
Castle of Shikigami is a dark, supernatural vertically-scrolling shoot-’em-up classic. Summer, 2005: Tokyo's Metropolitan Police Force is investigating an occult serial killer. Specialists have been called in to investigate. The case is called “The Castle of Shikigami Incident”.
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Languages: English, Japanese**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
SteamDeckでプレイしました 久々にプレイしても変わらぬ面白さ
Controller doesn't work.
正直めちゃくちゃ難しかった システムの強さはあるものの、終盤はかなりフィジカルがいる キャラ性能差が激しいので最初は強いキャラを選ぶと良い 難易度normalでもノーコンティニュークリアまで20時間かかったので歯ごたえは相当ある
If you buy one Shikigami game on Steam, get Shikigami 2. If you've played that and want more, take a look here. The coolest thing here is the bosses and sub-bosses, with three per stage. Some fun and intense fights. And while the character select screen is not as expanded as the sequel, the trademark differences are here; each character fights in vastly different ways, and requires their own strategies for maximizing points. Scoring is based on grazing (getting close to enemies or bullets). The closer you are to death, the bigger the multiplier. It's the classic risk-vs-reward and quite entertaining to push as far as you dare.
元祖低速弾幕STG
Its got a great cast of characters with unique abilities and play styles and its just really fun to play. The story is also pretty good.
This is pretty old school, from those saturn/ps1 days where shmups were trying to make a transition into 2.5d or 3d-ish graphics. It's pretty slow and kinda clunky and some patterns can feel pretty nonsensical compared to modern stuff.
This game is kinda mix of danmaku style and traditional shmup. Also i feel like this castle of shikigami has Psykio style design edge in it (gameplay wise), it's though but fun. I like the sprite and vibe of stage, especially in first stage it's dark quiet city with only player and monster or ghost?
Castle of Shikigami is a high-intensity vertical shooter that blends occult storytelling, character-driven mechanics, and arcade-style score chasing into a single frantic experience. Developed by Alfa System and brought to modern platforms by Cosmo Machia, the game represents a very specific moment in the evolution of Japanese shmups: one where dense bullet patterns, supernatural themes, and experimental scoring systems converged into something both challenging and stylistically distinct. The result is a shoot-’em-up that feels deeply rooted in arcade culture while introducing ideas that push the genre beyond simple dodging and shooting. Even after all these years, its personality and design choices give it a unique identity among classic bullet-hell titles. The narrative premise, while lean, adds atmosphere and flavor. Set in a Tokyo plagued by a strange series of occult murders, the game casts you as one of several characters drawn into the mystery surrounding the so-called “Castle of Shikigami Incident.” Each character brings their own background, dialogue, and motivations, giving the story more texture than many shooters of its era. Although the storytelling unfolds in brief exchanges between action segments, the supernatural tone helps distinguish the game’s world from more generic sci-fi or military shooters. The mix of urban settings, demonic forces, and psychic powers gives the experience a moody, slightly eerie undertone that pairs surprisingly well with the high-speed gunplay. What truly defines Castle of Shikigami, however, is its gameplay rhythm, marked by a clever scoring mechanic that rewards carefully controlled risk. The Tension Bonus System incentivizes players to position themselves dangerously close to enemy bullets in order to multiply their score. Instead of simply staying alive by avoiding attacks, the game pushes you to flirt with danger, weaving through bullets not just for survival but for performance. This creates an exhilarating push-and-pull dynamic: expert players feel the satisfaction of stacking multipliers and watching scores soar, while newcomers experience the thrill (and occasional frustration) of trying to stay just close enough without getting annihilated. It’s a system that adds depth without complicating inputs, relying instead on player bravery, precision, and pattern recognition. The roster of six playable characters expands the game’s depth even further. Each one has completely different shot patterns, movement traits, and Shikigami abilities — powerful, character-specific attacks that radically change how you approach enemies and bosses. Using different characters doesn’t just alter your damage output; it changes the entire flow of a stage, sometimes making a previously difficult section feel manageable or turning a boss encounter into a brand-new puzzle. This variety encourages multiple playthroughs and experimentation, giving the game a replayability that goes beyond simply mastering its bullet patterns. Even casual players can appreciate the way each character’s abilities subtly reshape the battlefield. Visually, the game shows its age but retains a certain charm. Its environments and enemy models reflect early-2000s aesthetics: functional, slightly muted, and occasionally simplistic. While the backgrounds don’t always stand out, the bullet patterns do — swirling, cascading, and filling the screen with waves of projectiles that are both hypnotic and intimidating. The clarity of the bullets is crucial in a genre where visibility determines survival, and Castle of Shikigami mostly succeeds here, though a few sections blur the line between background detail and incoming fire. The overall presentation benefits from the supernatural tone, with bosses and setpieces that lean into demonic motifs and occult imagery, giving the game a memorable stylistic flavor despite some limitations. The ported Steam version offers a number of conveniences — practice modes, modern localization, achievements, and local cooperative play — making the game more approachable for contemporary players. But even with these additions, Castle of Shikigami remains an arcade-leaning experience at its core. Its five stages, each divided into sub-sections and boss fights, do not make for a long campaign, but the design encourages repetition rather than single-run completion. This is a game built for mastery, not for a one-time playthrough, and players who enjoy competing with themselves or climbing leaderboards will find plenty of motivation to return. For all its strengths, the game does have drawbacks that may limit its appeal. The visual presentation, especially terrain and environmental detail, lacks the polish of modern shooters. The Tension Bonus System, though innovative, can make the difficulty curve feel unforgiving for newcomers who simply want to enjoy the action without diving into high-risk scoring. And because the core loop is firmly rooted in arcade conventions, players who prefer narrative complexity or long-form progression may find the experience too narrow. Still, these limitations are less flaws than reflections of the era and genre the game belongs to. Ultimately, Castle of Shikigami is a distinctive blend of supernatural atmosphere, mechanical risk-reward depth, and fast-paced bullet-hell action. It stands as an exemplar of a certain style of Japanese shoot-’em-up — one that relies not only on reflexes but on nerve and spatial awareness. For genre enthusiasts, its scoring system, character variety, and intense boss encounters provide a rich ground for mastery. For newcomers willing to embrace its retro sensibilities and learning curve, it offers a thrilling, tightly crafted arcade experience that remains compelling long after its original release. Rating: 6/10
[h1] PLEASE GIVE OPTION TO REMOVE BILINEAR FILTERING [/h1] Castle of Shikigami is the diamond in the rough in the trilogy. Very particular shmup that doesn't strive too far from the already stablished legacy of other vertical scrolling legends, yet it has some quirks with jank included. Comparing it to the following games in the series it needs some polish, but do I have fun with it? Hell ye, but if you're looking for a well rounded experience on all fronts then I would recommend starting with 2. I vibe with the jank tho so most of the games flaws I don't find aggravating, tho the rock dodging sequence in 3-1 can go eat a ♥♥♥♥. But aside from that, it's a cool experience that doesn't shy away from trying some weird stuff, even if it comes off a bit funky at times, so if you're cool with that you'll have a good time. The port itself has a couple of quirks of its own when setting up, tho once I got that solved I forgot about it so not a major problem. What I do find aggravating and I wish got fixed is the option to remove the ugliest bilinear filtering in any commercial shmup I've played. Castle of Shikigami's sprites are peculiar to begin with because they look like sprites based on 3D models a la Donkey Kong Country but I stand by the idea that are perfect for the grimy edgy aesthetic the game is going for. I think they are very cool, but with the bilinear filtering on top they look like a mess, so please if someone in the dev team would give the option to remove it I'm sure a lot of people would appreciate it. Aside from that, I appreciate the leaderboards, I find the training mode is hella useful to get better and experiment with boss patterns, and overall I find it's a decent port when you have set up everything. Thanks Degica for bringing the series to Steam and allowing many of us to play it for the first time.
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