
Side-scrolling mech-shooting bad-assery is BACK!GIGANTIC ARMY is a heartfelt homage to 16-bit era mech shooters such as Cybernator / Assault Suits Valken, Metal Warriors, and Front Mission: Gun Hazard, developed by the studio behind the acclaimed shooter SATAZIUS.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/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.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After a trifecta composed of the bad [b]B.A.D.[/b], the disappointing [b]Gunhound[/b] and the decent [b]Leynos[/b] remake, there was good reason to be wary of approaching yet another mecha game from the mid-2010s, even if made by a developer with a good track record. Fortunately, [b]Gigantic Army[/b] succeeds because it's simpler: there is a shield but no lock-ons or dedicated run buttons, punches are delivered automatically to enemies up close with the same button as firing, and while of course bulky and slow as it should be, the mech is quite responsive. It feels familiar for fans of its subgenre, but quicker and easier to pick up and play. While some of the animation is too flash-like, it's overall pretty great to look at, with plenty of enemy mecha that go from the same size as the player to ridiculously huge war machines. Sprites and bullets stand out clearly over the backgrounds; the overall aspect is quite gritty in early levels, while the last missions are in cold, aseptic places spared from the destruction of war. The game however goes too far in simplifying certain aspects. The loadout is limited to a choice of one out of three main weapons and one out of three special weapons, and stays the same throughout a whole run. Each mission has a time limit that while it can and must be increased with "T" items found in crates, is only 180 seconds - it's not fast paced, it forces a fast pace even with that sluggish mech. The wasted potential of the story merits a paragraph of its own. It would be interesting because it's quite gritty despite being set in the same universe as [b]Vulkaiser[/b] (which came out later on Steam but was originally made earlier), it's narrated not from the point of view of the pilot-player but rather of an engineer maintaining the mech, and has an interesting twist midway in. However, a sort of PDA with slowly scrolling text of a personal diary is all there is, no story-related events or cutscenes happen during gameplay, so there is no impact. It ends up being just an excuse to glue the levels to each other. The developers wrote a lot of lore about this game and its whole timeline that includes more of their releases, but it's never left their Japanese website. The time limit may be a deal-breaker for some but ultimately I didn't mind it too much and while on one hand I wish it did more (see the story), on the other I found the game to be another "short and sweet" experience from Astro Port, open to replays exactly because it's so brief. Shame that a Switch version exists but has never been "backported", if anything for the updated soundtrack.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
short game but addictive.
Is it fun? No. Does it have the potential to be fun? Also no.
Having a timer and a health pool that carries over, with no upgrades to speak off, makes for a poor experience. Controls are stiff specially with newer controllers... discovering that you can double tap to run and how hard it is to actually do it is a pain
Game is short with alot of flair. Nice effects with simple game play. There is a entire series of games the devs made that are related. I like this game for its simplicity and great work involved. Its cheap, check it out.
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This game is very reminiscent of a lot of old arcade games, but the controls are a bit finicky, especially with a controller. This would do really well as a twin-stick shooter, but by having movement and gun aiming on the same control, it's rather hard to get your mech to shoot where it needs to, especially if you're trying to move at the same time. Further, as others have said, the time limit is brutal. Even if the timer was just forcing you not to dawdle, that could be one thing, but that's not what we get. Instead, it's a race against time that you really don't have, forcing you to scramble for time pickups just to avoid the arbitrary mission timer running out. And yes, this also leaves you very much at the mercy of the RNG.
A very fun game. People nag about the time mechanic, but it is essential in making you learn the game to the fullest, otherwise people would be playing it sluggishly. Good controls, a little bit unwieldy (gets the mech movement across), aiming feels idiotic at first, but if it would be on the second stick the so much of the game's design would fall flat, well balanced difficulty with varied stages requiring slight changes in conquering them. The only downside is that when pushed to the limits certain boss encounters are more of an endurance test. They could have made the health bars lower for the no special weapons runs to feel less tedious.
Its not bad, but can use improvements If I was able to change my load out between stages that would be neat. Story mode should allow you to continue from the stage you got a game over and then have an arcade mode that just makes you do the whole game in 1 try because currently you have to beat the game in 1 go and as soon as you get game over you have to start all the way from the first stage. its a short game, about 1 hour I would say but not a lot of replay since there is no stage select option. pick it up on sale if you want something simple, its not the greatest game but it is fun to play at least once I think.
This game carry the spirit of Cybernator (Assault Suits Valken) of the SNES console era. But also the drawback of the game of said era + additional specific to this game, considering todays standart: -No checkpoint. You die, you use a continue to restart right from the beginning of current stage. Too bad if you were on the boss stage -No saving: need to stop early? Too bad, it's one run or lose your full progress. -The only gameplay that annoy me is that you can't raise your shield mid-air and your dash don't give any momentum when jumping, compared to a walk-jump. So if you are into cybernator era and can deal with above cons, go for it. Otherwise, there are other game like this with actual QoL from today.
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Players by region
Where this game's players are, estimated from review languages.
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