
Experience Toaplan's arcade shooter Flying Shark (AKA Sky Shark) on PC with the latest quality-of-life features. Ride through the skies as they burn in a rain of armor-piercing bullets! You have been chosen for the mission. Because you are the best pilot there is!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 | 46reviews | 91% | — | $7.9K |
| $7.99 | 4ratings | 70% | — | 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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Good game...
Sky Shark está de volta dos Arcades pela Bitwave Games sendo mais um Shoot 'em Up desafiador. Super recomendado em promoção. https://youtu.be/ItdzISedVWY
✍️ 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.
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Languages: English
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
最初の飛び立つ音楽がカッコいい!! ・・・あとは古い時代の普通のシューティングです スピードアップがないです、武器の種類もありません 自機のスピードが早いのもあり敵弾も早いです 後作にでた究極タイガーのほうが敵弾が遅いです 3面にようやくたどりつく腕ですが シンプルなんでお好みです そういうゲームが好きならすすめられますが 人にはすすめられないかな 全5面 スターフォースが好きならもしかしていけるかも スターフォースや雷電(序盤)より敵弾早いです
I'm a huge fan of the arcade original. Flying Shark was a formative game to me, so I can easily tell, that this version just feels extremely off. M2 did an awesome job porting it to modern consoles in their Shot-Triggers series and it's fantastic on GroovyMAME too. This effort, however, is p*ss poor.👎🏻
Thanks for the memories.
FLYING SHARK -shmups -Chuva de balas -Retro -Estilo Arcade anos 90 -Navinha Bem interessante, na pegada dos clássicos do ARCADE para seu PC !! Veja um pouquinho do game !! https://www.youtube.com/watch?v=8ibcgj-Frnw&t=21s&ab_channel=GAMEZONEBR
攻略しがいのある良レトロ縦STG 東亜プランSTGの中では易しめらしいが、他ジャンル含めた一般的なゲームの中では普通に高難易度の部類だと思う
アーケードのシューティングとしては難易度低めで当時よく遊んだ思い出深いゲーム。 動きが引っかかる感じがたまにあるが普通に遊べる ボスの体力表示機能がちょっと面白い。 なおsteam inputだと連射が機能しなかったがraw inputに変更して解決
敵の弾がチカチカして見にくい!シューティングゲームには致命傷です!
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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