
Hell Blasters is a bullet hell shoot 'em up where you can blast the bullet hell away!
Modeled estimate, not a reported figure. How we estimate →
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 Sep 14 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.11/day in the week to Aug 4 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99−50% | 26reviews | 85% | — | $2.9K |
| $1.99−75% | — | — | — | 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
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My impressions video: https://www.youtube.com/watch?v=uax5HajvH4g Hell Blasters is an all-original vertical shmup with NES era visuals and graphics. I put that out there first because you have to appreciate these styles to enjoy this game. As you can see from the screenshots, this leaves a lot of unused space on your screen if you're not running it on tate mode. Don't let that put you off though because this is a really impressive title for something made by such a small team. Hell Blasters offers a standard arcade mode, as well as a caravan score attack and a full story mode as well, all with two characters, online leaderboards and replays. This is a batch of features you often don't see in even much larger, more expensive titles in the genre. The actual narrative in the story mode is interesting, though it's fairly basic, as is often the case with shmups. It also serves as a long tutorial for many of this game's unique mechanics. Each character has a different set of weapons available. Rather than collecting different weapons as you go, Hell Blasters has you focus on strategizing with its smaller arsenal. You can fire your main weapon in wide and concentrated patterns, the latter doing more damage over a smaller area. You also have a secondary attack which has the benefit of clearing certain kinds of bullets that it touches. This will become vital for clearing more complex patterns in bigger battles. It's a different way to think about a shmup's weapon mechanics and one I actually quite like. You also don't have lives as they're traditionally thought of but a health bar that extends a pip when you hit certain score targets. So there are no respawning back in a level when you get hit. The variable difficulties also make the game accessible for new players or outright brutal for those who want that kind of challenge. The developers clearly set themselves a hard limit of making this game within traditional NES limitations. I like seeing developers who do this because they'll often so some neat and different things to make a deep game within those limits. Hell Blasters does that very well. The music is quite good, as are the level graphics. I think the cutscene graphics are pretty basic and I wish there was more options to have for your background when playing in standard orientation but for a competitive shmup enthusiast, these won't matter much, if at all. If you like shmups and aren't put off by the NES aesthetic, Hell Blasters is a hidden gem that shouldn't be missed. This is a really impressive accomplishment for such a small team and I hope they get to make more stuff like it.
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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, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 27 reviews with recorded playtime.
I've got a lot of great shoot 'em ups on my laptop such as Gunbird, Judgement Silversword and Ikaruga but this is just one of those that I always find myself always returning to. The reason is quite simple, the central mechanic of bullet cancelling with the special weapon makes this game really satisfying to play if you're just trying to see the game through to the end and even more satisfying to use if you want to chase large combo chains in order make a dent in the high score tables. The game has enough depth and difficulty options to keep you busy for plenty of time and the story mode and the easier difficulties will help you along your way to mastery. Seriously this game is extremely fun and I hope you buy this game, this isn't one to be missed!
excellent game. thumping tunes, especially during boss battles. features online highscore replay viewing so you can see for yourself just how the pros do it. very approachable. played on normal and it felt pretty easy but there are more modes and difficulty options. on the border of the game it shows all of your available inputs and when they are triggered which is also nice
[quote][b]Check out our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam curator[/url] , [url=www.youtube.com/curatorhhf/]YouTube channel[/url] and [url=twitter.com/hhfcurator]Twitter[/url]![/b][/quote] [Kawaii/Shoot'em up] Vertical shoot'em up with traditional arcade style. 5 stages in Arcade Mode, and 36 scenes in Story Mode. The special weapon can clear the bullets. [STG] 昔のAC風味の縦シュー。弾消しSP攻撃。 https://www.youtube.com/watch?v=pMd12zXfcP8
Somehow entertaining game. If you grew up on NES games, Then this game is for you.
Hell Blasters is a fast-moving bullet hell shoot ’em up that combines old-school arcade design with a more modern emphasis on accessibility, characters, and multiple ways to play. Developed and published by PlayShift Games, it embraces the intensity associated with projectile-heavy shooters while giving players offensive tools that make them feel capable of confronting the chaos rather than merely avoiding it. Its colorful pixel-art presentation, anime-inspired character designs, science-fiction setting, military themes, and energetic action create an experience that clearly understands traditional arcade shooters without being completely restricted by their conventions. The story follows the Hell Blasters, a dangerous mercenary group caught in a conflict they hope to bring to an end. Rather than treating the narrative as a minor excuse for moving from one battlefield to another, the game provides a dedicated Story Mode built around Winter and Summer. This campaign contains 36 relatively short stages, making progression easy to digest in small sessions. Animated visual-novel sequences provide additional context for the characters and their mission, giving the adventure more personality than a conventional sequence of disconnected shooting levels. The storytelling is not necessarily the primary attraction, but it gives the action a sense of direction and helps distinguish the protagonists beyond their combat abilities. Winter and Summer offer contrasting approaches to battle. Winter uses the speedy Azure Sword, while Summer relies on the formidable Crimson Axe. Their different weapons create meaningful variation in how encounters can be handled and encourage players to experiment instead of settling permanently into one routine. Hell Blasters also builds much of its identity around allowing players to aggressively counter the waves of hostile projectiles filling the screen. Incoming bullets remain dangerous and careful movement is essential, but the ability to fight against the bullet patterns produces a more assertive style of play. The result is an enjoyable balance between defensive positioning and relentless offense. Players looking for a more traditional shoot ’em up structure can turn to Arcade Mode, which delivers five stages of uninterrupted bullet hell combat. The relatively small stage count might initially sound limited, but the format is designed around repeated attempts, mastery, scoring, and increasingly efficient runs. Memorizing enemy formations, recognizing projectile patterns, positioning correctly, and learning when to attack aggressively become important parts of improvement. The game therefore works best when approached with the arcade mentality of replaying familiar challenges until previously overwhelming situations become manageable. Difficulty selection is another important strength. Five settings are available, ranging from Easy through Normal, Hard, Mean, and Journalist. This broad selection allows inexperienced bullet hell players to learn the fundamentals without immediately facing extreme punishment, while veterans can select substantially harsher challenges. Such flexibility is particularly valuable in a genre that can easily discourage newcomers. Hell Blasters does not remove the possibility of demanding gameplay; instead, it allows players to decide how intense they want the experience to become. Beyond the main campaign and standard arcade progression, additional modes provide reasons to continue playing. Score Attack focuses directly on competitive performance and encourages players to optimize their techniques rather than simply survive. Leaderboard support strengthens this aspect by giving high-score enthusiasts an external target beyond their personal records. Arrange Mode introduces dynamic difficulty, creating another variation for players already familiar with the standard experience. These additions help compensate for the relatively compact core structure because replay value depends heavily on improving skill, experimenting with characters, tackling harder settings, and pursuing better scores. Visually, Hell Blasters uses detailed pixel graphics that fit naturally with its arcade influences. The combination of vibrant combat effects, mechanical enemies, science-fiction imagery, and anime-inspired protagonists gives the game a recognizable identity without abandoning its retro foundations. The visual-novel sequences provide a useful contrast to the frantic shooting stages and allow the characters to receive more attention between battles. The soundtrack by Vibetronic supports the high-energy pacing, while the inclusion of an Arrange soundtrack provides additional musical variety for repeated playthroughs. Music is particularly important in a game built around constant movement and rapid combat, and the energetic approach suits the action effectively. Several enthusiast-oriented features demonstrate that Hell Blasters was designed with dedicated shoot ’em up players in mind. TATE support allows compatible setups to use a vertical screen orientation, while screen-scaling options provide additional flexibility. Rebindable controls make it easier to create a comfortable configuration, and replay functionality is useful for revisiting previous runs or examining performance. Steam achievements and leaderboards add longer-term objectives, while Steam Cloud and controller support contribute practical conveniences. These features may not dramatically change the basic shooting mechanics, but collectively they make the package feel more thoughtfully constructed. The game is also extremely modest in its hardware requirements and storage demands, which fits its pixel-art presentation. This accessibility means that enjoying it does not depend on possessing a particularly powerful gaming computer. A demo is also available, giving interested players an opportunity to experience the fundamental combat style before purchasing the complete version. Considering how personal preferences can be with bullet hell movement, weapon behavior, and projectile density, having an opportunity to sample the gameplay is especially useful. Hell Blasters does have limitations. Players primarily interested in lengthy campaigns filled with constant environmental changes may consider its arcade component small, while the bite-sized design of Story Mode will not provide the scale associated with larger action games. Its lasting appeal depends considerably on whether the player enjoys replaying stages, improving scores, experimenting with difficulty settings, and refining execution. Anyone who simply wants to complete each stage once and immediately move on may exhaust the available content much sooner than a dedicated arcade enthusiast. As a complete package, however, Hell Blasters makes effective use of its focused scope. PlayShift Games combines responsive bullet hell action with two distinctive protagonists, multiple difficulty settings, Story and Arcade modes, scoring competition, dynamic challenges, visual-novel storytelling, replay functionality, TATE support, achievements, leaderboards, and an energetic soundtrack. It manages to remain approachable without abandoning the demanding qualities that make shoot ’em ups satisfying to master. Its relatively compact size is balanced by substantial replay potential, making it particularly suitable for players who enjoy improving through repeated attempts rather than progressing through an enormous campaign. Rating: 7/10
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Players by region
Where this game's players are, estimated from review languages.
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