
The third installment in the Eden series A 2D bullet-hell vertical-scrolling shump with a feel reminiscent of arcade games from the 1990s to the 2000s.
Modeled estimate, not a reported figure. How we estimate →
About
Eden's Eclipse is a 2D vertical-scrolling bullet hell shooter in the style of arcade games from the 1990s to the 2000s,
where a girl flies through the sky and takes down enemies.
Use your standard shots, special shots, and bombs to defeat the oncoming enemies.
Game Features
The game consists of 5 stages, with a boss character waiting at the end of each stage.
There are three game modes available: “ORIGINAL,” the standard mode; “CLASSIC,” where enemy bullets move faster; and “HELL,” where enemy attacks are more intense.
Special shots are more powerful than regular shots and can convert enemy attacks into items.
It supports online rankings.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Update: A few not-so-great comments have been added below pertaining to Hell; though I still maintain that this is an excellent game on Original difficulty!~ If you've read my review for Blue Wish Desire then you'll know that I'm an extremely big fan of X.X Gameroom. My philosophy is: if there's a new X.X game released in a given year, then it will be a good year. All of a sudden the world becomes a brighter place, a better place; a place with less worries, a place with less stress, and a place worth fighting for. And Eden's Eclipse attempts to set the bar even higher than ever before. X.X Gameroom is currently the absolute best modern-day Cave we have; every single X.X game wears its Cave influences proudly on its sleeves. Whether you're a fan of the Dodonpachi series, Mushihimesama, or even Espgaluda; one run through any X.X game will make you nod your head in appreciation and go "Yep, I spot this or that influence!" And despite this influence, X.X still manages to carve out their own identity. Players of both the Blue Wish and Eden's series will find each entry very distinct from one another and yet, strikingly familiar. One look at one game followed by the next, and you'll instantly know you've got an X.X masterpiece on your hands. And this is such an immensely powerful trait to possess. If you've played any one of X.X's many games which came before Eden's Eclipse, then you'll pretty much know what to expect. It's business-as-usual in the graphics, sound, and music department; and there is nothing wrong with that. Eden's Eclipse's presentation is masterfully executed with every single one of the game's assets complimenting each other in perfect harmony. Player control is as razor-sharp as ever, and the one thing I continuously praise X.X for is how insanely precise and meticulously choreographed the setup of each stage feels. And this is where I'll be lazy and just copy-and-paste a small bit from my Blue Wish Desire review as it is still 100% relevant here: "Enemies and their projectiles come at you and overlap with each other with a frightening level of grace and fury and the action does not stop until the end-of-stage scorecard. Blue Wish Desire is fast, it's tight, and it does not wait. It's a non-stop adrenaline rush from start to end." Despite how familiar everything is in Eden's Eclipse, X.X has also thankfully made the game a little more accessible too. There's now a mini help screen which shows you what your basic controls do, and, for what I believe is a first for an X.X game, there's finally an "English" option! Though I do still appreciate that bosses are introduced with their names in both English and Japanese. Now, while we're on the subject of "accessibility;" this is probably also the hardest X.X game to have ever been released. Right off the bat the "Auto Guard" (read: auto bomba) system which everyone knows and loves has been thrown straight out of the window. Instead we now have a "Guard Gauge." In order to activate your Guard you need to fill the Guard Gauge to 100%, which then gives you a single shield. Lose this shield and you'll have to replenish your Guard Gauge back to 100% for another; no longer are you able to take advantage of your bomba stock as a glorified health bar, instead you'll have to both dodge and plan your resources accordingly. The Guard Gauge can only be filled by collecting yellow gems, and yellow gems are only dropped from enemies killed by Hyper. This certainly makes the game harder; but I honestly believe it's for the better. There's now actually some strategy involved with regards to how you want to plan your Hyper usage, as certain larger airborne enemies drop a lot more yellow gems than random worthless zako. And because your Guard isn't tied to your bomba stock, there's actually even an argument to be made that you have even more resources now, since getting hit while Guard is up doesn't reduce your bomba stock. Just don't get hit while Guard is down, lol... or your entire remaining bomba stock vanishes into thin air. What all of this means is that you'll really need to up your reflex-bomba game with Eden's Eclipse, you'll also need to be good at routing your bomba usage for preemptive deployment in "problem areas" which you will come to recognize with experience; areas in which you frequently struggle to survive. I know this change will definitely be controversial, but I like it. So, to wrap my review up then: Eden's Eclipse is yet another masterpiece from X.X Gameroom which shouldn't be overlooked. Not only is Eden's Eclipse exactly what we have come to expect from X.X, it has also grown up and matured. It is everything we love from X.X's past releases, and then some. Personally, I couldn't ever have asked for more. And, after Blue Wish Desire, this is only the second time X.X has ever put an asking price on their game; and I strongly believe X.X is being extremely humble with what they're asking for. I would've easily paid three times more for the sheer amount of quality and craftsmanship we have on display here, and I feel so blessed to be able to experience such a masterpiece. Thank you so much X.X for being around to grace us mere mortals with such an incredible game. Please don't ever change, and bless your heart!~ (P.S.: It is extremely rare for me to shed a tear while playing an STG. This is one of those times. These were tears of immense happiness and tremendous joy. Tears from when you go "Holy efff this is just so darn good." Tears of nostalgia, even; because at times it genuinely feels like I'm playing something made by the masters of the genre themselves: Cave.) <3 Update: After 20 hours it is safe for me to say that the Hell difficulty has added a fair bit of sourness to what was originally an incredible experience. The Eden's Eclipse thread on system11 covers this in more detail, but the gist of it is that this game on Hell is a rather miserable experience; and it doesn't even have anything to do with the difficulty of the mode itself. Minor grievances which were easy to ignore on Original are now huge problems in Hell; chief among which is the length of the game. Thanks to the amount of slowdown Hell introduces, Stages 1 to 3 have become a very tedious, tiresome and monotonous grind. Repetitions in enemy spawns are now greatly amplified, and visibility suffers when enemies are point-blanked with Hyper. The single most critical flaw however is the fact that holding down the Hyper button cancels i-frames. In Original this has a habit of being rather annoying; but in Hell -- where you are frequently diving into thick clouds of bullets -- this can mean instant chain deaths if you just happen to have your Hyper button held down after taking a hit while micro-dodging said cloud. And you know what is the biggest sin of all? Grinding this game on Hell bores me. Stages which were springing with life and joy in Original now resemble a dead-end data entry job. Because of how draggy so many stages have become, I feel like I can only commit to one run a day, after which I just feel so disinterested in trying more because I simply become bored of it. What a shame. What's also somewhat confusing is X.X's decision to combine the Heaven & Accel difficulties from earlier games into what is now labelled as "Classic." Now you have double the unhappiness, because casual players will find Eden's Eclipse too difficult while seasoned Accel players like myself (think Original with double the bullet speed) also feel like we're missing out. And just like that, Blue Wish Desire shall remain as my top X.X Gameroom pick.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
x.x or xxgameroom has made another great shmup. If you’re unfamiliar, this developer has long been making douin shmups like blue wish resurrection and all the previous Eden games. This game truly is something special for me, I remember digging trying to find really cool shmups that were free to play on sites like freem or DLsite and came to discover the Eden series. This game did not disappoint. The game has technically three characters to choose from, Spoon and Fork and later on Knife. All the bosses except for the TLB(?) are the main characters of the previous games. Spoon is a more wide/homing shot whereas Fork is a more focused straight forward shot. These shot types quite honestly remind me of a Tiger and Jaeger dynamic from Ketsui. Just like his previous games the mechanic of the game is to try to cancel bullets by using your special shot once enough meter is built up. Of course unlike the previous games, you have more room for margin of error when it comes to cashing out your special shot. The artstyle is cute as always and the music of the game is spot on. There are settings to change bullet colors for better visibility and a practice mode. The game even offers replays which is nice. The game has 3 difficulties which are classic, original and hell. I got a 1CC on original and hell thinking that I would eventually see the final difficulty accel mode unlocked however, it seems like this mode isn’t in the game…. At least yet. Now to make things more spicy the game allows you to turn off slowdown but I didn’t see an option to turn off guard. Guard being a shield of sorts you eventually get when you rack up enough meter when spending your special shot. The game is fluid and honestly, you can tell the game is quality upon just the first stage. Truly a passion project from a dev that's been in the scene for a long time. I definitely recommend the game. https://www.youtube.com/watch?v=dt97U1OwrJU
[h1]令和から2000年代への虫姫ガルーダ[/h1] こういう方にオススメです。 [b]・弾幕STGやるならチュートリアル説明より実践派 ・適度に難しく適度に避けて適度に弾消しするのが好き ・もちろんガッツリパターン構築したい ・嘘避けが好き ・結局2000年代アーケード弾幕STGフォロワーを探している方々[/b] 異論は認めます。 ざっくり説明すると、このSTGは2000年代に出ていた「エスプガルーダ」に結構酷似していて、通常ショット+低速移動、ゲージ消費して撃破した敵の敵弾をアイテム変換させる強力なスペシャルショット、そして回数制限のボムを使用して攻略していく感じになります。 また難易度選択もあり、敵弾は少なめだが弾速が速めのClassic、敵弾多めで弾速遅めのOriginalと、「虫姫さま」と大体似た難易度選択があります。 [spoiler]敢えて書きませんが様々な隠し要素も健在しています。[/spoiler] 個人的な雑感ですが、出来は良いけど最初から甘え無しのムズい難易度だと思うので、基本的な「まず撃たれる前に撃て、稼ぎは後で」「敵弾は自機狙いか固定かよく見よう」を徹底する方が良いでしょう。 また今作は「アイテム稼ぎで得られるガード(1ミス回避)」のおかげで稼ぐことの意義が出てきてるので、慣れてきたら積極的に稼ぐことを意識して最終的には稼ぎパターン構築をするプレイスタイルになります。 一応欠点として「一部敵弾以外の見た目の接触判定の分かりづらさも当時のまま」だったり「曲ループしたりキー設定が一部しか効かなかったりというフリゲー感」の点を含め、あの頃のSTGを求めている方はぜひどうぞ。20年以上前のSTGの影響は伊達ではなかったと思います。
Super fun, like all of x.x game room's STGs!
Cute game https://youtu.be/PAgL_snrHFo?si=wRDnKXi4P5EPsszq
First impressions are really good so far! (early review to push the steam algorithm) This feels like a hidden gem from the past despite being a new release. Your typical bullet hell with a unique blend of mechanics (i especially like the idea of "fake" extends with the guard, giving you an extra hit but without giving you new bombs like a full extend; even though the most important mechanic is it's special shot), and high quality level design and bullet patterns. The game looks gorgeous, the music is definitely royalty-free but still blends well with everything. Seems like the dev have made some other games before but it's the first time I see one of their creation Honestly, give it a shot!
製作者様のこのゲームについて、90年代~2000年代ぐらいのアーケードゲームスタイルの弾幕系2D縦スクロールシューティングの通り、偽りなしの王道のシンプルな弾幕STGで、00年代の雰囲気もばっちり再現されていました。 違う点は、90年代~00年代STGのパワーアップがない。 いまどきの強力な自機要素、スペシャルショットがありますが、ゲージ管理が難しいのとスペシャルショットでも火力が足りないかなとなるので、圧倒的な物量の敵と弾幕に押し負けたい人向けのSTGです。 システム的な面ではなく、雰囲気や弾幕等はエスプガルーダ好きな方におススメしたい作品です。 ゲームモードも彩京等の方向性なclassicalと、王道の弾幕モードで二度おいしいです。 オールステージをノーミスでクリアが難しく、コンテニューの連続でした。 ですが、各ステージの難易度が絶妙なバランスなので、何度も挑みたくなるのも好きなところです。 ただし、コンテニューをしても、戻り復活ステージ最初からというスパルタ式です。 オールクリアを目指すとこのスパルタ式のおかげで、弾幕シューティング力がつくかもしれません。 キャラもみんなかわいい…。惜しむ点は、キャラのセリフや声があるともっと没入感があってもっとドハマりしたかもしれません。 あと、最大の難点はオートガードの発動条件がわからない。解説にはないので、そういう分かりづらさも00年代STGっぽい部分です。解説があるといいかもしれません。
[h1] v1.0.1 Classic3機体クリア時点でのレビューです[/h1] いつもの味をちゃんといつもの味でお出しするEden’sシリーズ最新作 今作はボム消費のオートガードシステムが廃止されアイテムを集めて1被弾だけ無効にするシステムに変更になりました そのせいか今までのシリーズと比較するとよりアーケードゲームの1ミスに対してのシビアさが出ています レビュー時点でClassicモードしかクリアしていないのでこのモードのみの感想なんですがもしかして [h1] [spoiler] 特殊攻撃をあまり使わない方が点数が安定して高くなりやすいバランスになってるような気がするんですけどこれちゃんと意図してるバランスで大丈夫なんだろうか... ガンガン使って行く方向性かと思ったのですが... [/spoiler][/h1]
Si Mushihimesama y Espgaluda tuvieran un hijo, sería este juego. Aunque el sistema de Guard es bastante frustrante, el juego está muy bien y tiene la dificultad bastante bien medida. Es durete.
前作BLUE WISH DESIRE(BWD)と、今作Eden's Eclipseの比較。 [b] 今作のほうが難易度がかなり高いです。 [/b] ■ゲームスタート時のモード選択 ・BWDでは、HEAVENモード(EASY)とOriginalモード(NORMAL)でした。HEAVENモードは1CCが余裕でできました。 ・今作ではClassic(敵弾が少ないが速度が速い)と、Originalの2モードに分かれています。(HEAVENモード無し) 説明書きでは、Classicは「敵弾が少ない代わりに敵弾速度が速い。初めてゲームを遊ぶ人向け」と書いてあり、けっこう敵弾数が少ないのかなと思いきや、1面からかなりの弾を普通に撃ってきます。しかも敵弾速度も速いです。 Originalモードは敵弾速度こそ少し遅いですが、Classicより更に難しいです。 私は、今作のClassic・Originalどちらのモードも、BWDのヘブンモードよりかなり難しいと感じました。 ■今作はオートガードシステムがなくなっている オートガードはオートボムのことです。敵弾にあたったときに自動的にボムが発動する初心者救済のあれです。 これがあれば、ボムの個数は実質的に自機数と同じです。 今作はこれがなくなりましたので、ボムを持っているときに敵弾に当たると即座にミスになります。いわゆる抱え落ちです。 特にこれが今作と前作で大きな難易度の差をもたらしています。 ■今作は代わりにガードシステムがある ガードシステムは、ボムとは何の関係なく、「1発だけ弾を防ぐバリア」です。 大型の敵を倒したときやスペシャルショットで敵を倒したときの金塊(?)を取るとガードゲージが上がっていき最大まで上がるとガードが装着されます。 ガードは2個以上保持することはできません。 つまり、ガードが無いときは、積極的にスペシャルショットを使って金塊を取ってガードゲージを上げていき、ガード(バリア)を張るように頑張ったほうが良いということです。 (ただし、ガードゲージはかなりちょっとずつしか上がりません。) ■スペシャルショットを撃っても敵弾を処理できない 前作BWDではスペシャルショットは一度打てば途中で止められないものの、ピンチのときにボムの代わりとして敵弾を吹き飛ばすことができました。 今作のスペシャルショットは、ボタンを押している間だけ少量ずつ使えるものの、敵弾を防ぐ防御的な仕組みはないです。 (※もしかしたらスペシャルショットで敵を倒した場合のみ、その敵が撃った弾が消えているかもしれません。要確認。) ■コンティニューしてもその場復活ではない コンティニュー自体は何回でもできる?ようですが、そのステージの最初から始まるしくみです。 よって、きちんとうまくならないとまったく先に進むことはできません。 コンティニューしながらでも最後までプレイするという楽しみ方はできません。 総評として、「イージーモードがない古い東方Project(コンティニューがステージ最初から)をやっている気分になるシステム」だなと感じています。 ゲーム自体は面白いのでCAVEシューティングを普通に1CCクリアしたり、東方のハード・ルナティックをクリアできる人にとってはとても面白いゲームだと思います。 しかし、東方ノーマル1CCがぎりぎり程度の腕前しかない(私のような)人だと、ステージ3をクリアすることもなかなかできず困っています。 前作のようにHEAVENモードがあるととても嬉しいです。 またはClassicモードの敵弾数を減らすとか。 あと、自機とボスが可愛い女の子になっていてそれはとても良いのですが、特にストーリーや背景設定、セリフなどはなく、ただ単に可愛い女の子のグラフィックが雰囲気づくりのために出てくるだけのようです(おそらく) キャラが本当にかわいい出来栄えなので、王国を救うためとか、敵軍から自国を防衛するためとかの設定や、巨乳主人公とペタンコ悪魔っ子主人公の関係などちょっとだけでも説明があると深みがでてさらに良いと思いました。 でもこれは欠点というほどではなく、あったらもっと良いなという程度です。
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