
DARIUSBURST Chronicle Saviours is the latest installment in Taito's DARIUS series of arcade-style shooting games. Blast hordes of alien sea-monsters, and blaze your own trail through branching environments.
Modeled estimate, not a reported figure. How we estimate →
About
DARIUSBURST Chronicle Saviours is the latest installment in Taito's DARIUS series of arcade-style shooting games. Blast hordes of alien sea-monsters, and blaze your own trail through branching environments.
Features:
The richest content in the Darius series: all the arcade content from Another Chronicle EX (AC), plus the all-new Chronicle Saviours (CS) Mode.
In AC Mode, you have multiple modes: Original, Original EX, and Chronicle Mode. Original Mode is an authentic recreation of the arcade campaign with its branching levels. Original EX mode is a harder version of the arcade campaign, designed for players that want an extra challenge.
Chronicle Mode includes a whopping 3000+ stages that can be unlocked by global players. Each time a world is unlocked by a player on your cabinet*, you get access to it too. Race to save them all!
CS Mode is a single player story mode with 200+ stages, spanning the entire timeline of DARIUS history. Revisit classic Darius ships and music in this ultimate fan experience!
9 playable ships to choose from, including Silver Hawk variants from classic Darius games, and a new CS-exclusive ship. Some ships are equipped with powerful Burst weapons, while others have strong base firepower. Pick the playstyle that suits you best, and use your ship’s unique strengths and weaknesses to blast through your enemies.
Over 40 enormous aquatic-themed battleships including series favorites like "Great Thing" and "Iron Fossil" as well as new CS-exclusive bosses.
A haunting and memorable Zuntata soundtrack, including classic tracks and entirely new compositions. Play it loud for the full Darius experience!
Up to 4-player local co-op with unique mechanics like sharable power-ups and Burst weapon combos.
Graphical settings for a variety of resolutions in 16:9 and 32:9 aspect ratios—up to 3440 x 1440 resolution.
AC Mode supports dual monitors with a 32:9 aspect ratio, and up to 6880 x 1440 resolution. The 32:9 aspect ratio appears letterboxed on single-screen displays to preserve the appearance of the original game. CS Mode is optimized for single-monitor displays to give a larger picture. No matter what your setup, DARIUSBURST CS is a truly massive visual experience!
Steam achievements, online leaderboards, and cloud backup saves are supported. Compete to see who can get the best score in each area!
For additional information about Darius lore, game modes, ship types, and more, please visit the Darius website at:
*Here's how the cabinet feature works; when you begin playing DARIUSBURST CS, you'll be assigned a random virtual cabinet. As you complete areas in Chronicle Mode, you'll liberate planets and unlock new areas. Whenever you liberate a world, it will also be unlocked and shared with other players that are in the same cabinet. Compete with other players to see who can clear the most worlds, or see who can get the highest score in each world. It's like a miniature universe that you share with other players!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil
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
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 — Weight → Realism → Physicality (Seibu → G.rev) Raiden II / DX (Seibu, 1993) The peak of “Heavy Metal” sprite-work. Industrial, grounded, uncompromising. Under Defeat (G.rev, 2005) The final expression of the military shmup. Momentum, recoil, and battlefield physics replace abstraction. Here: space > bullets weight > pattern movement > memorization 🟦 Line 3 — Mechanics → Abstraction → Philosophy (Iuchi Lineage) Hiroshi Iuchi ❤️ Radiant Silvergun → Judgment Silversword → Ikaruga → Kokuga → Ubusuna Treasure → M‑KAI → G.rev → M2 Radiant Silvergun (Treasure, 1998) The maximalist foundation. A shmup with layered systems and narrative ambition rarely seen in arcades. Judgment Silversword (M‑KAI, 2004) The technical bridge. The “Silver” philosophy reduced to pure system and code. Ikaruga (Treasure, 2001) The minimalist apex. Seven weapons collapse into one binary system: Black or White. The “chess” of shmups. Kokuga (G.rev, 2012) The tactical pivot. The ship becomes a tank. Weight replaces speed. Strategy replaces reaction. Ubusuna (M2, 2025/2026) The philosophical return. A synthesis of polarity and modern standards—a reflection on the lineage itself. ✅ Synthesis Shmups do not evolve in a single line. They fragment into three competing philosophies: Toaplan → Cave = density / pattern / abstraction of space Seibu → G.rev = weight / realism / physical presence Treasure → Iuchi = system / reduction / philosophy All of them emerge from: Gradius = designed systems R‑Type = controlled space Darius = structural possibility ✅ Final statement From Gradius’ authored space to Cave’s infinite bullet fields, from Iuchi’s compression of systems to G.rev’s return to physicality— The shmup is not just reflex, but a philosophy of dynamic control.
起動確認のみですが…ゲームを遊ぶ環境のためのお役立ち。 ※ゲーム以外でもWindowsのウィンドウに関する定番操作です。 ウィンドウのアクティブな状態なら『移動モード』があります。 正規:タイトルバーに合わせて、マウスの【右クリック】でメニューが出る。 1,画面窓枠が見えているなら、窓枠をクリック。 2,【 Alt 】+【 Spase(空白キー) 】でウィンドウ用メニューがでる。 3,移動を選択するか、【M( Move:移動 )】がショーットカットキーを押すと『移動モード』へ --◀】移動モード【▶-- 操作1:矢印キーの【↑、↓、←、→】でウィンドウの移動が可能。 操作2:【 Enter(:決定キー) 】で場所が確定する。 「移動モード」ではなくアクティブウィンドウに対するショートカットキー( 短縮鍵 : 短鍵 ) ※【 田 :Windowsキー 】(…漢字の田を流用…俗称:ウィンキー:Win-Key ) 短鍵1:【 田 + ↑ | ↓ 】: 画面の最大化|画面の最小化。 短鍵2:【 田+ ← | → 】:画面の左|右にスナップ。 短鍵3:【 田 + Shift + ←/→ 】:別のウィンドウの強制移動。 画面外で見えない場合 別1,タスクバーのアイコンを【 右クリック 】を押せば、後は上記「2」と同じ マルチディスプレイだと座標外(マイナス値)に窓がでたり…苦労すると思うので踏まえて ゲームそのものは金字塔と云えるダライアスシリーズですので、 シューティング好き、入門者、初心者、熟練者の区別なく ゲーム以外の部分はさっくりと学んでおいて楽しみましょう。 タイトーは音楽が良いSTGが多いので、好きな者も多かったでしょう。そも「カラオケ…」 というわけで当然ながら「おすすめ」です。
최고수준의 슈팅게임 와이드도 지원해서 귀한 게임 한번씩하면 좋다 세일할때 사자
какая же отвратительная музыка в игре. абсолютно не подходящая )
bastante bueno y frenetico si te gustan los matamarcianos en horizontal, recomiendo jugarlo en el segundo modo CS ya que en el primero AC de mesa te quedaras sin ojos por lo pequeñas de las naves XD
Lots of content and the DLC is a blast. A great modern shooter showing both old school and new school gamers how good a modern shmup can be
멀티가 됐다면 더 좋았을텐데... 이 한 아쉬움 밖에 없다. 다라이어스 시리즈 영원하길
DARIUS
Carrément addict !
[h1] テクスチャのバグによりプレイ困難 [/h1] ゲームの内容は素晴らしいのですが、テクスチャのバグが多くプレイ困難であるためBADを付けさせていただきます。 テクスチャバグの内容ですが、以下の症状がランダムに複数個重なって起こるようで、まともにプレイできたことは一度も有りません ・いずれのモードにおいても、自機、背景、ゾーン名などが黒塗りになり何も見えない ・ACモードでの機体選択画面で、機体が白いボックスになっており何も見えない ・ACモードでステージクリア後、次ゾーンの選択肢が黒塗りになっており解読不能 ・CSモードのステージ選択画面で、テキストや敵の種類などが透明で見えない or 白ボックスになっており解読不能 ・DLCモードの機体選択画面で、ロゴなどが白い巨大なボックスになり、画面の半分を占有して何も見えない(毎回起こる) などなど。 ゲームを起動してから最初の数分で分かる範囲にこれだけのバグがあるので、恐らく他にも大量のテクスチャバグが眠っていると考えられます。 解決方法として、ゲームのダウングレードやドライバの更新などを行いましたが無意味でした。 サポートも機能していないようで、類似の報告が数件挙がっていますがいずれも対応されていません。 そもそもゲーム外設定無しではゲームが高速化しまともに遊べないという点からもサポートが行われていないことが明白です。 以上、これから購入する方への参考になれば幸いです。
Related
Related
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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