
Rotschwert is a horizontal bullet-hell set in a faded, unknown world. Descend into a violent dream, Red Blade in hand. With scarlet apparitions at your side - nothing will stop your advance.
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About
Hiding deeply within the Forest of Smoke.
Reaching towards the Tunnel of Perseverance.
Leaving its mark on the Alley of Reflections.
Shuffling vehemently through an Arrangement of Locks.
"You will never reach the Dream you seek. All that awaits you on this path is heartbreak."
Red Blade in hand, the Blue Rabbit begins her hazy crusade. With scarlet apparitions at her side - nothing will stand in her way.

Face dozens of strange machines, built for a strange purpose
Cut through enemies before they can take a shot, or engage from afar using the Red Blade's power
4 Segmented stages to traverse, holding vague hints and recollections
4 selectable modes of play for experienced and newbie Visitors, each with its own finale
2 stranded Rabbits connected by fate
1 bedtime story to be told
As the realm shifts, your choices and aggression carve a path. Trust your instincts, hold no regrets. And if that doesn't work...
Well...

Rotschwert is a horizontal bullet-hell set in a dreamy, unknown world. While not strictly a horror game, certain parts may induce fear or paranoia. Caution is advised.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
I like this game and enjoy uncovering the mystery by completing each difficulty. The art style and soundtrack are great. It's satisfying, enjoyable, and a challenging bullet hell experience. I recommend this game
Completed all difficulties. Interesting case where all of them form one connected storyline, in ascending order. It flows rather nicely for both the Rabbits present in the game. It also makes the final difficulty the canonical(?) ending I suppose. If you're looking for an extended explanation you won't find it. (I haven't found the piece of dialogue in the storepage trailer anywhere!) However what is there is more than enough to keep your drive going. As for the gameplay, the other reviews explain a lot better than me. I'll just note a few things I found peculiar. All difficulties kind of share the same amount ofhealth, outside of Relaxed Reverie where there's more. You can feel very powerful with lots of health, but the minor amount of iframes can have a wrong turn go very poorly if you aren't careful. This is particularly noticeable if you try to melee enemies right before they shoot at you. If you're too late you will eat those bullets. Chaining is fun, it only matters for score but the small routing I did had me engage aggresively and/or delay enemy kills in a tricky timing. Conclusion? I enjoyed it. You can kind of tell it was made with a vision in mind, love and suffering. I think anyone can enjoy the first two difficulties. Vivid Nightmare can get tricky but it's not impossible, try to perfect the segments as much as you can. AlterEgo... is just as its description says, brutal and unfair. If you want to try it you gotta commit. At least the game is shorter compared to your average Touhou run. Looking forward to more. [h3] "What you seek, will never exist here. And yet, I know full well... You'll never stop searching." [/h3]
I'm a big fan of their work. Clean aesthetic, silky smooth controls, dreamy mystery vibes that remind of of Zero Ranger, and several difficulty modes will have me coming back to unpack this little gem. The passion and design sense can be felt through the whole experience. Stop reading this and support this game developer!
[h3][i]Why wouldn't you just sleep?[/i][/h3] Working title, later scrapped for fear of eye-rolling corniness and inaccuracy: [i]"Signalis and Ikaruga Walk Into A Bar..."[/i] I feel as though I have a duty to first complete this on Vivid Nightmare—the game's Hard Mode equivalent—and [i]also[/i] experiment with a couple of playstyles before I write anything that's 110% concrete, but at the same time, my mind is pretty much made up, with or without that experience/those approaches; If STGs are in your ballpark, this has to go on your list. Like, frame one. If they're [i]not[/i] in your ballpark, but you want to play something with a distinct air of intrigue to it, this still has to go on your list. It's in that rare territory of "I will straight up buy this for you if you promise me that you'll give it a fair shake," especially because this work deserves to have more eyeballs in its general direction; it feels [i]wrong[/i] seeing this exist in that certain indie realm of heavy obscurity, even if it's somewhat apt, thematically. [b]The elevator pitch:[/b] You are a rabbit with a sword. You have two attacks, a passive melee ability that activates whenever you're in collision range with a target [i](side note; the lack of collision damage/death here took me aback initially, but it's for the better - more on that later),[/i] and a quote-unquote sprint. Or dash. Whatever you wanna call it. No power-ups, no particularly advanced scoring mechanics - a kill raises your multiplier/chain, which goes up to 8× and resets after 1.6 seconds if you don't keep it up - and a rudimentary HP system in place of the usual lives-and-bombs coupling. From the outset, this is how [i]Rotschwert[/i] tickles my brain; it's a distinctly simplistic game. On some level, that's kinda the point. There is no grandiose, larger-than-life goal, there are no achievements, there's not a whole lot in the way of fanfare in the wake of your "victories." It's in the style, too - black, grey, and white as far as the eye can see, with sharp, occasional hints of cyan and red whenever you attack. It makes for an aesthetic approach that [b]really[/b] sticks. I haven't played a whole lot (or, well, not [i]as much[/i] when compared to the hours upon hours I sunk into, say, Ikaruga or ZeroRanger), but [i]Rotschwert's[/i] design—on all fronts: visual, stage/segment, sound, music—burrowed itself into my lobes after about two scuffed playthroughs. (Some of those bullet patterns are to die for. [i]Often literally.[/i]) There's a solid, if vague approach to storytelling here. It's one of those entries where I'd be hard-pressed to tell you what I think the [i]exact[/i] point of it is, or what the details are, But I adore that as well. I've found myself idly thinking about its last couple of stages and its finale (on Ordinary Dream/Normal, anyway), the latter being helped immensely by the thick air of mystery that envelops it. I'd rather not add much beyond that since [b]a)[/b] I feel like there's still more to uncover, or at least more to see, and [b]b)[/b] it's best experienced on your own time. Very much a "go in blind and see what you make of it" situation. Oh, er, right, I left the collision thing on ice and then didn't touch on it at all. Excuse me. Let's rectify that: The conscious choice of not having any target-collision damage is awesome. It was [i]inevitable[/i], given that melee would either be notably risky or perhaps straight up tiresome otherwise, but even so, it greatly tickles that part of the brain that wants something to shake up the usual. It's a mechanic that invites you to play a fair bit more... [i]brashly[/i] than you might be accustomed to, for lack of a better term—and this also serves as a good transition into a quick paragraph on gameplay, because [i]Rotschwert[/i] is more than open to you using your melee and dashing around the screen like you're being paid for it. After all, the alternative is - likelier than not - death. To [b]not[/b] play aggressively, to not charge at a moment's notice, means opening yourself up to a frankly absurd amount of Danmaku™, as all enemies (sans popcorn) will always fire one way or another if left alone, some with far more intimidating patterns than others... and that's on Normal, so your guess is as good as mine with regards to how that ramps up in the later stages on Hard. Jolly good if you're a bigger fan of dodging, though—you even have a dedicated story mode where the goal is strictly to dodge and not gain any score at all if that tickles your fancy, by the way. Too much unlearning required for me, though. Gah. I feel like I want to gush more about several other things, but I'm staring at my keyboard here after typing all that out and I think it's ultimately fine to leave it at... well, all of that. Bottom line: [i]Rotschwert[/i] is a delightful, immediately-intriguing game that asks little of the player and gives [i]much[/i] in return if you open up to it and meet it halfway. For five bucks, it feels like I'm undercutting Winged Fox by quite a bit - but even so, the least I can do is clasp my hands and bow in gratitude for their effort in putting all of this together and letting it out into the world. To Aru: I'll be looking forward to [i]Nullschwert[/i] with a wide grin on my face in the meanwhile. [h3][i]Without your kind here, there would be no joy left in the Abyss...[/i][/h3]
Rotschwert is a really solid entry to the Shoot 'Em Up category, with its use of monochrome and minimalistic aesthetic. The gameplay is pretty straight forward, you've got a tracking rapid fire attack and a slow spread burst for crowd control which requires the player to use it strategically depending on the situation, there's also a speed up button that accelerates your movement to get out of tight situations, its like a reversed focus mode. The strongest aspect of this game is the amount of content and secrets that can be found, the story is very abstract and mysterious so its up to the player to puzzle together what the actual meaning is, this is a common trend with Winged Fox and his games. sufficed to say, this is game is a fun time and I recommend it :)
I picked this up on recommendation from the Shmup Database. There's a lot to like here, but I think there are some area for improvement. This review is based on clearing the easy and normal difficulty, but not having been able to clear the nightmare difficulty. Nightmare, with the recharging health at the end of each round, feels like the "intended" way to play. In terms of presentation, despite being a horizontal scroller it's clear there is influence from both ZeroRanger and Undertale, which I very much appreciate. The monochrome presentation is unique and presents well, though it seems more effort was put into some areas than others. Some areas can be visually confusing (such as the 4th screenshot in this store page, where the background can be confused for bullets). The hand-drawn characters and cutscenes are lovely. I really appreciate the bits of narrative here, and I hope I'm able to see more if it, assuming there is more - the game does not signpost very well what is required to "progress". Enemy attack patterns are reminiscent of Touhou project games in that they are varied and fun to navigate. That said, there are some areas which seem impossible get through without having to tank hits, which doesn't feel very satisfying. There's also a spot in the second area where enemies pop into existence without warning or indication that makes taking a hit feel very cheap. The default controls, at least on Steam Deck, need some adjustments. The deadzone on the analog stick is too small and causes what feels like stick drift, which can make it impossible to navigate the menus. This can be corrected in the settings. I also suggest mapping dash to the trigger, because it's impossible to hold the (B) attack button and dash (X) simultaneously on the default mapping. Additionally, the dash button is only situationally useful - it would have been FAR more useful to have a focus button that slows movement to navigate some of the tighter bullet patterns. All that being said, there's a lot to like in this little package, and I hope to see this continue to improve with updates in the future.
now, i am not good at all at bullet hells, yet something compels me to play certain ones. this is one of them. i did manage to beat easy mode, but i see that to see all the game has to offer, i need to get good, which i plan on doing. the art style is clear and looks good. the bullet patterns are beautiful and fun to dodge. the game has great pacing, and surprising variation in enemies. i loved my time with this so far and plan on spending more time with it.
Cool little experimental bullet hell with a meta-narrative linked to the gameplay, and the minimalism works very wlel for the atmosphere [h1](follow my curator page [url=https://store.steampowered.com/curator/33882793/]GenXPlayers[/url] for more retro and indie reviews)[/h1]
I could wax philosophically about gaming as art and the artistic vision of the developer and yadda yadda -- and I will, no doubt, be doing a lot of that in my future. However, what matters in terms of game design is sound enough for me to give a recommendation on that front alone to anyone not swayed by the delightful presentation. The graphics are clean and do an excellent job relaying important information to the player at rapid speeds. The sound design is both of those things as well, not to mention the S-tier OST in each stage. The progression of challenge from stage to stage is logical and satisfying. It's just a great time all around. I've only yet put two hours in, but I imagine I'll be putting in much much more as I am bad and haven't yet beaten normal mode. The [spoiler]final phase of the final boss[/spoiler] is a cruel thing. Please play this fukken game. It rules.
Игра крутая. Визуал минималистчный и лично мне нравится. Музыка отличная, звуки тоже. Меня приятно удивило, что концовки зависят от выбранной сложности. Но я прошел игру только на легкой сложности. На нормальной сложности не могу пройти сегмент 4. Видимо, игра рассчитана на тех кто часто играет в буллет хеллы. Не хватает русского языка. Поиграл меньше часа, получается, но мне понравилось.
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