
New dramatic horizontal shoot ’em up that takes place in the same setting as Ginga Force. An immersive story that follows protagonist Natsuki. Discover the story of her past as a rookie pilot up to present day with events that are parallel to those in Ginga Force.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Sep 11 → 0.5/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.
About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−85% | 242reviews | 84% | — | $11.4K |
| $19.99 | 354ratings | 93% | — | 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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
武器・敵・ボスのバリエーションが豊富で、ステージ構成もよく出来ています。 アップグレード要素も多く、音楽やボイスも良いです。
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Natsuki Chronicles is... a weird game. It's much better than its predecessor (Ginga Force) and improves upon that game's faults. However, it fails to understand and properly utilize its own strengths and weaknesses, ultimately resulting in a game that is not bad, but is far away from what it could have been and cannot be easily recommended to the masses. [h2]Story?... Again?[/h2] This game continues Qute's attempts at storytelling in a shmup and frankly, it has failed at it again. I don't expect shmups to do what the ALLTYNEX trilogy did, but if you are going to put a whole lot of resources and time into creating a fully voice acted story mode, at least don't give the MC's superior a Gundam villain look, and don't write the story in a way so it's clear that we are working with the bad guys from the get-go. That aside, the story narration problem from Ginga Force is still here as well. The game does feature lots of cutscenes, but it still insists on having the characters constantly talk while you are fighting the enemies. So if you do want to follow the story, you will need to constantly look at the top right corner of the screen, which means you will 100% be getting hit by the enemies if you do so. Then we have the issue of the story messing with the tutorials. The purpose of a tutorial is to teach the basics and the game's mechanics. However, Natsuki Chronicles only has you going through them whenever it wants to throw a story flashback at you. Therefore, you get these tutorials way after or way before the time they are actually needed. [h2]Forget the story, how's the game?[/h2] I would say that Natsuki Chronicles is... alright. It brings back much of Ginga Force's gameplay features, such as the customization system, with the most notable difference here being the scrolling type changing from vertical to horizontal. The game also makes some improvements to offer a better gameplay than its predecessor. Lives are replaced with a HP bar that recharges over time. You can toggle the display of bullet paths to dodge them more efficiently. The visibility is also way better here, with the exception of first level as enemies can easily blend in with the background, or hide behind the boss warning and hit you unfairly. Unlike Ginga Force, I actually stayed with Natsuki Chronicles until the very end. It's a big improvement over that game in terms of actually being decent enough to warrant a full playthrough. However, I still cannot recommend the game unless it is on sale, as a lot of things are not ideal. [h2]I expected more from a dev with such a long shmup history[/h2] The first problem is that it's not clear where the hitpoint of your ship is. This is not a vertical shmup (in which you can easily identify cockpit as the hitpoint) and also the ship's 3D model starts tilting to the sides while moving. Without an option to make the hitpoint visible, it's not easy to find out where it is. Next, the rear shot mechanic feels poorly thought out. Rear-side weapons are inferior to the ones you can equip on the front. Not only that, using them in tandem with your main weapons feels counterproductive, as doing so causes both of your weapons to lose some firepower. This means every time an enemy or boss gets behind you, you just have to survive long enough for them to change locations. Then there's the difficulty and its scaling which still seems to be busted, just like Ginga Force. Not only medium difficulty can kick your ass, but there are difficulty spikes all over the game, with some of the stages and bossess feeling significantly easier or harder than their predecessors.This can force players towards the easy difficulty to have a better time, and to prevent the equipment unlock grind from getting bad. [h2]Do you guys not [strike]have phones[/strike] love grinding?[/h2] The unlock system in Natsuki Chronicles has went through some changes compared to Ginga Force. It's better than what we had before, yet does nothing to fix the grinding. This game has two different level up systems. First, we have the "Player Level" which is the same global unlock system from ESCHATOS and Judgment Silversword. You get EXP by playing the game and will unlock new equipment as you level up. Then there's "Stage Study Level" which is a replacement for how you got extra lives in Ginga Force, and lets you get extra shields by replaying levels and leveling up. And it does not matter if you win or lose, your accumulated EXP will be added anyway. Seems good so far, but the problem is that some of the equipments are locked behind your Stage Level. The game artificially increases the playtime by expecting you to grind the stages over and over and over again, if you want to have access to more equipment. And the reward for going after them is not worth it as your unlocks will not be accessible in the arcade mode. So what's the point of grinding for equipment other than a sense of pride and accomplishment? [h2]Wait, did you say ARCADE MODE?![/h2] Yes, there's an arcade mode in the game. Arcade mode is separate from the rest of the game, having its own set of settings, rules and leveling system. In this mode, you begin the run with the default equipment, and can change or empower them by collecting pickups that drop from specific enemies. You will also begin the run with 0 credits, and will get more as you amass points through your attempts. Seems nothing special or awful, but there's one thing that prevents me from dedicating more time to playing it. This mode features an exclusive game mechanic that I DEEPLY despise: Powering down your equipment in a way that jeopardizes progress. Your shield, which is a key ability in Qute's shmups, gets downgraded just after taking three hits. And if this happens when it's at level 1, it gets disabled! Your punishment for being bad at the game is the removal of your last line of defense! In case of the weapons, they always fire with full power until you enter a critical health state, in which their power is downgraded and you are forced to continue the fight in a very vulnerable state. I know that your equipment is not going to get downgraded with each hit but still, this doesn't make sense. This game mechanic is incredibly unfair towards the players, especially the casual players and newcomers to the genre, as it punishes you for not being very good at the game. If you fail to play the game as well as the it wants you to, your weapons will get powered down and it will take much longer to defeat the enemies and bosses. While I do not think the game is bad, I honestly cannot recommend it. You're better off playing other shmup games and getting this on a deep sale if you really want it. I think the game has not utilized its qualities properly. We have a story mode with loads of content to unlock, yet it does not have the "pick up and play" feeling of a traditional shmup. We have an arcade mode with a traditional gameplay that does not allow the usage of story mode unlocks. These modes should have had a connection to allow for a unified progression path, unlocking things as a whole and for both of them. And it doesn't seem like it would have been hard to do, as the devs had used a similar system in the past. Getting rid of Stage Level and Arcade Level, and having Player Level doing the job of both, would have benefitted the game and greatly increased its replayability value. But alas, this has not happened and therefore, I don't think I will ever get the itch to return to this game. [h2]TL;DR[/h2] Not a bad shmup, but doesn't use its features properly. The grind caused by disconnected level up systems, underutilization of gameplay features and difficulty issues make for a mediocre game at best.
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Languages: English, Japanese*, French, German*languages with full audio support
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sin duda unos de mis juegos preferidos del último año, se siente increíble jugarlo, sentir un progreso luego de perder y mejorar tu armamento, pensar en que arma y escudo pensar en cada nivel es algo que nunca había experimentado antes en un shmup. El diseño es increíble, combinar un mundo 3D con una protagonista en 2D le da una estética que me agrada bastante, por no decir los diseños de cada disparo, es tan variado, se siente muy original y auténtico cuando lo jugué. Tenía la ilusión de “platinarlo”, me pase del stage 1 al 10 en todas las dificultades pero no me dio el logro, asumo que los niveles de entrenamiento cuentan para el logro, no pensé que contará…no se llaman stage como los niveles tradicionales, me desilusiono mucho completar el stage 10 en extremo después de una noche y ver que no me daba el logro, siento que esa parte no fue tan clara, quizás fue mi error por no contar el entrenamiento como parte del modo historia.
[h1] ⚖️ MATCHING EXPECTATION:[/h1] * 🟢 = Available = Fun +1 * 🔴 = Not Available = Fun -1 * Match Nothing = 0 Fun 🟢 Fun Score Attack for replay value 🟢 Optional Arcade Mode 🟢 Loadout Customization / Management 🟢 Unlocking Further Difficulty 🟢 More Grindy, More Winning Chance 🔴 Coop / Local Splitscreen 🔴 Optional Auto Fire / Aim 🔴 Optional Mouse Control Movement 🔴 Slow Motion Ability [table] [tr] [th]fMeter[/th] [th]FUN[/th] [th]fUN METER[/th] [th]DISCOUNT[/th] [th]COMMUNITY[/th] [th]REVIEWER[/th] [/tr] [tr] [th]A+[/th] [td]5[/td] [td]Loving it [/td] [td]No Wait[/td] [td] -[/td] [td] -[/td] [/tr] [tr] [th]A[/th] [td]4[/td] [td]Liked it[/td] [td]No Wait[/td] [td] ✔[/td] [td] -[/td] [/tr] [tr] [th]B[/th] [td]2-3[/td] [td]Half satisfied[/td] [td]Wait 50%[/td] [td] -[/td] [td] ✔[/td] [/tr] [tr] [th]C[/th] [td] 1[/td] [td]Less interested[/td] [td]Wait 75%[/td] [td] -[/td] [td] -[/td] [/tr] [tr] [th]D[/th] [td] 0[/td] [td]Not what you need[/td] [td]Wait 100%[/td] [td] -[/td] [td] -[/td] [/tr] [/table] 🏅 Community Rating: [b] Very Positive [/b] ⚖️ [b]fMeter {B+}[/b] Worth a play, if you enjoy Replay Favorite Loadout in every Chapters. However, if you're looking for Diverse Weapon & Scenario, don't play it 🔎 Check the full list for your preferred gameplay 👇 [u][i]https://steamcommunity.com/groups/expectationchecklist/discussions/1/586181727714609775/[/i][/u] [h1] 🕘 IMPRESSION:[/h1] * Year 2021: Game released * 2 hours later: Great game, but graphic is too cartoonish * 8 hours later: Great replay value, but cannot see what is still unlockable [h1] 🔊 TESTER MUST KNOW:[/h1] * It a prequel & parallel story to Ginga Force * Arcade Mode = No checkpoint save * Arcade Mode = No loadout management * Arcade Mode = Traditional SHMUP = Random pickup powers * Exit Arcade will abandon current exp points [h1] 💎 SAME GENRE COMPARISON:[/h1] * Loadout Customization * Quick Cooldown Shield Ability * Earn optional shield if failed in the mission * More grindy = More unlockable + More Shields * Toggle 2 type of movement speed * Optional Homing Projectile as Primary Fire * Optional Homing Projectile as Back Fire * Optional display enemy bullet trajectory * Optional Flight Speed Controls * Optional Story Mode * Optional Online leaderboards in Arcade Mode * Play as Final Boss [h1] ⚠️ RUMOR CHECKING:[/h1] * The core shooting is VERY good ➜ Yup, but soon getting very difficulty * Player require to read story dialogue while dodging 400 bullets ➜ 😂 Yup * Loadout customization isn't as meaningful as it sounds ➜ Agree, because many of them are unreliable. * Level design is not good as Ginga Force ➜ Not sure about this, until i try it [quote] [b]Remember to 👍 for me if you liked this review:[/b] 🔔 More similar reviews ➜ [u][url=http://store.steampowered.com/curator/31940448-Expectation-Checklist/]Browse Here[/url][/u] and follow this Curator, or 🤝 Visit Our Gaming Discussion ➜ [u] [url=https://steamcommunity.com/groups/expectationchecklist]We're Here[/url][/u] 📢 Disclaimer regarding Short Hours & English Errors ➜ [u][url=https://steamcommunity.com/groups/expectationchecklist/discussions/0/4594180031254224809/]Read Here[/url][/u] [/quote]
[h1]Yeah, "easy mode" [/h1] Still waiting for the easy mode made for fat, old dads who’ve already downed three beers.
de mis shmups favoritos de siempre, y jugarlo a 360Hz es maravilloso
多彩な武器をゲーム内で稼いだお金で買って使えるというのは面白そうなシステムに聞こえるが、手に入る金がしょっぱすぎて序盤のステージを繰り返し遊び続けてる間に飽きてやめた
Natsuki Chronicles, developed by Qute Corporation and published by Rising Star Games, is a standout entry in the horizontal shoot ’em up genre that offers a rich blend of storytelling and intense gameplay. From the moment you start playing, it’s clear that this game strives to provide more than just fast-paced shooting action — it aims to immerse players in a narrative journey centered around Natsuki, a young pilot evolving from a rookie to a formidable warrior. The story is woven through a unique structure that alternates between past and present, adding layers to the character development while keeping gameplay varied and engaging. This narrative depth is relatively rare in shoot ’em ups, a genre often focused purely on reflexes and pattern memorization, which makes Natsuki Chronicles particularly refreshing. The gameplay is divided primarily between two modes: Story Mode and Arcade Mode. Story Mode offers a more in-depth experience, spanning over ten stages filled with a range of challenges that evolve as you progress through Natsuki’s timeline. The shifting perspective between her past experiences and current battles enriches the storytelling, making the action feel purposeful and emotionally charged. On the other hand, Arcade Mode provides a more straightforward and intense shooting experience for those looking for quick bursts of action without narrative distractions. This dual-mode approach caters well to different types of players, whether you’re invested in the story or just want to test your skills against relentless waves of enemies. What truly sets Natsuki Chronicles apart is its extensive customization system. Players can choose between three distinct weapon types, each with unique properties and tactical advantages, allowing for varied playstyles. Beyond just weapons, the game includes a robust equipment system where a multitude of items can be collected and mixed, enhancing the replayability significantly. This encourages experimentation and strategic planning, as players can tailor their loadout to suit specific stages or personal preferences. Additionally, the inclusion of a "Bullet Trajectory Display" is a thoughtful feature that aids players in learning enemy patterns, a crucial element in mastering shoot ’em ups. By visually showing the direction of incoming bullets, it reduces frustration and helps players refine their dodging skills, striking a balance between challenge and accessibility. Visually, Natsuki Chronicles is a love letter to classic shoot ’em ups with its detailed pixel art and carefully crafted stage designs. The aesthetic strikes a perfect harmony between retro nostalgia and modern polish, with each level showcasing unique environments that keep the game visually stimulating. The animations are smooth, and the enemy designs are varied and imaginative, contributing to a lively and immersive world. Complementing the visuals is a dynamic soundtrack that underscores the action with energy and mood, enhancing the overall atmosphere without ever becoming overwhelming or repetitive. Reception of Natsuki Chronicles has been generally positive, with critics and players alike appreciating its solid gameplay foundation and presentation quality. Reviews often highlight the game’s challenging but fair difficulty curve, which rewards patience and skill without feeling punishing. However, some have noted that the difficulty spikes can occasionally be steep, potentially discouraging less experienced players. Despite this, the game’s thoughtful design and depth make it approachable for newcomers willing to invest the time, as well as satisfying for seasoned shoot ’em up veterans seeking a fresh challenge. In summary, Natsuki Chronicles is a thoughtfully crafted shoot ’em up that successfully marries narrative depth with engaging gameplay mechanics. Its dual-mode structure, comprehensive customization options, and strategic elements set it apart within the genre, while its polished visuals and soundtrack provide a memorable sensory experience. Whether you are a longtime fan of shoot ’em ups or a newcomer looking for a challenging yet rewarding game, Natsuki Chronicles offers a well-rounded package that respects the traditions of the genre while pushing it forward in meaningful ways. Rating: 8/10
Positives: An affordable bullet hell with an attractive female heroine & persistent progress in the form of an upgrade-able ship. Has re-bindable keys & uses standard ABXY icons so that it's easy to understand. Challenging even on easy mode. NItpicks: Personally I prefer 2D sprites to this 2.5D stuff but apart from that small nitpick this is a solid game.
A-tier shmup A fun shmup with good replay value. I enjoy having meta progression and customization. The graphics are sharp and vibrant. The control is precise. Definitely going to be part of the rotation. Almost S-tier for me.
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Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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