
Experience the epic conclusion of Toaplan's legendary shooter series with Batsugun including the lauded Special version! Choose your favorite character and spaceship in this thrilling genre-defining bullet-hell action. Now on PC with modern enhancements!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 3 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 112reviews | 98% | — | $26K |
| $7.99 | 19ratings | 90% | — | 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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Batsugun is an arcade (runs on Toaplan Version 2 PCBs) shoot em up title from 1993 released by Toaplan (which was also their last game, before Toaplan's death resulted in it splitting into multiple other studios, most known examples being Raizing/CAVE/Takumi), and was known among the public for being one of first shmups of "bullet hell" subgenre: Your hitbox is more generous, your ship fires insane amount of bullets, enough to cover entire screen on some ships, bullets are, while still fairly fast compared to modern bullet hell, much more denser, bombs work as instant screen clear and power loss after death has been heavily reduced. And, in 1994, a Special Version of Batsugun was released: While i'm not sure, what's the story behind it, but looking a bit into what has been going on with this version, it was an sort of showcase version that eventually found it's way into secondary market, which is why people managed to dump it's romset for usage in MAME/FB Neo/FB Alpha. While Special Version is much easier to clear than original arcade release (for 1 loop only) due to it's differences (smaller hitbox, one hit shield upon leveling up, and new type of "ground item" that allowed me to get 2-3 bombs on stage 2-2), it added 4 loops to go through, and even doing a "simple" task as going through second loop may require learning how to handle revenge/suicide bullets to avoid getting walled. I ususally make it into stage 4 of second loop before losing all my resources due to bad positioning. In 1996, Batsugun gets a home console release for Sega Saturn, in which Gazelle (same guys who made Air Gallet) were involved. Nothing interesting to say there outside of fact that it includes Special Version (yet CAVE couldn't do the same for PS2 DOJ) with arranged soundtrack, as i didn't really played on this port yet. After a while, CITY CONNECTION re-releases the saturn port through their "SATURN TRIBUTE" series, containing remixed "SATURN TRIBUTE BOOSTED" soundtrack... And containing lots of input lag. Just don't play it... Now, going into 2024, we get this PC release of Batsugun from Bitwave Games, which i'll focus on discussing in this review. While Toaplan games come in collections on consoles, there you can buy them one by one, and for fairy cheap price too! First of all, let's get into what versions of batsugun this port offers: Just like the previous ports, you get both the Original and Special Version releases in a single package. HOWEVER THIS DOES NOT ENDS HERE! In game options, you can change region of your game, which should help if specific version is used for scoreruns. For this port, i heard that Bitwave used their own engine that attempts replicating original Toaplan Version 1/2 boards as perfectly as possible: As such, the input lag is minimal. And, in game where during later stages you'll need to micrododge every once in a while, low latency is important. Really kind of Bitwave to actually work on making their own engine for arcade port instead of just lazily shoving romset into laggy FB Alpha emulator with no ways of extracting the said romset for usage in better emulators! In video options, you get decent amount of features, nothing interesting, a bunch of screen/scaling settings, ability to TATE your monitor, however what i'd like to put a focus on is scanlines: as some ports forget to implement this very important shader that gets experience a bit closer to what it supposed to look like on your average modern flat screen TV. You also can have "side gadgets" too! While they are not as good as M2 ones (or hell, even PS2/Gamecube Radirgy level), they do their job, and there are few different options: one of which includes a guide meant to provide beginners with idea on how to play this game. Obviously, you get the save states: these are included in most shmup ports, and are something that shmuppers use very often: not to cheese through entire game, but to repeat problematic sections until they get consistent at handling it. However, if you're lazy to make states like me, Bitwave got you too! They implemented a very flexible practice mode, where you can select loop/stage, as well as ship power level with resources for seeing how you can handle stages with, let's say, average amount of resources you get when reaching them (kinda like what i did when practicing futari original before getting a very good run for first 1cc). This practice mode alone would be enough to get me playing on this port instead of using FB Neo with RunAhead... HOWEVER, THERE'S MORE! Bitwave implemented all kinds of time manipulation features (such as rewind, which may come in handy for casuals, or slowdown, which allows to analyze some of patterns properly: not sure what about ever so-important fast-forward though, as for moment of writing this port i still haven't fully explored this port) alongside assists: There, you can customize your autofire rate (up to 30hz), change your ship hitbox size, and do all various things that make game easier to approach for novices. BUT, the most important feature there is ability to display hitboxes: While it feels a bit broken for me, it allows to properly see hitboxes and analyze things based on hitboxes instead of sprites and shmupper senses gained over time. Last thing i'd like to mention about this port is forced Steam Input implementation: This means, that this port will work with pretty much any controller/arcade stick, as long as you managed to set it up in Steam Input. As for keyboard controls, they can easily be changed in-game, so you can still play it on keyboard if you wanted. If i had to describe this port in one sentence, it would be "too good to be cheap". Bitwave put a huge amount of love and effort into getting these games ported over, and while there are a few issues i can nitpick, overall package ends up being the best and cheapest non-emulated way to play Batsugun out of box. Now, THIS is how you should make ports.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 49 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.
In my opinion, there are 3 Toaplan shmups that are essentially perfect: Flying Shark, Twin Cobra, and Batsugun. Which I prefer depends on my mood, but if you include the full package of Batsugun Arcade and Special it's hard not to conclude that this is Toaplan's undisputed masterpiece. What we have here is a seminal bullet hell. Much in the same way that Twin Cobra was the template for Raiden-style shmups or Truxton for boring tanky wave-based Euro slop, Batsugun, especially the Special version, took the reduced hitbox of Grind Stormer, made it even smaller, and dramatically increased both the power of the player's weapons and the number of bullets fired by enemies. While in some ways it resembles a Psikyo shmup more than CAVE's post-DonPachi efforts, as the bullet sprays are fast and frequent, there's no question that it created the rough template that was later used in DonPachi, DoDonPachi, and the entire subgenre of shmups that's been copying that formula for 3 decades. It's a must play for anyone who is a fan of the genre or has an interest in the history of arcade games. In terms of this port, it's similar to the other Bitwave Toaplan ports. You don't get a plethora of behind-the-scenes gadget info like you would in an M2 port, but what you do get are every version and regional variation of the game with quick and easy access to the dipswitch options, a configurable autofire (sadly only one; it would be nice to be able to bind multiple autofire rates to different buttons a'la M2 STG), training options to ease you into the game such as rewinds/invincibility/smaller hitboxes/etc, replay saving, and the ability to practice any stage with any loadout or powerups (without, as far as I can tell, the ability to specifically practice a boss). Input lag is effectively nil; using a basic generic X360 gamepad I can't feel any delay between my inputs and the response on screen. It's a solid port that would only be surpassed, IMO, with an M2 STG release, and given the amount of time it's taking them to release other Toaplan ports I'm not holding my breath waiting for one. So a solid recommend with few caveats. Certainly better than the Saturn port and significantly better than the City Connection port of the Saturn port.
A cool as hell and addictive old school shmup with a 90's anime aesthetic, catchy music and hard but fair difficulty. Includes the original version of the game and a "Special" version which is a bit easier because your hitbox is tiny and bosses have a lot less health. The special version also loops 4 times and it gets harder each time. Loops 3 and 4 are madness. Both versions are good but if you just want to blow up hundreds of ships to cool chiptunes then special is the way to go. It feels really nice to play, this is top tier old school arcade goodness.
The first bullet hell. The only port worth your time.
Fun, fun, fun! My goodness it's hardcore.
Developed by Bitwave Games in collaboration with Toaplan and published by Clear River Games, Batsugun is a carefully restored edition of one of the most celebrated vertical shoot 'em ups from the arcade era. Originally released during the final years of Toaplan's history, the game occupies an important place in the evolution of the genre, bridging traditional arcade shooters with the more elaborate bullet-heavy experiences that followed. Rather than offering a simple re-release, this modern version combines faithful preservation with numerous enhancements, giving both longtime fans and newcomers an opportunity to experience a true classic under the best possible conditions. The game's premise is simple but effective, placing players in control of elite fighter pilots determined to overthrow the tyrannical rule of King Renoselva A. Gladebaran VII. While the story exists mainly to support the action, it provides enough context to tie together an exciting campaign filled with enemy fleets, heavily armed fortresses, and towering mechanical bosses. Players can select from six pilots operating three different aircraft, each with distinct characteristics that encourage experimentation. Every stage introduces increasingly dangerous opposition, requiring quick reactions and careful positioning while delivering a constant stream of explosions, enemy formations, and memorable boss encounters. Batsugun's gameplay remains remarkably engaging decades after its original release because of its satisfying progression system and fast-paced combat. Destroying enemies gradually powers up each ship, transforming modest weaponry into devastating attacks capable of blanketing the screen with firepower. This steady sense of growth makes every run rewarding while encouraging aggressive play. The included Batsugun Special mode further expands the experience with revised balancing, alternate enemy behavior, new visual effects, shield mechanics, a reduced hitbox for greater precision, and multiple looping difficulty levels for skilled players seeking an even greater challenge. These additions significantly improve replay value without sacrificing the spirit of the arcade original. The presentation successfully captures the charm of classic arcade gaming. Detailed pixel artwork, colorful environments, and imaginative enemy designs remain visually appealing, while massive bosses create spectacular encounters that stand out throughout the campaign. Explosions are energetic and satisfying without becoming visually overwhelming, ensuring players can still track incoming threats during the most intense battles. Complementing the action is an energetic soundtrack that perfectly matches the frantic pace, helping maintain excitement from the opening stage to the final confrontation. One of the greatest strengths of this release lies in its modern accessibility features. Players can take advantage of rewind functionality, quick save and quick load, customizable practice mode, adjustable autofire settings, replay recording, online leaderboards, display customization, screen rotation, and low input latency that preserves the precise controls expected from an arcade shooter. These quality-of-life improvements make the game approachable for newcomers while still providing the authentic challenge that experienced players expect. Whether someone wants to casually enjoy the campaign or spend hours mastering high-score strategies, the available options accommodate a wide range of playstyles. Batsugun remains an outstanding example of why classic shoot 'em ups continue to earn admiration from arcade enthusiasts. The combination of polished gameplay, satisfying weapon progression, memorable boss fights, attractive pixel art, and thoughtful modern enhancements results in a package that honors its legacy while feeling surprisingly fresh on contemporary hardware. Although its demanding arcade design may not appeal to players looking for a slower or more narrative-driven experience, fans of fast-paced action and classic shooters will find an exceptionally rewarding title that continues to demonstrate why it has earned such an enduring reputation. Rating: 9/10
My god how fun this game is. I got my first 1CC in the special version. A fantastic experience that will get you hooked on shmups for life!
Thank you for your playing
hell yea
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