
Operation STEEL is a roguelike shoot-em-up rendered in hand-drawn art. Blow up loads of enemies, destroy huge bosses, find weapons, and upgrade your load-out between levels. Combat the electronic legion across 20+ procedurally generated levels!
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About
Operation STEEL is a roguelike shoot-em-up rendered in hand-drawn art. Find and upgrade weapons while combatting the electronic legion across the galaxy!
Procedurally generated levels with randomised enemy waves and pickups
Branching paths - select from 20+ levels
25+ weird and wonderful bosses
35+ unique weapons and items to find
Upgrade your ship between levels at the shop
Boss Rush mode
Online leaderboards
Awesome soundtrack by the amazing Dolphin!
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
OVERVIEW Operation STEEL is a shoot-'em-up that blends classic 90's Boss mechanics with a modern flavour. It offers a dynamic and rich experience for fans of the genre since this craft was noticeably tailored by people who understand the core aspects that make a title appealing. The game features Darius like optional paths and a shopping system that feels... read me carefully, awesome to use! SPECIAL TRAITS Extensive Customization: Over 35 weapons, items and passives skills along with their respective upgrades. Boss Rush: Not necessarily a unique aspect, but clearly rare amongst shmup peers. Online Leaderboards: Compete with players worldwide for high scores. Procedural Generation: Each playthrough offers a few random challenges that keep things fresh. Save feature: Between stages, if you have to go offline, you have a chance to save your progress. A rare option in this type of titles Gameplay It combines traditional horizontal shoot-'em-up gameplay with roguelike elements. Players navigate through levels, collecting coins and power-ups. The ship movement is fluid, with support for both keyboard and controller inputs and, in both, very responsive. I can't remember the last time where playing a shmup with a keyboard seemed as decent. Soundtrack & Sound Effects The game's soundtrack, composed by Dolphin, is widely praised for its energetic and fitting synthwave like tunes that enhance the game's atmosphere. The sound effects are crisp and impactful, complementing the fast paced action and providing satisfying feedback during combat. Both build an atmosphere that assist me focusing during sessions. Graphics It features hand-drawn art that, while stylistically original, received mixed reactions. Some players appreciate the vibrant and dynamic visuals, while others feel the aesthetic lacks consistency. Despite these differences in opinion, the graphics effectively convey the game's chaotic and energetic tone. Well, I can safely say, it never was an issue for yours truly...and I might even add that I like very much how most bosses look! Bosses The game boasts over 25 unique "end of stage" enemies, each with distinct attack patterns and mechanics. Some bosses have been noted for their sudden and challenging attacks, which can be difficult to anticipate. The last boss, even on the novice difficulty will require the best attention and tactics you can display. I am also fond of the idea of the "Armor points" bar, letting one know what's left to clear them. Replayability With the extensive weapon/item combinations, a Time Attack mode and the possibility to play a Hard version, one may argue there is a fairly high replayability… plus if you want hardcore competition, you will value the online leaderboard. Difficulty While many enemy patterns are manageable, some sudden and challenging attacks can catch players off guard. The scaling of the obstacles through the maps is a very Strong aspect of this game. Bullet Style There's a wide variety of bullet patterns, from straightforward projectiles, heat seeking missiles, lasers and even collision intended attacks. This is a developer that understood how crucial is to be able to remove debris from the screen to enjoy ship handling thoroughly Summary: 9.7/10 Gaming scale. The best horizontal single player shmup I ever played! A truly hidden treasure! Final thoughts: After clearing the main campaign and, as I comeback for new sessions or new updates arise by developers, I intend to keep revising this review. If you so wish, do leave in the comments your view about the title. 26,5 Hours playtime edit note: And I enjoy this game even more now
[i]---see where this game landed on my SHMUP tier list beneath this review!---[/i] This roguelike shmup plays A LOT like [b]Steredenn[/b]. It's not quite on the same level, but it does enough to make for a pretty fun experience. While the game boasts 20 or so levels, it feels more like the game has 5 levels and the other levels are copies of these with minor variations. This game lets you choose between 2 stages each time, branching path style, much like in something like [b]G-Darius[/b]. Actually that game springs to mind for more reasons, like how there's a fair number of fish-inspired ships in this game. In some levels it can get a bit tricky to track your ship. Some enemy bullets can be the same colour as coins (this colour of bullet is kind of rare though). I found it manageable for the most part, but this did irk me at times. Once you beat all of the levels and the main game, there are achievements for boss rush mode, time attack and beating hard modes 1 through 10. I don't think I'm quite hooked enough to go that far. So while this game has its shortcomings, I actually had a lot of fun with it. What's there is good, just not quite as good as [b]Steredenn[/b]. ===================== [b]My SHMUP Tier List[/b] ===================== [i]~Simply personal taste. [i]~Sticking mostly to modern releases that aren’t arcade quarter munchers.[/i] [i]~Not including any 'flying anime girl shmups' as they don't appeal to me. Believe me, I've tried.[/i] [b]Loved it:[/b] Jamestown | ZeroRanger | Tyrian 2000 | Gunlocked+ | Steredenn$ | [b]Great:[/b] Super Hydorah | Drainus | Super Galaxy Squadron EX Turbo# | Warhawk (2017) | Star of Providence$ | Minishoot’ Adventures% | [b]Good:[/b] G-Darius | Steel Empire | MF-01 Aerostrike% | Kaikan# | Zakesta-Z# | Varyznex# | [b]Operation Steel[/b]$ | [b]Fun:[/b] Ganablade | Dogfight | Angel at Dusk* | Space Elite Force# | Space Elite Force 2 | Jets‘n’Guns | Void Scrappers+ | Gunfield+ | [b]Meh:[/b] Nanoforce | Steel Rain | Eigengrau* | Zenzizenzic* | Steel Vampire | Natsuki Chronicles | Wolflame | Satazius | Zangeki Warp | Cycle Chaser H-5# | Armed Seven | Counterattack: Uprising | Burst Fighter | Supercharged Robot Vulkaiser^ | Valfaris: Mecha Therion | Chicken Invaders 5 | Crimson Clover World Ignition | Fingun^ | Pheonix Force | Raiden V | Time Wasters+ | Ruzh Delta Z | Space War: Infinity | Heliocide^ | Stellar Interface$ | Syder Arcade | Absence of Light% | [b]Awful:[/b] Escape Space | Ginga Force^ | Nebula Fighter^ | Asteroid Arcade | The Battle of Aurinoxia^ | ===================== * = Felt like I was on the same screen the entire time, which I dislike. ^ = Encountered some jank. # = Too short, even for a SHMUP. $ = Rogue-like + = Rogue-lite or has some Vampire Survivors DNA. % = Metroidvania
Operation STEEL is a horizontal shoot 'em up the incorporates roguelike aspects into the game play. And for that, they game does alright for a mechanic I don't think generally works for this genre. However, just about every other part of the game does not grab me. The player gets the choice of two ships to start. One is a little slower but can take one more hit and has a marginally more powerful weapon. The other is slightly faster but can only take 3 hits before game over and has more of a spread shot. Ultimately, ship selection doesn't matter that much after the beginning if the player doesn't want it to. There's armor and speed pickups to match the other ship fairly quickly, and the player is likely to swap out weapons as well. Although, I tend to stick with the slower, more armored one as speed is nice, but I tend to take hits from projectiles/enemies without knowing they're there more often. Not that the background, projectiles or enemies are difficult to see. They really aren't. However, projectiles can be most any color. When mixed in with coin and crystal pickups of yellow, gray and green and the enemies themselves, there can be a bullethell amount of things floating on screen. And many enemy projectiles fly in arcs and/or odd angles. Even moving fairly slowly for a classical shmup, it can be tough to route out the safe paths. Which wouldn't be so bad, but I feel near everything but the popcorn enemies are a little spongy. And upgrading my weapons don't feel like they make much of a difference. Maybe it's due to picking the slower ship, but between the spread and tankyness of enemies, the screen fills with enemies and their bullets fast with little I can do outside get a weapon that works better to deal with them. And the weapons, items and specials are a mixed bag. Most weapons feel weak even upgrading two or three times. Made more complicated that it's fairly random which weapons become pick-ups or can be bought in the end of level shop with the coins collected. The player has to experiment with them to really get a feel on best to use them. And once mastered, hope they get the weapon, item and extras for a better run as per roguelikes. Again, interesting idea, but I'd rather have a starting hanger to load the weapons I've unlocked and gain/purchase upgrades after stages. The bosses feel just a tad bullet spongy, but far closer what I'd expect and like. And I won't put it past be not putting shots on target, a properly upgraded weapon or weaker weapon as why fights take a little longer than I'd like. Because with something like the bore or poison weapon the mid-stage and end-stage boss fights are about perfect in length: long enough to have to figure out their patterns, but no so long you have to cycle through them half a dozen times. The game also lets the player select between to stages. This seems to be more of a cosmetic and maybe difficulty thing for the most part. Sure, the desert stage is going to have jumping worms, lava stage has arcs of fire but the enemies don't feel that different and bosses are already kinda randomly assigned. It could be that I have more practice with the right option over the left, but I find that to be the easier path. Graphics and sound are serviceable. There's a Zodiac theme with the bosses, but during the stage; it's enemy space ships and bugs that make up the bulk of what the player battles against. The graphics remind of well made Flash games. Which works, I just didn't find them especially interesting. Although, I'm admittedly a sucker for pixel art and tend to dismiss everything else. Sound and music are okay. Nothing above and beyond, but also nothing irritating. Operation STEEL doesn't feel brutally difficult. Although. it does require a lot of practice and experience learn the enemy patterns and unlock new weapons and pick-ups in future runs. As a roguelike shmup it can also be a mixed bag of trying to get that sweet loadout to really extend a run. It does feel a little odd to me that the player doesn't get extra lives (armor is pretty much that, though) or continues. And bombs do not replenish on their own. So early game mistakes can cut a run short, even with a fantastic loadout. Ultimately, I can't say I care much for Operation STEEL. I don't find the enemies especially engaging save the boss fights. Likely due to it feeling all the same after several dozen runs. The bulletspongy-ness of enemies can definitely feel even when RNG gives the player lackluster weapons, items or extras. And often just as I'm settling into a comfortable grove, the run is over as I took to many hits to my armor early on and couldn't repair it well enough for the later stages. I feel like the game want me to play it far more times than I care to unlock and figure out all the pick-ups, get the right combination and be in the zone to do really well. It just doesn't feel like there's enough meat on the bone of gameplay for me to keep coming back for that.
Fun roguelite shmup with Darius-style stage progression and a decent amount of unlockable weapons and options. Online leaderboards for every game mode including Time Trial and Boss Rush. Has a healthy variety of bosses, many of which are based off astrological signs. The art is decent and does it's job and the music is catchy and appropriate without being annoying, but the most important thing is the game [b] feels really good [/b] to play. Bullet patterns are fair and easy to memorize, but that's not to say the game is a cakewalk... its anything but! It has Normal, Hard (multiple), and Casual modes so even if you're a baddie like me you can find a difficulty to suit your skill level and still enjoy the game. "Hidden gem" gets overused a lot these days, but I really feel Operation STEEL fits that description. It's proof that roguelite and shmup can work well together.
Very fun roguelike shmup. Good replayability.
Very fun game! My 10 year old and I have about 4 hours in so far, each day he is asking if we can play it again. This is his first exposure to a shoot em up game, and it's been positive. It's quite accessible - hard but by no means too hard. Buying and upgrading between levels adds a LOT to the game for me, and also unlocking weapons and ships as you play makes it that much more re playable. Very happy with this purchase.
Serviceable shooter, it's not anywhere close to the true greats of the genre, but it's all around not bad and fairly cheap, while kinda obvious this is the designer's first game. So there are a lot of little issues here that we should go into first: is it a perfect game? Absolutely not. Not even close. Some really notable issues that stand out are things like the attacks from yourself and from enemies aren't really clear which is which, and it's very easy to lose track of yourself, even with your hitbox display turned on (which you have to do in options, it's not on by default). Part of this is a lack of colour-coding enemy attacks to be different from yours, but part of it's also that attacks from enemies can sometimes move backwards or change direction unexpectedly as well, so you can't just assume something is moving in a straight line away from you so you can ignore it and focus on another attack. Part of the issue with the above one, is this is a combination of both a space shooter and a bullet hell, as those are two separate genres which look very similar but which behave very differently. A bullet hell has tons of projectiles laid out in complex grid patterns that you're supposed to learn the pattern of and focus on your ship to weave through the mazelike structures, and you ignore the enemies you're shooting at because they're so large they take up the whole screen. Space shooters have significantly fewer projectiles on screen, and smaller enemies, you spend more time aiming your shots and changing your movement to deal with enemies that shoot at where you're currently at, or evading homing projectiles. These two things do not really work well together because they're antithetical to each other's design spots, and the designer clearly didn't understand the reason why they work the way they do. There are other issues as well, such as the procedural generation is not doing what the game claims. "You don't have to memorize the levels!" well, no, it's actually worse than that - is that enemy going to explode when it dies in a wave of bullets all over the screen? Well, you need to memorize what that enemy looks like, because they can show up in various different levels, and there's no indication from the enemy itself that it explodes on death, nor can you remember to watch out for that being a problem on this specific level. If anything, the way the procedural generation has been handled actually makes the memorization issue a lot more pronounced instead of less. This is also an issue with bosses. The bosses are randomly chosen to a degree! ...But even if you have seen a boss before, its attack patterns aren't consistent either. Like the Scorpio boss will do a warning it's about to do a big AOE attack, where it thrusts its claws out and then a pile of bullets shows up where they're outstretched! ...But the specifics of that AOE attack differ each time you face the boss, the pattern you're expecting isn't consistent. I've yet to figure out if it's randomized, or based on how many levels into the game you are when you fight it, or some other function, but there's definitely different variations of the same boss that looks the same but behaves somewhat differently. There are a ton of other issues like this, which will absolutely hold Operation STEEL back from greatness unless it gets a pretty major overhaul, and most games in this genre don't get significant content updates after they're released, so don't expect any. However, despite that, it's a fairly solid game otherwise. It's far from perfect, it isn't one of the greats, but it's certainly not bad by any means. Weapons do feel fairly punchy, there's a good mixture of smaller enemies and mid-sized to bigger ones, mini-bosses and bosses to make different weapons ideal for different situations, and so you can feel the difference in a big weapon killing small and medium enemies instantly while a weaker gun might need 2-3 hits to take out a smaller enemy but fires much faster. The various weapon types are pretty generic, just the standard ones you get in most space shooters. A charge beam that does a big, penetrating shot that goes through targets in a straight line but has rapid fire weak shots if you hold down the button for example, or a semi-homing laser, a charge laser that does more damage the longer you hold down the button, a spreadfire shot, a homing shot, a wave-based shot, pretty much just assume the standard guns you've seen in most space shooters are all present more or less. (EDIT: Forgot to mention there's also a mechanic that if you stop shooting for about a second, you automatically pick up all the coins on the screen. ...This does not work very well with some of the weapons like the steady beam laser that grows stronger over time, or the charge up attack. Some weapons it's really useful for though, so it's kinda hit and miss) There's a variety of passive weapons, on-use items which have a cooldown, and of course the generic "bomb" mechanic from most bullet hells, except you really don't restock bombs unless you buy them, which is baaaad for this kind of gameplay. Most of these aren't anything too special, though a few are kind of wrong for this style of gameplay, such as there's at least two side-ship options I've seen so far which spread out as you move back and narrow their targeting as you move forward, or shift up and down as you move, which really doesn't work at all with a mostly bullet-hell style of play where you have to focus primarily on your positioning, not looking at where your guns are shooting. As stated, it has a lot of problems. It's not an amazing game by any stretch of the imagination. But it is a solid, fun game. It's fairly good for what it does, but go into this with the understanding that this is really only worth buying after you've played through games like Drainus, Tyrian 2000, Ikaruga or the Touhou series. Those are just flat out better games with much better design in general. But... space shooters don't last forever, and eventually you want to play more of them. So totally consider Operation STEEL after you've gone through the greats, I don't recommend it being your first space shooter, but if you've played all the ones I just mentioned, by all means, it's worth looking into as a fairly solid B-class title. It is not A-class nor anywhere close to S-class, but it'll definitely be worth a few hours of play. You can do better and cheaper, though. Do those first, then come poke at Operation STEEL after you've exhausted the others. It'll be fun when you get to it. Overview: Graphics: So-so, nothing special, but not too bad. Sorta cartoony, but it works. No real consistent theming though. Sound effects: They work, they don't feel weirdly out of place, so they work well enough. Music: Definitely not bad, but there's very few songs and they don't stand out. You do get a good feel for "Yay I want to shoot stuff!" but that's about it. It's never going to match the soundtracks for Touhou or Tyrian, though. Gameplay: The moment-to-moment gameplay is good and does pretty much what you want. This is probably Operation STEEL's strongest point. Game Design: It doesn't actually understand why other games do the things they do, and it shows. There's going to be a lot of minor frustrations all over because of a lack of comprehension for why various game mechanics don't work together. Overall: It's good, but not great. Look to the greats first, then come back to grab Operation STEEL if you're still hungry for more pewpewing in space. It's like in the 6.5/10 range, definitely not bad, but has some very notable flaws.
Bought this on a whim and didn't expect much, but I was pleasantly surprised. Every weapon is at least somewhat useful (even if it might not fit your style), there's a nice variety of bosses and the game feels challenging but fair. I'm not sure if it's all perfectly balanced, but I'm having fun. My only gripe is that there are just two selectable ships. Seems weird when everything else in the game has so much variety. OVERALL: 8/10
I held off on buying this for a long time because the art style didn't do it for me, but the game is fantastic. This is the first roguelike shmup to do it right. It's addictive and very well balanced all the way through, and it's very cool how many of the sub-weapons can be impactful enough to build around if you spend the money to upgrade them all the way. Out of the hundreds of shmups I've played, it reminds me the most of Darius in terms of tempo, enemy patterns, and power of the player's ship. It even has the same branching stage select. The only thing I don't like (other than the general art style, which is a personal preference), is that the backgrounds just loop over and over and aren't very interesting, but copious use of parallax makes it "good enough." This is the most fun I've had with shmup in a long time.
"This is what you get when you buy Darius on Wish"... is what my clever snarky one-liner review would've been if this game stunk. But it's actually a fantasticly engaging shooter. Oh sure, it borrows a LOT of familiar elements; Darius, obviously, and some R-Type, and Gradius, and Raiden, and Asteroids, and ... too many others to list. But far from being the hodge-podge of recycled ideas it could've been, Operation STEEL bundles them together in a tight little "rogue-lite" package where the levels are procedurally generated and the powerup drops are "random"[*]. [*] The footnote on "random" is that you can pause the game to see the "SEED", so if you WANT to run the same drops again, you can write that down and enter the same SEED value for a future run (caveat that things get shuffled when you unlock something new, but once you've unlocked everything you're golden!). This alone is an innovative enough feature to earn the forgiveness of anyone who resented the other borrowed/reused ideas! All in all, this is a very impressive offering from what is pretty much a one-person dev team -- who, by the way, is still very active and responsive to bug reports and suggestions posted in the community discussions, almost two years after its release (which is a refreshing restoration of my faith in humanity). The difficulty curve ramps up quite nicely; it's not "bullet hell" like some of those Japanese arcade games that only gives you ONE way out of the grinder and screws you if you miss it... but it gets ALMOST that rough as you get into the final stages. There's a whole rainbow of weapon choices and secondary items and passive upgrades, to help you out wherever you are on the "spectrum" of shooter preferences. You'll just have to keep playing until you stumble across the perfect SEED that drops your ideal combination of goodies to make it through to the end!
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