
Fly and fall for powerful Lassplanes! Discover a hand-crafted anime VN with story-driven arcade shoot-'em-up gameplay. Take part in a romantic story with drama and comedic elements set in a steampunk Kingdom filled with magic and torn by a brutal war. Decide the fate of your country and heart.
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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 80reviews | 79% | — | $19K |
| $19.99 | 46ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game advertises itself as a Gradius-style shooter, and sure enough looks the part, yet traps you in an unbearable visual novel that can’t be skipped despite a taunting, greyed-out Skip button staring right at you. I spent twenty minutes hammering the A button, desperate to reach the gameplay, but the insufferable characters never stopped their endless, pointless yapping. The so-called arcade mode was just an empty, directionless mode with zero tutorials or explanation of the mechanics that appears to be incomplete unless you finish unskippable portions of the main game. Worst, it actually appears the underlying shooting game is decent but unplayable unless you torture yourself through unskippable AI-slop dialogue, my god. Why? Why develop a shooter game that cannot be played? Perhaps it's late onset autism, but this is incomprehensible to me. Let the players play your game.
Jesus ♥♥♥♥♥♥♥ Christ... No amount of Anime titties or side scrolling shooter gameplay will makeup for having to MASH THE A BUTTON FOR 20 MINUTES JUST TO GET TO THE ♥♥♥♥♥♥♥ TUTORIAL. Not the actual game itself- THE ♥♥♥♥♥♥♥ TUTORIAL. Everything this game had- the beautiful artstyle, the 4K visuals and tits is completely and utterly rendered pointless and moot for the simple fact you can't even play the damn game without being tortured for forever being unable to skip the dialogue... That, and even on a 9800X3D it has loadtimes that are highly suspicious and don't make sense.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0/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.
Stats
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*languages with full audio support
| $15.99−20% |
| 39ratings |
| 89% |
| — |
| not modelled |
| $9.99−50% | 12ratings | 88% | — | not modelled |
| $7.99−60% | — | — | — | 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.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Recomendo
[Intro] Being an old fan of the OG transformers, I couldn't pass up the idea of a magical girl take on it. So I downloaded the demo, then as one does at my age, promptly forgot about it. [Demo] It absolutely showcases the feel of the game, good and bad, so if you're not hooked by it, you likely won't like the whole game either. [Graphics] I have absolutely nothing to complain about here. The 3D aspects are amazing on all the ships, the cutscenes are great, the on-screen effects are well done and most IMPORTANTLY in a shoot 'em up, they're NOT blocking your view! Only thing I'd wish for was more of the VN scenes, you could use almost any of them as your desktop background, that's how good the art is. [Gameplay] Both the VN and the shoot 'em up parts have simple, but very serviceable controls. Nothing super fancy, but it absolutely works. Also, you can totally play this game with an old SNES controller, if you have one of those fancy USB ones, just saying! (D-PAD FOR LIFE) [Story] First off, I haven't had a story this engrossing and captivating since the Final Fantasy 7 days, I see a lot of inspiration from that era and from Final Fantasy Tactics. This is a story about war and highlights every aspect of it, good and bad. However, the bit of critique I have about the story from a technical writer's viewpoint is that a lot of scenes drag on for too long, having a bit too much exposition by the characters. Yes, it's important to know the motivation, but when the character rehashes the same thoughts more than once, it's a bit superfluous. That being said, you know a story is good when it ends and you go "BUT IT CAN'T END NOW, IT WAS GETTING TO THE GOOD PART!!!!!" without you feeling like you got cheated out of a satisfying ending. While there are threads left hanging, I think that's intentional for a sequel. I will also add something more about the story at the end of this review and mark it with spoilers. You are hereby warned. [Summary] I like the idea of this game as it marries two of my favourite kinds of games and pulls it off decently. I will say that there's so much more potential in this that can be unlocked though. The VN portions are good, but can use more alternative branching options, the shoot 'em up parts are working, but could also use a lot more upgrades. If you're making a sequel, I think it'd benefit from the following: * Upgrade system to encourage getting higher scores for upgrades. If you want an example for it, check out UN Squadron for the SNES, you earn money, unlock upgrades, get better and then you can tackle harder missions. * Selectable missions on a world map, while the VN portion might have to consider modules that interact (and thus making writing more difficult) it's still a good thing. Also, secret gear in stages to encourage re-running missions gives longevity to the game. * More different kinds of Lassplanes with more unique gameplay, while the ones we encounter in the game are interesting, there's not a lot of difference in their gameplay. For inspiration, check out Axelay and Parodious on the SNES, excellent ideas there that you can build on! * Tighter story with options to dive further into the characters stories yourself. While I understand the desire to make sure the player understands the backstory and motivation of the characters, I think notes, stories, maybe even audio recordings could work here. DOOM 3 is a perfect example of how to cram tons of lore into a game, while still allowing the players who are just in it for the gore to play it too. * The ability for me to move around the areas myself as the player. * Secrets, the more the merrier, secret dialogue options, secret random teleports in stages to creepy/wonderful/super weird places, yes please. I understand why the two parts of the game are sort of bare-bones, because the scope is really big here. However, I think that it has such potential of more work was put into both parts. Because I found this game to be really compelling. [SPOILER PART GOES HERE] So, I realized that when you report back to the fortress again after you defend it successfully, there was a really HUGE missed opportunity for a more harsh narrative blow there. We really don't talk that much to anyone else outside of the lassplanes and the main character. This means we never really get some depth of the people that are there, which means that it's really hard for the player to emotionally understand the gravity of what's happened. There's no faces to put to the reality that everyone's gone. If you'd had repeated interactions with people with faces and personas every time you got back from a mission, you'd build a report with them. By contrast, Lunefell felt ten times worse for me as a player, because I had a picture of what that place was and who lived there. Just some food for thought for the writer. That being said, pulling off these different story beats is an impressive feat and the world building is really good. I say that, because my mind is wandering to the outside world fortress, wondering what happened. Because obviously I can't really trust the history being presented. It's somehow reminiscent of Final Fantasy X, which brings all those different kinds of emotions to the table and simultaneously tells a very stark story. I can't wait to see where you take it from here!
I know that they are story to be had on this game. However when the dialog becomes so long that it reminds you of Kojima's MGS series cutscenes without the cutscenes and just read with no ability to skip (unless you beaten it before) and waiting almost what it seemed to be up to 10 minutes it seemed to even get to the gameplay. At least the cutscenes on MGS series had action, the dialog of this game is your character being a simp fu master without in the end a pay off. Yes there are choices but in the end you're still a pander bear that revolves around two females. However for JPN anime and games, it's just typical Tuesday. *Edit: So apparently there was an option to auto skip the dialog even thorough your first playthrough back in Dec of 2025. You know it's pretty bad when the devs patched that option to allow skip through dialog in first playthrough because of the community feedback. The story to gameplay mix is not paced well for me to care to read after chapter 2, out of 6. Online showed 8 possible endings and gameplay hours of 11 hours or more.* What really sucks is when the game decides to freeze on you and you have to deal with the whole dialog again (was playing using proton) and wasting where ever the last auto save was. The loading is pretty bad on a MicroSD card where other games that is in the same low space, non demanding spec games utilizes the resources better. I enjoy my shumps, and I also have played good amount of visual novels back in the days. This game offers no redeeming value in any of those areas. If you enjoy either of these two genres, skip this as I rather Kamikaze myself than to put myself through playing this game. I have given up on the story plot and thank god that you can play the arcade mode which just let you play the actual shump part of the game (not that it matters as the mechanics is pretty bare). Either get it at deep discount or get it through a 3rd party authorized bundle to meet the minimum quota that give you steam key like I did. Skip the story mode, play the arcade mode, get your fill of disappointment, realize that you wasted x amount of time playing non redeemable game that were better played by playing something else (almost anything else).
Aucun nibard dans les 5 premieres minutes, j'ai ejaculaient sans rien me mettre sous la dent
TL; DR: a fun side-scrolling SHMUP/visual novel whose story is surprisingly heavy and with mechanics that will likely satisfy most casual and hardcore audiences, but leave neither blown away with its otherwise standard gameplay. Pros: -bright and alluring art style that both pleases and lulls the player into a false sense of calm, allowing the story to hit all the harder when the reveal times come -voice acting, while sparse, is done well -once you get into the flow of the combat loop you hit that "fun zone" that games like Doom: Eternal like to tout -somehow the story makes the existence of plane waifus make sense -the plane waifus have some of the strongest writing in the game, as well as character development that fits their backgrounds and what happens during the story Cons: -small gripe, but: you can't rename the protagonist (not exactly a standard VN feature, but would be welcome here) -numerous grammar & spelling mistakes (at least in English) -by the end the gameplay gets more repetitive than most SHMUPs simply because it lacks the same level of depth, with some mechanics (especially one particularly fun time-slowing ability) introduced and used only in that one stage -the writing can forget itself sometimes, i.e. you'll have a conversation with a character and have resolved a situation, only in a scene directly following to be as if that conversation never happened...it only happens a few times, but is frustrating as it yanks you right of the otherwise good immersion; the story also leaves a LOT of questions unanswered, and much of it seems like it will never be explored Overall, this is quite a good indie effort with fun gameplay, interesting characters, and a good amount of playtime (took me about 10 hours to reach my first ending, and there are eight endings in total). While it doesn't really do anything special in either the SHMUP or VN genres, it ends up being more than the sum of its parts to create a compelling narrative that drives you to see how far down this plane waifu rabbit hole goes.
Very entertaining VN with shoot em up elements! The story was very heartfelt and made me want to try the other endings. Has some ecchi moments but nothing that would deter someone who is not into it. The schmup is simple but works great! Found myself trying to achieve the best scoring. Definitely give it a try!
Kamikaze Lassplanes, developed by Inky Dreams and published by Crunching Koalas, Inky Dreams, and Beep Japan, is a genre-defying blend of visual novel and bullet-hell shoot-’em-up that dives headfirst into anime-inspired melodrama, high-altitude dogfights, and romantic storytelling. It’s an unapologetically ambitious game that attempts to merge the emotional stakes of a branching character-driven narrative with the kinetic thrill of classic shmup gameplay. It doesn’t always land perfectly, but when it works, it delivers a bold and surprisingly heartfelt experience. Set in a steampunk-tinged wartime kingdom teetering on collapse, the story follows a skilled pilot who becomes bonded to one of two living war machines—females known as Lassplanes. These sentient aircraft are not only crucial weapons of war, but also deeply emotional and complex characters, each with their own personalities, traumas, and arcs. Alba is a youthful and curious Lassplane who sees the world with hopeful eyes despite her role in it, while Hannah is a battle-hardened veteran burdened by her past. The protagonist's choices throughout the story affect not just romantic outcomes, but the course of the war and the psychological states of the Lassplanes themselves. The writing is rich with themes of sacrifice, identity, and human-machine relationships, while also indulging in a certain amount of fan service and anime tropes that will appeal to a very specific audience. Narrative segments play out primarily in visual novel style, with long stretches of dialogue and choice-based interaction. These sections are well-written, emotionally charged, and supported by striking 2D artwork and animated character portraits. The game isn’t shy about wearing its inspirations on its sleeve; it revels in melodrama, passion, and stylized aesthetics. Multiple endings, depending on both romantic and moral choices, give the game strong replay value, especially for players interested in seeing how different bonds with the Lassplanes shape the final outcome. The structure is tightly knit, with each chapter moving fluidly between story and action without feeling like separate games stitched together. Interwoven with the visual novel sections are shmup sequences that pit the player against waves of enemies in increasingly intense aerial battles. These missions are more than just mechanical filler—they reflect the narrative weight of the decisions made outside of combat, and the chosen Lassplane affects the way battles play out. Alba, for example, offers a faster, more agile playstyle, while Hannah leans into heavy firepower and resilience. Each Lassplane has unique weapons and abilities, encouraging players to approach levels differently depending on their bond. The combat is chaotic, fast, and reminiscent of arcade classics, with bosses that challenge reflexes and screen-filling bullet patterns that will test even seasoned genre fans. The game's art direction and sound design contribute significantly to its atmosphere. Visually, it’s a mix of clean anime character designs, steampunk machinery, and colorful UI that strikes a strong balance between beauty and functionality. The shmup stages are visually dense but rarely confusing, with clear enemy silhouettes, intuitive telegraphing, and dramatic backgrounds. Explosions are satisfying, and the music—ranging from orchestral swells to pulse-pounding electronic tracks—shifts fluidly between narrative and action moments. Voice acting, although limited in scope, is well-performed, adding depth to the characters and emotional resonance to critical scenes. There are, however, a few missteps. Some players may find the difficulty spikes in later missions frustrating, particularly when screen clutter makes precise dodging feel more like a guessing game. Hitboxes can feel inconsistent at times, and while the time-bending mechanic—allowing brief slow-motion during combat—helps manage the chaos, it doesn’t fully solve the problem. On the visual novel side, certain stretches can drag if the player isn’t fully engaged with the story or characters. Despite being well-written, the game sometimes leans too heavily on exposition, and the pacing occasionally stumbles under the weight of its own narrative ambition. Additionally, some quality-of-life features—such as dialogue skipping, chapter jumping, or more customizable difficulty scaling—were lacking at launch, although post-release patches have addressed a few of these issues. Still, Kamikaze Lassplanes remains a distinctive and compelling title that dares to try something different. It doesn’t just dabble in multiple genres—it commits fully to both, creating a layered experience where narrative and gameplay enhance one another. The emotional stakes of the story are heightened by the visceral tension of aerial combat, and vice versa. This synergy makes the game more than just the sum of its parts. For players willing to engage with both aspects—the drama and the dodging—it offers a rewarding, memorable journey that blends heart and firepower in equal measure. In a market flooded with formulaic visual novels and derivative shooters, Kamikaze Lassplanes stands out as a creative risk. It’s not a perfect fusion, and it won’t appeal to everyone, but for those drawn to its concept, it provides a powerful and original experience. The romance feels earned, the action feels impactful, and the world it builds—equal parts poetic and explosive—is worth exploring to the very end. Rating: 8/10
Like shoot em ups? Like lovely women? This game's got both. The final mission is fairly hard too! High reccomend.
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Players by region
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