
An alien menace has descended on Earth! Defend the world from UFO invasion in this superb arcade shooter from Qute. Use your weapons effectively, deflect enemy bullets with your shield, and recapture the Moon from alien infestation!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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 beautiful classic shmup close in caliber to Mushi and Crimzon. The space invader part is iconic. It comes with 2 modes (original and advanced) and various difficulty levels (gets really hairy at high difficulty). Also a solid port (quick restart, leader board, replay, stage select, ...). The only important feature missing is boss (and mid-boss) select in order to practice them. Nevertheless, a must have and play.
edit: finally got the 1CC on normal. Absolute kino. The final boss is nasty. Came off of playing Ginga Force and Natsuki Chronicles. This is more of a typical arcade-style bullet-hell shmup, without a directly-presented story, but it has the same inimitable charisma that those games have with its presentation, flowing contiguously from stage to stage as you fight alien crafts and UFOs in the skies and in space. You can see a straight through-line from this to Ginga Force, with the same kind of dynamic 3D presentation and camera. The basic functionality is similar. You have a focussed shot, a spread shot and a shield that functions like the shields in Ginga Force and Natsuki Chronicles. Bullet visibility is usually fine, but there are definitely occasions where you'll die and not understand what hit you. Particularly, there are issues where the game has ambiguous depth and it isn't clear what is on your plane and what isn't, though the game does attempt to remedy this by displaying the numerical difference in depth between you and the enemy entities. Also, sometimes enemies suddenly spawn very close to the bottom of the screen in a way that seems unfair. In terms of the general game design, though, the enemies and bullet patterns are great. You have a lot of variety, fun gimmicks, and in particular the strengths of your shot types are very defined & distinct which forces you retain situational awareness while avoiding bullets. The shield is an ingenius variation on the usual bomb, where it can be used as both a genuine tactical move to negate bullets and a "get off me!" panic button like the bomb in typical shmups - but it might deplete faster than you realise and lead you to a quick death. And you need extra awareness since backing off in a panic might back you into a bullet that your frontal shield won't negate, and moving sideways through a dense bullet pattern requires an extra level of foresight. Overall this game is an easy recommend if you like arcade-style shmups. There's a roughness to it, but if you get past that the actual mechanical and enemy/bullet design is multifaceted & varied to an unusual extent, and it's something you can understand as a casual player without getting into scoring systems or advanced play. This is a real gem.
Deceptively simple for a shmup, almost cliche even, but it gets quite a lot of mileage with very little. It doesn't need to reinvent the wheel to be fun. There's never a moment where it isn't engaging, there's no downtime between stages, the scenery is insanely dynamic, the music rocks, and there's no glaring visibility issues like what a lot of other shmups struggle with so I don't need to squint my eyes constantly. Eschatos plays to its strengths and impresses with polish that other games in the genre frequently skimp out on.
this game makes me feel pain in the best ways possible, and the music is peak. one of the best uses of 15 dollars ive ever had
my first shmup/bullet hell so take things with a grain of salt. as of writing i have 1ccs on both easy modes and i suck very addicting. i've seen jaimer's video on hard original and said that the scoring system was cool and i certainly agree. i really admire the love hate relationship i have with it; you need to be aggressive enough to get a good score while also being careful to not lose lives and the multiplier. i've went out of my way to get a high score over surviving the stages you are confronted with (this is why i haven't 1cced normal original) and it's incredible how obsessed you become over numbers going up
shooty mcshoot with good music and progression vibes!
It's good.
Shoot better!!
god y nashe
Finished a 1CC on Original Normal as of writing. Very fun and flashy STG with a levelling system that lets you feel some progression as you get more continues and features as you finish your runs, and incentivizes getting better at scoring as well. I heard someone say at some point that this game was pretty easy for an STG, and I didn't understand at first, but once you learn how to use the shield and do a little basic memorization, normal mode does begin feeling very very accessible. Soundtrack is incredible and elevates the game massively, definitely the part I'll remember the most as I keep listening to it long after I stop playing the game itself.
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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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