tight and intuitive, the visuals are gorgeous, the soundtrack slaps, the scoring system is compelling and cleverly tied to survival, and the amount and quality of extras and options is unreal. This was made with love by people who love shoot 'em ups. 11/10.
Mae is best girlfailure.
Fun
hell yeah
你说得对,但是 关卡中布满了内藏子弹的废料| 小心引发连锁反应! 谨慎选择攻击目标!
Awesome :)
Un poco de contexto: me encantan los matamarcianos retro estilo 1942, o R-Type. Cosas como Dezatopia, Pawaruni o Sky Force. Y estos tres son muy buenos.... pero Blue Revolver es el que más me ha devuelto las viejas sensaciones del matamarcianos clásico. Acción salvaje, suficientes opciones para regular la dificultad, armamento variado y nada de "farmeo" (sí, te miro a ti, SF).... el pixel art al principio me pareció un poco tosco: pero va a la perfección, como la música. La idea de "encadenar" series de disparos, y las mecánicas de puntuación aportan la suficiente novedad mecánica, sin convertirse en un engorro ni ocultar lo importante: aquí has venido a moverte mucho por la pantalla y destrozar todo lo que se ponga por delante. Tal vez lo más desconcertante para mí sea que sólo tienes que evitar que las balas den a la cabina: una minúscula parte en el centro de tu nave. Así que, como ves en el trailer, puede haber miles de balas en pantalla... pero mientras tu cabina pase por el minúsculo espacio entre dos de ellas, estamos bien. Y eso de lanzar mi vehículo contra las balas se me hizo contraintuiivo. Pero nunca me quitó las ganas de continuar. Y sí, la cosa se pone infernal en muy poco tiempo, incluso en el nivel fácil... pero supongo que por eso en las opciones tienes un montón de opciones para personalizar aún más la dificultad. En resumen: un juego que rezuma atención al detalle y mimo en todos sus aspectos. Genial. Mi favorito en el género, con diferencia.
Old school game. Open the game and play, no bs in between.
Relative shmup beginner. This is a quality shmup, which tends towards faster bullet patterns that aren't overly complex or layered and which has a strong focus on resource management, with both bombs and a special attack meter to manage - the bombs feed into the special meter and have a timing element since bullets convert to meter items, so there's a nice amount of depth here. The special also makes the enemy drop score items, and accruing score to certain points gives you an extra 1UP, and there's an additional system where you break parts of special enemies & certain boss phases in order to gain extra score. I like the mechanics, though I didn't actually engage with the break system much and it's one of those mechanics that doesn't make itself obvious in the game. (Which is not exactly uncommon - there are some very oblique scoring mechanics in shmups.) The biggest issue I have - playing on Hyper difficulty, which is basically this game's 'normal' difficulty - is that the difficulty balance between the stages and the bosses is very wide. Bosses are much more difficult, and the first three stages barely require effort to pass. It makes replays a little tedious. And you know this is bad when I'm coming from Touhou, which is infamous for boring first (and second, and sometimes third) stages. This game doesn't really get teeth until the final stage, other than the bosses. edit: Parallel difficulty fixes this by fixing the difficulty to the highest level. I really like this, actually. The difficulty curve is relatively flattened towards the upper end without the game having a level of difficulty requiring obsessive memorisation. Talking of bosses, I really like that the final boss is a hard skill test. It mostly negates your bomb on use and prevents you from getting meter items, and while you can still pop it in a clutch moment for temporary self-invincibility, the boss actually gets more invincibility from using it than you do! While finishing a challenging shmup is always satisfying, bomb-spamming kills the impact of what should be the climax. The final boss itself is actually not particularly difficult, but because you're hard resource-capped its phases last longer and it turns into an extremely tense game of resilience, and scraping through that final phase and getting the win was intensely satisfying. One small gripe is the poor feedback for the special. I find it difficult to tell when the special has been executed. There should be more audiovisual feedback. I'm using the piercing lancer and I can't even see the attack happening, and I'm often not sure that it has. This might vary depending on what special you use, and maybe if I used headphones there would be a discernible audio cue there? Respect for adding the 120fps mode. Shmups are particularly input lag sensitive and benefit a lot from playing in a high refresh window alone, even if they only run at 60fps, but actually increasing the framerate is even better.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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