
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 →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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!
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 820reviews | 82% | — | $1.1M |
| $17.99−70% | 3.2Kratings | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Moin Schöner alter Shoter. Bin zwar Grotig darin, macht aber immer wieder spaß. Kann ich empfehlen.
✍️ 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.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
최고수준의 슈팅게임 와이드도 지원해서 귀한 게임 한번씩하면 좋다 세일할때 사자
Does not work easily with 2+ controllers and remote play. Maybe if you want to spend time troubleshooting but I couldn't get it to work. I would refund the game but I purchased it more than 14 days ago.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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