
Space Elite Force II is a fast-paced side-scrolling shmup with local co-op, weapon upgrades, handcrafted pixel art, and intense boss battles. Fight through explosive stages, chase high scores, and defend humanity.
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Space Elite Force II is a fast-paced side-scrolling shmup for 1-2 players, featuring local co-op, handcrafted pixel art, powerful weapon upgrades, huge boss fights, and score-chasing action. Pilot your ship through intense stages, survive relentless enemy waves, and fight to protect humanity in a classic arcade-style space shooter.
Fast, intense stages full of enemy patterns and explosive action.
Epic boss battles that test reflexes, positioning, and firepower.
Unlock 68 achievements.
Play solo or team up in local co-op for 2 players. (At least one controller required)
Handcrafted pixel art visuals inspired by classic arcade shooters.
Full controller support.
Online leaderboards for each game mode.
Available in multiple languages, including English and Brazilian Portuguese.
Normal Mode: Experience the main campaign, dive into the story of Space Elite Force, and recover the stolen data taken by the ruthless Klyvu race.
Arcade Mode: Jump into a frantic score-attack mode built for quick, intense runs. Survive as long as possible with the weapons you choose at the start.
Boss Rush Mode: Take down every boss one by one and chase the best score on the leaderboard... it won't be easy!
If you love arcade shooters, pixel art shmups, intense boss fights, and couch co-op action, wishlist Space Elite Force II and jump into the battle.
Inspired by Steredenn.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
I bought this game based on the positive reviews, but now I feel like they weren't being honest about this game. Just look at the playtime of the top reviews, all under 4 hours, most of them at under 2 hours. The game is short and has very little replayability. I finished the campaign in under 2 hours with multiple deaths, so it is even shorter than 2 hours if you are good at dodging bullets. The endless mode is just the campaign but you only get to upgrade your ship once at the start. The boss rush mode is as expected (just bosses). This game has some really nice art and music. The UI is well done too (easy to read when the screen is full of bullets/sfx). The enemies are interesting, as well as their attacks/patterns. The bosses have some cool patterns too. As a top-down shooter, it works and is enjoyable. BUT the game has some big issues: 1. As far as I can tell, you can't rebind any key (keyboard or controller). The keyboard has 2 ways to play (either wasd or arrow keys for movement, with the other hand controlling the fire/specials/whatever). I played with wasd and while the controls were fine, they weren't ideal. There is a button for fine tuning your movement for tight dodges, but it is bound to left shift (not even right shift) and has to be held down to use - so I never used it because it was so clunky do to so. 2. The upgrades are extremely limiting and the game feels like it was designed with the max upgrade of each item in mind (ie. everything feels underpowered until you max upgrade it). This becomes a bigger issue in the late campaign as the first tier abilities have a lot of trouble killing anything. 3. Only 1 ship to play. Another issue with replayability. 4. There are only 3 special weapons and only one is useful. One gives you a big purple laser beam (you can see it on the animation on the store page) that lasts a short amount of time but does good damage. One gives you a large bomb that clears the screen of bullets and kills things. And one that gives you a shield that protects you from all damage, allows you to ram into bullets/ships to damage/destroy them and lasts longer than the other two abilities. I'll leave you to figure out which one is most useful. But for real - only 3 abilities to choose from? 5. There are some unique/fun pick-ups that drop from a specific enemy, but they don't last long enough or are too situational (thanks to them having a timer and not staying on the screen until you need them). For example, you can drop a healing item, but if you are at full health (because you are good at dodging bullets), then it is useless and you can't save it until later when you take damage as it will 'scroll' off the side of the screen. Or a bonus that doubles the currency you pick-up, which has a very short timer (about 1.5 waves when upgraded) - it is super situational since you cannot control when you use/active it, and it is only useful when there is a ton of currency on the screen. These two pick-ups could easily be changed, for example, the health could give you overhealing, and the currency bonus could apply to x amount of currency picked up (ie. double received for first 20 currency picked up). 6. Homing [weapons] AI is stupid. There are certain enemies in the game that the dev never intended for you to kill ("obstacles"), but the homing weapons will still target them, even if killable targets are on the screen. 7. Achievements are laughable. You get an achievement for unlocking each upgrade in the game. For each boss killed. For each pickup dropped by enemies. If a game cannot create meaningful achievements - then does that mean the game lacks anything worth achieving? IMO, this game should have ~30 achievements tops (kill each boss; kill each boss on elite difficulty, reach x/y/z waves in endless, complete boss rush, maybe a few 'challenging' ones like complete the campaign without dying or complete a boss without taking damage). If the Devs read this and you decide to update this game (versus just working on the next one), here is a list of things for me to change this review to recommended: bindable keys; more replayability (ie. different ship types; ways to customize the campaign or endless mode); more weapon types or variety; more ways to upgrade a weapon (ie. side grades) or your ship (ie. movement speed); more special items; fix homing ai; longer lasting pick-up items.
Play Steredenn instead, this is a bad boring clone of it.
1と2をプレイしました。 シューティングが苦手な私には難易度もちょうど良くとても楽しい。 頑張ってもクリアするのは無理かも・・と思うような絶望感も無く、 自機を強化していくとクリア出来なかったステージもクリアできるようになるのでやれてる感が得られます。 ホーミングミサイルがつよい! 手軽に出来るライトな横スクロールシューティング 実績解除も簡単で、価格も安いし暇つぶしにはおすすめです。 1と同じようにRPT対応してくれたら最高 (*^▽^*)
Space Elite Force II is yet another of literally hundreds of amateur 2D retro arcade bullet hell/shoot 'em ups infesting Steam and lowering the average quality of all video games everywhere. This is an old and dead genre, and it doesn't serve the interests of gamers for there to be yet another "me too" entry that looks like it was built from a template/demo engine and rushed onto Steam. It's from the asset flippers at Rising Moon Games who've been known to pollute Steam with low quality shovelware and asset flips. Rising Moon Games have a known history of trying to scam people into paying them money for someone else's work, through this account or through closely linked/alt accounts. One example of Rising Moon Games doing this is [url=https://store.steampowered.com/app/1997070]HEN, CHICKS AND CATS[/url], which is really the "[url=https://assetstore.unity.com/packages/3d/environments/fantasy/cube-world-full-131386]Cube World[/url]" asset, written by the actual developers, Polysquid. Taking this shovelware seriously as if it was a genuine attempt to make a game, it doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. PC gamers will be insulted by the demand from the developer that a console peasant children's toy controller should be used, despite this being on PC. Developers should try to be aware which platform they're developing for, and must never, under any circumstances dictate to gamers how their games are to be experienced. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 4 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 100,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. For comparison, the $6 asking price for this game could get you games like "Disco Elysium", "Deep Rock Galactic" or "Dead by Daylight". No pixelcrap is worth $6. If developers want to get paid the same kind of money as real game developers who know how to do graphics properly, they need to learn how to do graphics properly. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? Space Elite Force II has the cash grab price of around $6 USD, it's not worth it given the defects and shortcomings with the product, especially considering the unethical nature of the developer. For comparison, the $6 asking price for this game could get you games like "Disco Elysium", "Deep Rock Galactic" or "Dead by Daylight". No pixelcrap is worth $6. If developers want to get paid the same kind of money as real game developers who know how to do graphics properly, they need to learn how to do graphics properly. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
Si vous avez aimé le premier épisode, vous aimerez celui-ci. Il y a beaucoup plus de niveaux & de nouveaux ennemis. Quelques nouvelles amélioration au niveau de l'équipement à upgrade. Bon shoot'em up à la difficulté raisonnable, les mode Elite et Infini sont toujours là pour rallonger la durée de vie. Petit bémol pour ma part, je l'ai trouvé moins addictif que le 1er épisode.
Офигенное продолжения Space Elite Force 2
Well it's more of the same. This time with more levels, some of which contain sections where you need to navigate your ship inside a death star/space carrier. The variation helps and the game is slightly more difficult this time around. No real complaints, it's a fine little shmup. As well as your regular shot you can fire bombs that are on a short 1.5 second or so cooldown. You develop a kind of internal metronome to hit the button every time it refreshes. The game is very short, but most SHMUPs are. It's far from the greatest SHMUP out there but it's very competent and fun enough that I'll keep picking these up if the developer keeps evolving it and pricing them cheaply like this.
Space Elite Force II is a fast-paced side-scrolling space shooter developed and published by Rising Moon Games that embraces the spirit of classic arcade shoot-’em-ups while layering in modern conveniences such as weapon customization, multiple game modes, and cooperative play. It positions itself squarely within the retro-inspired shmup tradition, prioritizing responsiveness, screen awareness, and reflex-driven combat over narrative complexity or experimental mechanics. From the first moments of play, the game establishes a relentless tempo, making it clear that survival depends on constant movement, precise firing, and quick decision-making. The core experience revolves around piloting a starfighter through horizontally scrolling stages filled with dense enemy formations, environmental hazards, and an ever-escalating barrage of projectiles. Enemies arrive in patterned waves that demand memorization and adaptability, encouraging players to learn movement routes and firing angles rather than relying on brute force alone. Combat feels immediate and snappy, with responsive controls that allow for tight dodging and aggressive positioning. The screen frequently fills with action, but the game generally maintains clarity, ensuring that threats remain readable even during intense encounters. A defining feature of Space Elite Force II is its weapon and upgrade system. As players progress, they gain access to a variety of weapons that can be enhanced to better suit different playstyles. Whether focusing on raw damage output, wider shot coverage, or faster firing rates, these upgrades meaningfully affect how encounters play out. This progression adds a layer of strategy beneath the arcade chaos, as choosing when and how to invest in upgrades can significantly influence survivability in later stages. Boss encounters serve as major highlights throughout the game. These battles are built around recognizable attack patterns, screen-filling projectiles, and shifting phases that test both memorization and composure under pressure. Bosses feel appropriately threatening, often requiring multiple attempts to master their rhythms. While challenging, these encounters are generally fair, reinforcing the satisfaction that comes from improvement through repetition rather than random chance. One of the game’s strongest aspects is its local cooperative mode. Supporting two players on the same screen, co-op transforms the experience into a shared test of coordination and communication. Managing space, dividing responsibilities, and navigating overlapping projectile patterns together adds a new layer of intensity and enjoyment. While the single-player experience is solid on its own, co-op play amplifies the fun and chaos, making it especially appealing for fans of classic couch multiplayer arcade games. Visually, Space Elite Force II adopts a colorful pixel art style that pays homage to 90s arcade shooters. Starfields, alien environments, and mechanical enemies are rendered with clean sprites and vibrant effects that keep the action visually engaging. Explosions and weapon effects provide satisfying feedback without overwhelming the screen, helping maintain visual clarity during high-density moments. The overall presentation is polished and consistent, even if it does not push stylistic boundaries. Audio design complements the action-focused presentation. The soundtrack delivers energetic, driving tracks that reinforce the game’s relentless pace, while sound effects provide clear feedback for shots, hits, and explosions. Though the music may not be particularly memorable on its own, it does its job effectively, maintaining momentum and heightening tension during both standard stages and boss fights. In terms of structure, Space Elite Force II offers multiple modes to extend replay value. A story-driven mode provides light narrative context for the action, while Arcade Mode focuses on pure survival and score chasing. Boss Rush Mode strips the experience down further, challenging players to face consecutive boss encounters without respite. These modes cater to different play preferences, whether the goal is progression, mastery, or competitive high-score runs. The game’s main limitations stem from its scope rather than its execution. The campaign is relatively short, and players looking for extensive content or narrative depth may find the experience brief. Additionally, the game largely adheres to genre conventions without introducing major innovations, which may make it feel familiar to seasoned shmup players. Control customization options are also somewhat limited, which can be a drawback for players who prefer tailored input setups. Overall, Space Elite Force II succeeds by delivering a focused, high-energy shooter that understands its audience. It does not attempt to reinvent the genre, but instead refines familiar mechanics into a tight, enjoyable package built around skill, repetition, and escalation. For fans of arcade-style space shooters, especially those who enjoy cooperative play and weapon progression, it offers a satisfying blend of challenge and accessibility. While its ambitions are modest, its execution is confident, making Space Elite Force II a solid and engaging entry in the modern indie shmup landscape. Rating: 7/10
ok
The sequel to Space Elite Force, a retro shoot 'em up. If you enjoyed the original, this is more of the same. It was worth picking up on sale for $1.24.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Languages: English, Portuguese - Brazil, Portuguese - Portugal, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Japanese, Polish +2 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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