
- DRY CONTACT - INSTIGATION OF HYBRID SOLDIER LIFELINE - BIO-AFFECTIONATE HYPER NETWORK -
Modeled estimate, not a reported figure. How we estimate →
About
BURN BRIGHTER!! INITIATE DRY CONTACT!! 30 bosses await in the insurmountable run-and-gun!!!
----- STORY -----
As Earth reaches the precipice of apocalypse, a lone boy with vengeful eyes rushes towards KaiserCorps, the leading authority on weapons technologies and the epicenter of an alien rampage. Discover the backstory of Geverel, the hollow soldier, through non-linear storytelling with comic-style art.
----- GAMEPLAY -----
Burst through 8 stages, each loaded with 1-on-1 duels against KaiserCorps' insane experiments and top infantry. Go blazing with 4 different types of guns, then slam a centrifuge of raw energy into your enemies with the Tatsujin Punch and Ignition Dash Explosion.
(Disaster Arms is intended to be played in one sitting with limited continues like an arcade game - however, an unlimited continue mode is provided for casual and newcoming players.)
----- FEATURES -----
30 bosses - from giant machine-monster hybrids, to your vengeful soldier brethren
Shmup/Bullet Hell design philosophy meets action platformer!
Stylish artstyle and multi-sprite animation
Strafe-based shooting controls let you evade while keeping your aim on the target
Strike enemy weakpoints for maximum damage
Distinct pre-apocalypse setting: Prevent the incoming dystopia!
Original soundtrack composed using YM2612+SN76489, the signature sound hardware of the 16-bit MD/GEN consoles
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Enjoyable run and gun with a focus on lots of different boss fights. The dev really shot their wad here - no repeated bosses, reskins, each boss having lots of different attacks. It's definitely nice. The different weapon controls and movement takes some getting used to. The dash and punch will throw you off for a little while, the dash charge being a little hard to do in the heat of battle, and the punch's recoil throwing you into enemy bullets more than canceling them. You can get a feel for it maybe, but I am not there yet (I've only beaten the basic mode as of this writing). Music and graphics are lowkey and don't draw attention to themselves, but I at least can commend the dev for being consistent and working around limitations to create something cohesive. Overall very nice work from the developer, and this one is definitely recommended for someone looking for an action-game fix.
hideyuki suganami is smiling down from heaven. idk if he's dead i just feel he'd be doing that if he were. also i would like a somewhat wider range of control options. it's good the control scheme is designed to function on 3 buttons, but i wish i could disable, for example, the double tap option for the punch. if there's gonna be a macro that does it in one press, i should be allowed to turn off the more cumbersome method so i don't use it by mistake, which i sometimes do. same for using the rev charge button to switch weapons. i never wanna use it for that function if i have the quick swap macros, so i'd like if i could turn it off so i don't unintentionally swap to the wrong weapon. i also tried playing the game on my leverless controller, and mapped "jump" as "up" like a fighting game, but then i couldn't jump down through platforms. considering "up" isn't used for anything, it shouldn't cancel out "down" inputs like this. though maybe i just need to change my SOCD settings. maybe also add in some color/hud customization options. im not colorblind but i can imagine visibility might sometimes be an issue considering the two-tone color scheme (idk if that's the right term but you get what i mean). the contrast seems well-considered to keep things visible, but better safe than sorry. would be nice to be able to change bullet colors a la blue revolver, for example. oh and stage select/boss select for practicing runs. put that in too. anyway game good, buy game.
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Languages: English*, Japanese*, Portuguese - Brazil*, Spanish - Latin America**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
オマージュ元のエイリアンソルジャーは未プレイですが、SomnaBusterの作者さんなら間違いなく面白いだろうと思って購入。 お話はシリアスな一方で、巨大ロボットやエイリアンがたまに人間臭い動きをして愛嬌のある感じ、まさにコナミ・トレジャーの系譜。 それ以外にもいろいろなゲームから象徴的なシーンが散りばめられており、満足度の高い作品です。 難易度は3つ、簡単なものからベーシック・アドバンス・インパクト。 ベーシックはコンティニュー無制限で自由にステージを選べる、気軽にストーリーを追える難易度。 その他はコンティニュー回数制限あり・途中セーブなしのアーケードゲーム形式となります。 アーケード筐体を想起させる操作説明も相まって、通しプレイが華という印象。 途中で最大HPは増えていくし、穴に落ちてもダメージだけで済むのでアドバンスなら意外と余裕があります。 全ステージ通して40分くらいの長さで、脳から指先へ神経が直列する感じ、主人公と一心同体で走り抜ける感覚が楽しい。 インパクトは敵の弾速・攻撃パターンが増加する設定で、むやみに敵のHPを増やすとか姑息な調整ではないのが好感触。 予習ができない分常にスリルと隣り合わせ、パンチやダッシュを文字通り己の手足として活路を開け! [spoiler]MELON PANもどきにまんまと引っかけられたのは屈辱だ[/spoiler] 個人的な好みは[spoiler]スコアの扱い。 スコアなんて本来ゲームそのものと関わりのない値で、マジで興味ない人間からすると盲腸みたいな存在で……それが意義あるパラメータに転じる瞬間に驚きがあるし、ちょっくらスコアを稼いでみようという動機にもなるのがよいところです。[/spoiler] 日本語翻訳の実装がストーリーを理解しつつスムーズに遊ぶうえでありがたいところ。 初期版は文字が改行されずにウインドウからはみ出て読めないところがありましたが、現在は修正されています。 BGMも引き続きメガドラサウンドで盛り上げてくれるし、深層心理に切り込むような旋律で生物工学の世界に深みを与えてくれます。 サントラも前作のSomnaBusterではぶつ切りが多かったのに比べて、ほぼ2ループでフェードアウトするよう統一されており、聴きやすく改善されているのでおすすめ。
In the latter half of 2025 I managed to get the 1CC on Alien Soldier. Shortly after that this game released and was getting good praise in some communities I follow, and was recommended for anyone who enjoyed Alien Soldier. Has some good unique changes, nice difficulty, and great music. Highly recommend it!
I haven't finished beating it on Impact Mode yet but i can safely say this game is worth it, gameplay is lots of fun, creative use of it's mechanics in boss fights, great artstyle, amazing music, compelling story, i have a few grievances with the game (i find it annoying how the direction lock system works sometimes, if you get hit while holding back you will turn around and shoot the other way even if you never let go of the fire button) but it's undeniable that this is a great game and you should play it. Edit: i have now finished the game to 100% completion and yeah this game is amazing, really fun and addictive challenge (as for the aim lock thing i mean sure it's still annoying but also you just get used to it, aka skill issue on my part), and the last extra is hilarious, 8-9/10 def recommend please buy it it's worth it
"it sticks too close to its source material" is an easy out. this deviates from alien soldier in all the ways it needs to in order to be the absolutely excellent, potentially-more-fun-than-alien-soldier thing that it is. there is great room for improvisation and skill expression here; there are so many "solves" for bosses and levels that feel excellent to execute, and plenty of room for manipulation of enemy projectiles - which when paired with the much-longer-than-alien-soldier counter attack make for something truly excellent. the presentation is a treat. the character designs are superb and the story, while not particularly complex, has a certain je ne sais quoi to its presentation. the visuals and music come together to be really engaging. i think that with any "clone" game - doom clones, soulslikes, etc - you will have a number of initial lackluster imitators before a genre is codified. disaster arms leaps that step completely. to clone a game is to speak the same words it speaks, but disaster arms goes further and speaks the same language as alien soldier.
absolutely rocks, nails the feeling of a Treasure game while still doing its own things mechanically. has a super fair difficulty system and the easy mode lets you go back to play individual sections which is real nice for practicing 1ccs, at least for advance. give this a shot even if you're not a freak for alien soldier or gunstar heroes
This is a fantastic homage to the late, great company Treasure's Alien Soldier, but much more accessible in terms of weapon management and simplified aiming. Lots of creative bosses; fun chunni storyline; rocking YM2612 (Genesis/Megadrive synth) soundtrack; what's not to like?
Disaster Arms - Impact Project B.A.H.N. is a love letter to classic arcade action games that combines the intensity of run-and-gun combat with modern gameplay refinements. Developed and published by PD_CGT, the game delivers a fast-paced side-scrolling experience centered around precision, mobility, and relentless boss encounters rather than lengthy exploration or cinematic storytelling. It embraces the spirit of old-school action titles while incorporating mechanics that encourage strategic thinking and repeated playthroughs. Instead of simply relying on nostalgia, it introduces fresh combat systems and accessibility options that help bridge the gap between veteran arcade players and newcomers looking for a challenging but approachable experience. The game's story unfolds in a bleak future where humanity is on the verge of extinction following an invasion by hostile alien forces and the rise of the powerful KaiserCorps. Players step into the role of Geverel, an enigmatic warrior driven by revenge whose mysterious origins slowly come to light through comic-inspired story sequences. Rather than interrupting the action with lengthy exposition, the narrative is revealed in fragments that gradually build the world and its characters. This storytelling style complements the game's brisk pacing, allowing players to remain immersed in the action while uncovering the motivations behind the conflict and the dark secrets surrounding KaiserCorps. Combat is easily the strongest aspect of Disaster Arms - Impact Project B.A.H.N. Every stage is packed with memorable boss fights that require players to learn attack patterns, react quickly, and use every available tool effectively. The selection of four primary weapons provides flexibility in combat, allowing different approaches depending on the enemy being faced. Beyond traditional gunplay, unique abilities such as the Tatsujin Punch and the explosive Ignition Dash significantly expand the gameplay. The Tatsujin Punch serves as both an offensive and defensive mechanic by allowing players to neutralize incoming projectiles while charging powerful abilities, rewarding aggressive and skillful play instead of encouraging passive dodging. This layered combat system creates encounters that feel engaging throughout the entire campaign. The game's boss-focused structure ensures that every battle presents something new. Each major enemy introduces unique attack patterns, movement styles, and mechanics that prevent encounters from becoming repetitive. The combination of side-scrolling platforming and bullet hell-inspired projectile patterns constantly pushes players to stay alert while making precise use of movement options. Responsive controls, dedicated aiming mechanics, and fluid character mobility help ensure that success always feels tied to player skill rather than luck. Every victory feels satisfying because it comes from learning enemy behaviors and steadily improving performance through practice. Visually, Disaster Arms - Impact Project B.A.H.N. successfully captures the charm of classic sprite-based action games while maintaining its own artistic identity. The detailed hand-crafted sprites, expressive character designs, and energetic animation give the world a lively appearance despite its grim setting. Bosses are especially impressive, featuring creative designs and visually striking attack effects that make every confrontation memorable. The comic-inspired presentation used for storytelling also blends naturally with the gameplay, creating a cohesive visual style that remains consistent from beginning to end. Even during the most chaotic moments, the game's effects remain readable enough to let players focus on positioning and timing. The audio presentation further strengthens the retro atmosphere by utilizing sound inspired by classic 16-bit hardware. Fast-paced musical tracks maintain a high level of energy during battles while quieter compositions reinforce the tension surrounding humanity's struggle for survival. The soundtrack perfectly complements the action without becoming repetitive, and the sound effects provide satisfying feedback for every successful attack, dash, and explosive ability. Together, the visuals and music create an experience that feels authentically inspired by classic arcade games while benefiting from modern polish. Replay value is another highlight. Multiple difficulty settings encourage players to challenge themselves as their skills improve, while an unlimited continue option allows less experienced players to enjoy the campaign without excessive frustration. This thoughtful balance between accessibility and difficulty makes the game welcoming without sacrificing its arcade roots. Players seeking mastery can pursue increasingly difficult runs and refine their performance against every boss, while those primarily interested in the story and gameplay can progress at a more forgiving pace. This flexibility broadens the game's appeal without compromising its core identity. Disaster Arms - Impact Project B.A.H.N. succeeds by understanding exactly what makes classic action games memorable while avoiding many of the frustrations commonly associated with older arcade titles. Its satisfying combat mechanics, creative boss encounters, stylish pixel-inspired presentation, and energetic soundtrack come together to create an experience that remains consistently entertaining from start to finish. Although players looking for deep exploration or complex role-playing elements may find its focused structure somewhat straightforward, fans of skill-based action games will appreciate the depth hidden beneath its retro exterior. PD_CGT has delivered a confident and polished indie title that successfully honors its inspirations while carving out its own identity. Rating: 8/10
Very good boss rush action game.
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Where this game's players are, estimated from review languages.
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