
For the very first time, highly acclaimed Japanese Arcade Shoot’em Ups - VASARA (2000) and VASARA 2 (2001) - are made available to the whole world via this package: VASARA COLLECTION!
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.
About
For the very first time, highly acclaimed Japanese Arcade Shoot’em Ups - VASARA (2000) and VASARA 2 (2001) - are made available to the whole world via this package: VASARA COLLECTION!
Science Fiction meets History in these arcade classics which take place in an alternate timeline Feudal Japan where technologically advanced weaponry and equipment are a reality, and heroes use flying motorcycles with amazing firepower and fierce melee weapons to destroy their enemies.
Try and stay alive on this frantic game where everyone, and everything, is out to kill you!
New Gameplay mode: Timeless mode
Main features:
Tate Mode/ Vertical Mode support;
8 playable characters inspired by real Japanese historical figures;
Sci-Fi meets Feudal Japan in this retelling of historical battles;
Fight Robots and Samurais using traditional shooting and powerful melee attacks;
Heavily skill-based gameplay for Experts;
Easy Mode for Starters;
Branching Paths and Multiple Endings according to your characters and in-game actions;
Highly acclaimed Japanese Arcade Shoot’em: VASARA and VASARA 2
Genres
Sums Steam only; PlayStation, Xbox, 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 | $1.99−80% | 122reviews | 80% | — | $4.2K |
| $9.99 | 284ratings | 85% | — | not modelled | |
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Shmup learning experience: 1) get ass whooped 2) look at your ship 3) make sur you are using and understand all your character's abilities 4) get ass whooped Vasara is not really a SHMUP technically speaking as the melee attack is what you should use as your main weapon, learn its mechanics. Great stuff and it's almost free, the whole game just look so cool and especially against other great SHMUP franchises, no gay japanese little girls this time!! The Timeless mode is pretty cool, it feels very much like a new modern Vasara project model that got rejected by investors to be released as a stand alone title. So it is a mode here for 4 players to play in co-op, it's playable in solo and I advise beginners to try there it's much easier and will give you the time to understand what you need to do to get better. It's very cheap too it goes down 90% during discount, the price quality ratio is great here 8/10
Nota 6,6 de 10 Puro suco dos anos 90 e 2000, muito efeito e explosões na tela. Gosta de Bullet Hell e Ship'ups de uma chance para Vasara.
Media

Related
Related
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 30 → 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**languages with full audio support
| $9.99 |
| 142ratings |
| 84% |
| — |
| not modelled |
| $9.99 | — | — | — | 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
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 — Weight → Realism → Physicality (Seibu → G.rev) Raiden II / DX (Seibu, 1993) The peak of “Heavy Metal” sprite-work. Industrial, grounded, uncompromising. Under Defeat (G.rev, 2005) The final expression of the military shmup. Momentum, recoil, and battlefield physics replace abstraction. Here: space > bullets weight > pattern movement > memorization 🟦 Line 3 — Mechanics → Abstraction → Philosophy (Iuchi Lineage) Hiroshi Iuchi ❤️ Radiant Silvergun → Judgment Silversword → Ikaruga → Kokuga → Ubusuna Treasure → M‑KAI → G.rev → M2 Radiant Silvergun (Treasure, 1998) The maximalist foundation. A shmup with layered systems and narrative ambition rarely seen in arcades. Judgment Silversword (M‑KAI, 2004) The technical bridge. The “Silver” philosophy reduced to pure system and code. Ikaruga (Treasure, 2001) The minimalist apex. Seven weapons collapse into one binary system: Black or White. The “chess” of shmups. Kokuga (G.rev, 2012) The tactical pivot. The ship becomes a tank. Weight replaces speed. Strategy replaces reaction. Ubusuna (M2, 2025/2026) The philosophical return. A synthesis of polarity and modern standards—a reflection on the lineage itself. ✅ Synthesis Shmups do not evolve in a single line. They fragment into three competing philosophies: Toaplan → Cave = density / pattern / abstraction of space Seibu → G.rev = weight / realism / physical presence Treasure → Iuchi = system / reduction / philosophy All of them emerge from: Gradius = designed systems R‑Type = controlled space Darius = structural possibility ✅ Final statement From Gradius’ authored space to Cave’s infinite bullet fields, from Iuchi’s compression of systems to G.rev’s return to physicality— The shmup is not just reflex, but a philosophy of dynamic control.
High quality graphics only applies to the nonscrolling areas on a 4k monitor.
Um Shoot 'em up muito legal, Nessa versão tem os jogos antigos e uma versão em 3D recente, Pra quem curte o Gênero vale a pena!
Good ports of the 2 classics and Timeless is good, too. The game desperately needs audio sliders for the OG titles (the sound effects are obnoxiously loud compared to the music) and custom bindings for all titles included. Fix that and they're perfect.
shmupslop
this is what retro gaming is all about one of an infinite library of great retro classics
Acheté sur Xbox en premier, puis sur PC pour voir, j'aime beaucoup. Dans l'achat, il y a le premier, le deuxième, et une nouvelle version, le tout tournant nickel, même sur ma modeste machine. Je préfère le 1, le 2 est pour moi qu'une relecture de son aîné. C'est un jeu qui est difficile, mais oh combien bien fait, je bute toujours sur le dernier niveau, j'arrive au boss, pis plus de vies. Retour à la case départ. Ce n'est pas mon shmup préféré, mais de temps en temps, j'aime bien m'y replonger, avec un stick arcade, ça a encore plus de saveurs.
i recomendation but with some reservations. The game is solid, but also a bit generic. you have a fire anda bomb button. if you hold the fire for a seconds you do a mellee attack. The mellee gimick is interesting but not well used. also you can shock against enemies without dying. The games are fun but far from classic of the arcade era. compare to raizing, cave and others they are pretty average. I recoomend if you but with a discount. vasara 1 an 2 are interesting, but the new mde is awfull. no vertical mode, bad graphics, etc. but considerer it as a extra.
Selling now
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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