
Triangle Service presents the essential arcade experience! Power up your ship, evade enemy fire, and blast your way to the final boss in DeltaZeal!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
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
remote together nie dziala steam remote play together not working
very kool
グラフィック良い。 ただちょっと自機が鈍足で、爽快感があるか怪しいな~という感じ...
yes
Shump maravilhoso, ótima jogabilidade, lindos gráficos porém bem difícil, a última fase dele é insanamente complicada.
Incredible retro shmup. I'll have some settings to enjoy this to perfection for Nvidia users in the discussion forum. I tried to add it here but ran out of characters unfortunately, which I didn't know was a thing for Steam reviews until just now! I'll start with the one con - 720P max and exclusive fullscreen only. So the key to this game is set to 720p windowed mode and lossless scaling as 2 x integer scaling mode for 1440 or 3x for 4K, and it will look incredible as well as be in a borderless window. Regardless whether you own this game or not, I have lost count on how many times I recommned every Steam gamer get Lossless Scaling anyway, as it is an absolutely indespensible tool. Note, there is a current crazy sale price on the Buy Shooting Love Anniversary Edition XIIZEAL & DELTAZEAL bundle for 5.90 AUD which is a steal. Active as of 15/12/25 AEST. For those who like retro shmups in the 80's style (the original game was actually released in 2002 named G-Steam G2020 but is distinctly a retro style shmup), buy this immediately. In fact I recommend the entire 4 games in this specific series. Ok so what makes it good? Well, the power ups are so creative that I don't think I have ever seen it done this way before, plus there is a "black hole" safe zone you can launch when the meter at the bottom says "OK", and depending on how many enemies you have killed before you launch it dictates the length it appears (the number you will want to see to get an idea of this is to the immediate left of the OK indicator on the bottom left of the screen. Higher number = longer black hole). This not only damages the enemy but if you are inside it you are effectively in a wormhole that enemy fire does not go through. So the entire key to this game, besides the mix of insanely challenging 80's style patterns fused with a touch of bullet hell, is managing the more complex than usual weapons system and black hole usage. More on that below. Oh, you also get 2 bombs with each new life and can pick some extra along the way. What makes THIS version so good? To sum it up, besides the resolution issue (to be fair, the arcade was 240p, so this is a perfect 3x Integer scale of the original arcade if you choose the maximum 720p), everything else is flawless about this port: 1)Some of the best input lag of any retro arcade emulator on Steam I have ever experienced (disclaimer, this might be Nvidia specific, but the lag was very low with Intel iGPU also, and all 4 games had an issue with very HIGH lag on Nvidia for some time - the games themselves were not updated, so Nvidia realised it was a bug in the driver which fixed it for all 4 games in this series and I presume other games also - basically, the lag is non existent and feels like playing retroarch final burn neo with look ahead enabled, it's that tight) 2) They have mucked about with the rom so you can adjust the music and sfx balance. Besdies this, I know of only one other dev that has ever done this with an arcade retro release on Steam. So I can have the music THUMPING whilst not being deafened by sound FX (said music is retro EDM heaven. Cheesy tech/dance of the highest calibre. If you have decent speakers, pump it). 3) Difficulty settings i.e. difficulty dip switches are present - start on easy to learn the game IMO (there is very easy for those who are new to shmups, but it's still not very easy truth be told). Those looking for a challenge will not be disappointed. Hardcore players will love the harder modes for sure. 4) Not too long, not too short., 9 stages that are not drawn out means that this is one of those games you will want to keep playing through again and again just so you can blast the soundtrack and have fun for a half an hour every so often. 5) Online leaderboards. 6) Full control remapping, including analog trigger support, therefore full support for arcade sticks with 8 buttons means you will be able to assign any of the game's 3 functions to any button you desire and duplicates too. I advise right click/properties/disable Steam controller support for this one, and rely soley on the superb native support. Even with bluetooth mode with the 8bitDo M30, the lag is uber low. BTW, besides an arcade stick, there is no better way to play this than with an 8BItDO M30. Rapid Fire set to LT (which is physically the right bumper on the M30), normal fire set to A (i.e. when you want to launch a black hole and need to hold fire down), bomb set to B. It's shmup control HEAVEN, I promise, and with the best d-pad in the world at that. 7) Score Attack mode for stages you have beaten. When you complete the stage it will then connect and give you your ranking just for that stage. Very cool feature. 8) Emulation window size for both vertical and horizontal with very small increments (you can set back to default, so no issue experimenting) and TATE mode. What more could you want from an emulator? Well I suppose save and load, but the game is arcade length, i.e. not LONG, and they have actually purposely made this so you can't brute force with credits, so for ME at least, this next feature is a MASSIVE WIN for retro release lovers everywhere: 9) You get 3 credits - this means you have to GIT GUD to complete the game, PERIOD. No rewind, no unlimited credits. HUGE WIN. Finishing it with skill is the only way. Re the weapons system. Basically, you have a gauge on the bottom left of the screen just under the Black Hole status indicator, and this is filled by the colours of 3 weapons types - default blaster (red), missiles (green) and laser (blue). The gauge is made up of 10 increments, and each time you pick up a weapon pick up (they cycle colour so you pick up what you want, all the pickups for weapons are identical) you fill one up (note, it cycles 1 to the left each pickup). The more you have of each colour, the stronger that weapon is. If you fill it all one colour only, you get that weapon in beast mode. Beast mode of the lazer and main blaster is very strong and fun - but I personally do NOT recommend using beast mode of the homing missile as it's slow and not as powerful as the others. The only use I can find for the missiles when there are enough of them (i.e. maybe 6 gauge slots) is that they destroy smaller targets on the extremeties of the play area that you can't get to in time, and therefore you'll get a lot more pick ups. So for uber skilled players who are score chasing, the lazer/missile or default blaster/missile might be a good combo. Just IMO of course. The game happens to tell you, via achievement, that the main red blaster in beast mode is the most powerful weapon in the game, and it smothers the entire screen. However, I think the lazer is more piercing and I like a combo of both. Just enough lazer increments till you get dual lazers, and the rest red, i.e. main blaster. Or, either main blaster maxed out or lazer maxed out. I don't even bother with the missiles because to make THEM powerful enough and enough missiles on screen, you need to weaken the other weapon(s) too much. But that's just me. BTW, I think it's worth maxing out each of the 3 main weapons to get the achievment and at least see what they do when maxed out. With the Black Hole, it will stop at the point it touches an enemy and stay there for however long your charge number is, so if it doesn't touch an enemy it will go to the very top of the screen and be pretty much useless. I hope that explains why the gameplay is a bit different to a lot of retro shmups and there's that second and third skill added on top of just dodging in that you need to really have skill just to get the weapons the way you want it and to use the black hole at the exact right moments (usually boss fights). In fact, Xiizeal, in the same series, has a very unique gimmick also which I will talk about in the review of that one. Do I recommend this? Absolutely without a doubt. For me it's a very solid 9/10 arcade shmup. LOVE IT TO BITS!
シンプルなショット&ボムに見せかけて、3種類のパワーアップが累積して千変万化な組み合わせショットのSTG。 かなり王道スタイルな足の遅い自機で緊急ボムしながらピンチを切り抜けるタイプ。 道中の攻略具合で難易度が上がったり下がったりと初心者から上級者まで楽しめる仕様。 …って言いたいけどラストステージだけ、どこで死んでもステージ頭からやり直しなのが正直きつい…。 練習のためのスコアアタックの解放条件も全クリってとこがまず破綻してる。 失敗したらもちろん最初からやり直して練習のチャンスすらもらえない。 メーカーとしては最終ステージだけはガチってほしいのかもしれないが、ただただ時間泥棒。 ほんとそれだけで評価を下げざるをえないのが残念で悲しい。今からでもアプデを望みます(笑)。
DELTAZEAL is a deliberately old-school vertical shoot ’em up that proudly embraces its arcade heritage, offering a tightly focused experience built around precision, memorization, and strategic weapon management. Developed by TRIANGLE SERVICE and published on Steam by KOMODO, the game is a revival of an early-2000s arcade title that wears its era on its sleeve. Rather than modernizing the genre with accessibility features or cinematic flair, DELTAZEAL commits fully to the traditions of classic arcade shooters, making it clear from the outset that it is designed for players who appreciate challenge, repetition, and mastery. The core gameplay places you in control of a combat craft flying vertically through a sequence of intense military-themed battlefields. Enemies pour in from all directions, ranging from small aerial units to heavily armored ground forces and elaborate multi-phase bosses. Movement and shooting are immediately responsive, reinforcing the importance of precise positioning and quick reactions. Survival depends less on raw firepower and more on understanding enemy patterns, bullet trajectories, and the safest routes through increasingly dense barrages. One of DELTAZEAL’s defining mechanics is its weapon gauge system, which adds an unusual layer of strategy to the familiar power-up formula. Instead of simply upgrading a single weapon, collected power-ups fill slots in a ten-segment gauge, and the distribution of those slots determines your offensive capabilities. Players can commit fully to one weapon type to unlock extremely powerful versions, or spread upgrades across multiple weapons for flexibility and coverage. This system rewards planning and adaptability, as committing too early to one approach can leave you vulnerable in later stages if conditions change. Complementing this system is the Black Hole attack, a charged special ability that can erase enemy fire and deal significant damage when deployed correctly. Its use introduces meaningful risk-reward decisions, as timing it too early wastes its potential while holding it too long can lead to unnecessary deaths. Because this mechanic also ties into scoring, experienced players are encouraged not just to survive, but to optimize its use for maximum efficiency and point gain. This integration of defense, offense, and scoring reflects the game’s arcade roots, where high scores and performance were just as important as reaching the ending. Visually, DELTAZEAL relies on detailed pixel art and a grounded military aesthetic. Tanks roll across deserts, aircraft swarm the screen, and massive bosses dominate the battlefield with mechanical complexity. The art direction favors clarity and density over spectacle, though this can occasionally work against the player when explosions, bullets, and background elements overlap. While the visuals may feel restrained compared to modern bullet-hell shooters, they remain faithful to the genre’s late-90s and early-2000s arcade sensibilities. The game’s structure reinforces replayability rather than narrative progression. With multiple branching paths, hidden routes, and score-driven incentives, DELTAZEAL encourages repeated runs to fully explore its content. Arcade Mode delivers the traditional full experience, while score-focused modes allow players to practice and refine specific stages. Online leaderboards and replay features further support competitive play, reinforcing the idea that the “true” completion of the game lies in mastery rather than a single clear. Difficulty is unapologetically high, especially for players unfamiliar with arcade shooters. Limited continues, strict hit detection, and escalating enemy density can make early attempts feel punishing. However, this challenge is consistent and fair within its design philosophy. Deaths often feel like lessons rather than random setbacks, and improvement comes through memorization, pattern recognition, and disciplined execution. For genre veterans, this difficulty is a major part of the appeal; for newcomers, it can be a steep barrier to entry. Ultimately, DELTAZEAL stands as a strong example of uncompromising arcade design preserved for modern platforms. It does not aim to broaden the shoot ’em up audience or soften its edges, instead offering a focused, demanding experience that rewards dedication and skill. For players who enjoy classic vertical shooters, strategic power-up systems, and score-chasing depth, DELTAZEAL delivers a satisfying and authentic slice of arcade history. For others, its rigidity and challenge may feel dated, but that very inflexibility is what defines its identity and enduring appeal. Rating: 7/10
There isn’t a lot to say about this one. It’s… fine? It’s a bit more of a standard shmup compared to XIIzeal, in that you just have the one weapon without the blade attack. It’s a lot better than it probably should be, considering it employs just about every terrible element these games often do (super fast scrolling backgrounds, sudden jerky panorama shifts horizontally/diagonally that completely F up your dodging or aiming, and bullets that are difficult to decipher from everything else around you). Thank god there weren’t any come from below enemies, that would have taken the cake. It somehow manages to keep your attention though, and never gets quite so frustrating as you might expect. It’s just kind of
Very good, and tight, I was surprised how good this was - note that the longer you keep playing the more credits they give you, so even if you suck a lot of you can beat this - it's tough though as it should be :D - best time when played on max difficulty
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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