
classical horizontal scroll 2D Shmup
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): 0.14/day in the week to Aug 11 → 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.
About
*The DEMO version is under production and may differ from the product version.
A horizontal scrolling shooter where you defeat enemies using BITs that can change attack direction.
Defeat enemies to release energy items.
Approach them to draw them in automatically, but releasing the attack button will also attract distant items.
(The faster you collect them, the more points and energy you gain.)
Once your energy gauge is full, Hyper mode becomes available.
While Hyper is active, your ship’s shot changes to a powerful laser and enemy point values are doubled.
BITs can also block pink enemy attacks during Hyper.
Continuing to collect energy even further unlocks Double Hyper.
in Double Hyper, homing shots are added to your arsenal and points are quadrupled.
(Colliding your Hyper laser with a boss or large enemy’s laser creates a massive amount of energy items and deals heavy damage with powerful energy balls.)
Medium and larger enemies offer a time bonus — the faster you defeat them, the higher the point multiplier.
Combining this with Hyper multipliers allows for a maximum of 32x points.
In boss battles, bosses release energy items every time they lose 1/4 of their health.
The fewer seconds that have passed, the more items appear.
Defeating them quickly also grants additional “Destruction Bonus Energy.”
Clear a stage with no deaths to earn a NO MISS BONUS.
The bonus doubles with each consecutive no-miss stage, and the final stage bonus is doubled again.
3 Game Modes × 2 Difficulties (NORMAL / HARD)
NORMAL / HARD
The Hyper gauge also functions as shield energy.
At full gauge: NORMAL allows up to 6 hits, HARD allows up to 3 hits.
In HARD mode, enemy attacks become more intense, but the number of energy items that appear is doubled (though each item provides half the energy).
X-mode (X-NORMAL / X-HARD)
You can hold up to 2 shields (1 on HARD).
Even if you lose them upon taking damage, you can redeploy them by accumulating gauge after activating Hyper.
Hitting enemies with shots outside of Hyper increases the gauge.
Activating Hyper while holding a shield grants bonus points.
VX-mode (VX-NORMAL / VX-HARD)
Energy gain is 1.5× higher than other modes.
You have 1 automatically regenerating shield that works even during Hyper.
When respawning, the energy gauge retains the amount it had before the player ship was destroyed.
Gauge increase from shooting enemies outside of Hyper is higher than in X-mode.
Settings Screen Options
BLUR: Toggle blur effects
SHAKE: Toggle screen shake
EFFECT: Set to MIN to reduce explosion debris and other objects
BLASTTINT: Choose explosion effect color intensity
WALLWARN: Turn terrain collision warning ON/OFF
LOW SPEED: Choose from 4 types of low-speed movement behavior
BIT Control: 6 types (TYPE-A to TYPE-F) — forward fixed, free movement, hold-style, etc.
〇 TYPE-A・TYPE-B
Press the R button (default) to cycle through BIT positions.
〇 TYPE-C (Recommended)・TYPE-D
Hold R and move the control stick to adjust BIT position. Release R to confirm the position.
〇 TYPE-E・TYPE-F
When R is not pressed: BITs stay in front.
When R is held: BITs move to a different fixed position (position changes depending on lever input or lack thereof).
Config Screen
Separate from the Settings screen, you can access it with ESC or the START button (default).
Here you can configure key mappings, controller vibration, volume, toggle between fullscreen/windowed mode (window size settings are independent of fullscreen), and exit the game.
*Replay playback may not be normal depending on the content of the game update.
Thank you for your understanding.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wow, presently surprised. Has good bullet pattern level design, good pacing you won’t get destroyed . Nice boss battle. Pixel porn. Good sense of speed. 4 out of 10 difficulty a good starter shmup for beginners.
サンダーフォースVへのリスペクト溢れる作品。 攻撃は敵の出現方向に合わせてビットの攻撃方向を前方→上下→後方に切り替えながら対応する形で、 弾の避けは弾幕系の感覚があります。 演出が素晴らしく、画面やコントローラの振動もうまくシンクロしていて、爽快感が感じられる手触りです。 コンティニューしまくりでとりあえず最後までクリアしましたが、上達してノーコンクリアしたいと思える面白さでした。
サクッと遊べる気持ちがいい横スクSTG。2000年前後ぐらいの同人ゲーを彷彿とさせる良ゲー。 「横スクSTGでやってほしいのはこれ!」みたいな演出がちゃんと入っていて気持ちよくなれた。
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just fantastic. Zakichi's game are always great but until I played this I always favoured the hi-res style of Kaikan over the low-fi approach of the other games. Howver after seeing the concept and style of this game in play I'm just wowed. I can see what hei is going for and its just awesome and so well done. The OST is phenomenal while , of course, the gameplay just rocks. This game is a total bargain and well wortth buying + get the devs others if you haven't already; thery're all great.
Excellent fast-paced SHMUP for fans of THUNDERFORCE III - IV. Beautiful pixel graphics. Simple but action packed.
Fun shmup. Stage 4 music rips! You control your options/bits to change the direction you're shooting in. I find one of the alternate modes to control them easier, but I forget which. So if you're struggling my recommendation is to experiment with the different modes. With how many of these I've played it's difficult to say, but I would say that this game's VX-Normal mode would be a pretty sensible 1cc for a newcomer willing grind out a few attempts. For me as a vet it was comparatively easy, I did it on the third try. It was almost my second, so if for more seasoned players like myself Hard is probably the real challenge. Those wings are forever.
A fun horizontal shmup with intentionally low fi graphics. You have to occasionally stop shooting to pick up more gems or energy balls or whatever they are. It is cool when you build up enough energy to laser blast a boss.
Adı Alltynex’e (Nex kardeşliği), tadı ise en sevdiğim shmuplardan olan Thunder Force V’e benzeyen Varyznex Steam’de iyisiyle, kötüsüyle örneği çokça bulunan indie shmup’lar kervanına, çok da rastlanmayan bir örnek ile 2025 yılının başlarında katılan uzay temalı, güzide bir indie shmup (yok, yarış oyunu!). Oyunun background’u hakkında bir bilgiye sahip değilim ama görünen o ki Varyznex, geliştirici zakichi’nin Shmup Maker (adı yanlışsa özür) ile geliştirdiği üçüncü ve son oyunu. Geliştiricinin diğer oyunlarını maalesef ki henüz oynamadım ama Varyznex gerçekten horizontal bir shmup olarak bu alanda hak ettiği bilinirliğe sahip olmadığını düşündüğüm, oldukça güzel bir yapım olmuş. Oyunun özelliklerine gelecek olursak… Oyunda kullanılan sprite’ler oldukça düşük bir çözünürlüğe sahip olduğu için oyun özellikle tam ekran oynandığı zaman grafiksel anlamda göze bir limon fışkırtma etkisi yaratabiliyor. Ha, beni çok rahatsız etti mi? Etmedi. Ama bunun oyun için ufak bir eksi puan olarak nitelendirilebileceğini belirtmek zorundayım. Onun dışında bence grafikler gayet güzel, özellikle bölüm başlarında kullanılan giriş sekansları, ön ve arka plan arasındaki kontrast ile şehir ışıkları etkisi gibi şeyler yaratan artistik dokunuşlar özellikle göze oldukça hoş görünüyor. Aslında oyunun genel hatları ile, günümüze göre bazılarının demode olarak nitelendirebileceği ama benim hala çok sevdiğim, Thunder Force V’in grafiksel stilini temel aldığını söylersem yanlış olmaz. Sadece grafikler değil, oyunun birçok bileşeninde TFV’in DNA’sıdan bayağı bir parça var. Oyundaki müzikler büyük üstat Hyakutaro Tsukumo seviyesinde olmasa da, rock ve synth tınıları ile oyunun TFV’imsi atmosferini gayet güzel destekler nitelikteler. Oyunun silah sistemi çok da fazla TF’a benzemese de, oyunda serinin alametifarikası, güzel silah Hunter var. Craw yok, ama ileri, geri ve yukarı/aşağı yönlendirebildiğimiz atış sistemi de TF’deki geriye atış lancer ve free range silahlarını akıllara getiriyor. Yani silah sisteminde kayda değer bir benzerlik var. İkinci benzer husus, skor sisteminin de temelini oluşturan, zaman bazlı katsayı sistemi. TFV’te de yer alan bu özellik sayesinde, düşmanları hedefe girdikten ne kadar kısa süre ortadan kaldırabilirsek, düşmanın baz puanı o kadar yüksek bir katsayı ile çarpılıyor. Fark yaratan unsurlardan biri düşmanlardan dökülen, hem bar dolduran, hem de puan veren skor eşyaları. Bu eşyalar atış tuşunu bıraktığımızda, biraz Cave’in Progear no Arashi oyununa benzer şekilde, gemimize doğru çekiliyorlar. Bu iki sistemin varlığı da nihayetinde, yüksek bir skor için, birçok oyunda yapması oldukça zor ve bir o kadar riskli olan point blanking ile oynamayı gerektiriyor. Ekranın üst kısmında iki ince çizgi şeklinde yer alan hyper barının (aslında barlarının) ilk işlevi koruyucu bir kalkan görevi görmesi. Hyper barı yeterince dolu ise sizi birkaç atıştan koruyabiliyor. Ancak bu barı sadece koruma amacıyla kullanmak skorunuzun düşük bir seviyede kalması demek, çünkü oyunda skoru birebir etkileyen unsur, hyper barının ikinci işlevi olan çift hyper sistemi. Yüksek bir skora sahip olmak için hyper sistemlerini nerede ve ne zaman aktif edeceğimiz büyük bir önem taşıyor. Varyznex çok uzun bir oyun değil. Sadece 5 bölümden oluşuyor. Ayrıca başarımlar açısından kolay bir oyun olmadığını da söylemek lazım, zira tam başarım için zor modları 1CC ve no miss yapma gibi her babayiğidin harcı olmayan (mesela ben) istekleri karşılamak gerekiyor. Sonuç olarak Varyznex tüm shmup severlerin mutlaka kütüphanelerinde yer vermeleri gereken muhteşem bir oyun. Oynayın oynattırın. Thunder Force’un yüzü suyu hürmetine… [b]Daha detaylı inceleme için blogumu ziyaret edebilirsiniz... https://shmups.org/2025/11/05/varyznex/[/b]
VASTYNEXを散々楽しませてもらってたので見つけた瞬間に買いました、お布施です。 あれ?兵装がだいぶ変わったな?でも面構成はTFの味付けだ、安心した。 エネルギー溜めて撃つダラバーのようなレーザーかと思ったけどこのごり押し加減はサンダーソード、しかもGダラみたいに撃ち合うやつ! 弾撃たないでいてもゲージが微増でもいいんじゃないかな?とは思うけどその辺はカジュアルより覚えゲーなのかなーと。 2面の背景が煩すぎる以外は遊びやすくていいです。 ※良い子の諸君!どれだけボス戦で興奮しててもLBやLTをうっかり押しっぱなしにするなよ!仕様を知らないまま遊んでるとなんか変なのでてるなと思ってるうちにタイトルに戻されるぞ!
If you suck like me, you will appreciate the infinite continues. This shump is challenging. Great music and pacing. Three hit lives and a mega beam which can counter boss mega beams. It's hectic and it's fun. You have escort ships which can shoot in three different fixed directions. If this developer had a 3D graphics designer and local cooperative mode I would buy his/her games from here on to forever. Good music, level design, and theming are all here. Support this one if you believe in a future for shumps.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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