
Side-scrolling mech-shooting bad-assery is BACK!GIGANTIC ARMY is a heartfelt homage to 16-bit era mech shooters such as Cybernator / Assault Suits Valken, Metal Warriors, and Front Mission: Gun Hazard, developed by the studio behind the acclaimed shooter SATAZIUS.
Modeled estimate, not a reported figure. How we estimate →
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 Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Horrible controls. The Flow of the game is non existent. Graphics and sound design are minimalistic (in a bad way). Just play one of the good Contra clones or the OG itself and not this dumpster fire. My rating 2/10, not recommended and removed from my account.
Do you like gigantic robots that shoot each other to pieces? Do you like giant boss fights and big explosions? Do you like pushing soundtracks? Do you like beautiful retro art styles? Of course you do, because everyone does! But do you know what no one likes? Very short time limits and clumsy controls in an already challenging game without checkpoints. Gigantic Army could have been a fun retro-shooter but it stumbles across glaring design issues that suck most of the fun out of it.
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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
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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8.5/10 A good 2d mech themed run and gun platformer that does a good job of remembering that these are big hulking robots, being that it does give you mobility but not to the ridiculousness of most japanese mecha themed media like that S*** known as gundam. Short but offeres a good challenge with out feeling cheap and feels pretty close to front mission gun hazard.
This is thoroughly a spiritual successor to Assault Suits Valken/Cybernator. Even at that, Gigantic Army is a very pure game that can differentiate itself from Valken, the later MECHBLAZE, and other mecha platformers in general. If you vibe with it, you'll be coming back to it. Movement is appropriately weighty and deliberate. Walking gives tight but slow control while dashing has some inertia and locks the facing direction. Useful for firing backwards while keeping free aiming, but the double-tap input can get in the way of needing to take small steps into a tight bullet pattern. Moving in any direction will aim towards that direction. You can stop or lock freely at any point to fire at any angle. Properly aiming can be hard at times because the swivel is fairly fast and there is a long-enough-to-be-noticeable delay between holding the fire button and the direction locking. Can be avoided by letting go of movement before holding as a compromise. Jumps are a fixed height, the jetpack only gives so much airtime, and a hard landing leaves the Saladin inactive for a bit. Might be really bad inconveniences in any other game - and you'll certainly feel them settle in as you really grip the harder difficulties - but here, it drives the weight and deliberation in controlling a massive mecha. It turns into a very methodical game, leveraging flexible approaches given by the free aiming to work with and around the limitations in movement. GA is very tightly designed like an arcade game. The timer is pretty lenient, though it (and various enemy spawns behind and around you on some stages) is still there to discourage being completely safe and passive for too long. Health and power carry over across stages while everything else (time, shield, special weapon ammo) resets. Power will go down if you take a lot of damage. Pickups are fixed within stages and shuffled around in runs. Enemy spawns are fixed but their actions can vary. Overall, the game encourages having a general route for each stage without relying on complete memorization of actions or luck. Adaptation to the current situation still applies and there are often many ways to go about it. Weapon switching isn't needed here. You can deal with it, even if it'll take a bit longer with some configurations than others. [spoiler] The riot gun is great for catching missiles and drones, but have a lot of patience for bosses otherwise. [/spoiler] There is a non-abusable scoring system here, though most of it comes to bonuses from pickups at max capacity. Effectively, do it fast and don't get hit. With how the game handles continues - 3 total, and with one the current stage is restarted, score is reset, health is filled but all power is lost - it's better perfecting the early levels to keep health and power for the later levels rather than trying to brute-force credits through the game. Having both a continue limit and stage reset is a bit redundant though you can practice any stage you reach at any power level to prepare for a full run. This is a game to be understood before it is beaten. The game is short and the learning process is quick. A Normal clear isn't a huge ask at all. It's worth replaying on Hard after gripping the fundamentals for the additional true final boss. I can barely crack Stage 5 on Insane, though it doesn't feel impossible. Old-ish game with some technical issues. Low resolutions, better off running windowed and upscaling than running in exclusive fullscreen. Explosion sound effects are LOUD and ignore the in-game sound settings (just leave it as is for consistency). Achievements for clears sometimes didn't register immediately. Small price to pay - especially on sale - for a condensed, raw package of game. Presentation of the story isn't flattering at all (scrolling text on a PDA) but still remains somewhat interesting in the tie-ins to Astro Port's universe. Music isn't particularly notable but distinctive enough to link to playing the stages over and over so much. Art and spriting is gritty and a fit for the setting, complete with a lot of things going on in the background to sell it. It's all perfect for a certain type of person who knows who they are.
ПРикольная игра про роботов сцпер выдающегося геймплей не ждите но пару часов за один присест она у вас сожрет))
กูเกลียดระบบจับเวลามากเลยเเค่สู้กับบอสว่ายากแล้วต ้องมาจับเวลาอีก
Wow... :) J'ai l'impression de jouer à une suite directe de Cybernator de la SNES... Les sons c'est OK, la musique c'est OK et les graphismes c'est SUPER OK... J'aime bien le visuel en arrière plan car ça donne l'impression que je ne suis pas seul au monde, la bataille s'étire à l'horizon avec des petites animations, Je suis un peu rouillé de la manette car je joue pratiquement toujours au clavier mais j'imagine c'est comme faire du vélo ça va revenir lol Entk je recommande ce jeu qui rend bien hommage à la l'époque du 16bits. Une bonne bouffé de nostalgie bien dosé. AAA+ 100%
terrible controls.
guys how to unlock hard and insane mode?
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Players by region
Where this game's players are, estimated from review languages.
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