
The second chapter in one of the most loved and respected Japanese shooting game series ever:The Tale of ALLTYNEX by Japanese indie developer SITER SKAIN. Carefully crafted play experiences, destructive fun, and absorbing gameplay have made the ALLTYNEX trilogy renowned in shooting game communities.
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 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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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a really good game. Despite its title I'd say its focus is more on learning patterns and recognizing visual/audio cues. It's very difficult but you feel really smart when you figure out how to make it through a section.
Абсолютный кинотеатр от мира игрушек жанра "лети и еби". Вообще, когда разрабы умудряются показать турбовую, эпичную постановку чисто в основном геймплее, ещё и в спрайтовой игре - у меня это вызывает максимальное уважение и отвал жопы, такие моменты всегда остаются в башке и порой вся игра ассоциируется с ними (финальный босс Intrusion 2, половина Bleed, схватка с мистером иксом в Ace Combat 7: Skies Unknown, битвы с колоссами в Shadow of the Colossus). Так вот, тут вся игра это одна большая эпичная постановка и это охренительно. Так же стоит упомянуть, что музыка тут прям выше всяких похвал. Она во всей трилогии The Tale of ALLTYNEX хорошая, но именно в RefleX достигает своего пика, как по мне.
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cara sabe aquele jogo que faz você voltar a ser criança, e sendo assim, acabou de ver a coisa mais legal da sua vida, é como a parte final de RefleX me fez sentir, toda a parte final do Chefão. A mecânica é muito boa, gostei dela até mais do que temos em IKAGURA, é muito divertido da counter nas balas certas, e não só isso você precisa controlar o uso do seu escudo, já que aqui não temos poder seja de bomba, laser etc, nosso escudo é a maior arma que temos. O jogo é muito bom, mas pra mim seu brilho é na parte final, é muito foda, maneiro, todo tipo de adjetivo COOL que queria colocar aqui, fiquei rindo, achando foda, me divertindo no game over com 0 crédito no final e ficando empolgado pra começar de novo, é assim que um SHUUMP deve ser, FODA! Sobre a história aqui já temos algo mais trabalhado, e uma surpresinha no final. Joguem os jogos da SITER SKAIN.
I like simple shoot 'em ups, and RefleX is a simple shoot 'em up. That said, it still has some rough edges that spoil my enjoyment of the game overall. The game is called RefleX due to the game's gimmick that your spaceship is equipped with a reflective shield that also draws power from the ship's guns until depleted and has to recharge. Giving the ship a weaker shot until it does. Which offers a decent risk reward to relying on the shield too much. Where the game gets even trickier is that only blue enemy projectiles can be bounced back. When they do, it is for massive damage. However, some enemy attacks go straight though the shield as well. So the player has to constantly weight the use of the shield vs. the limited time it lasts, the time it takes to recharge, weakening the guns until partly charged and watching out for enemy shots that go right through. Even as a shump player of the ABS (Always Be Shooting) school of play, I can respect this mechanic to have me let up on the trigger for a bit. Where I think the game loses me is boss fights are just a little too long for me. I get that the player is suppose to puzzle out when to use the reflex shield to bounce attacks back, but I find stage boss fights cycle through their attack sequences a few times before I can put them down. Worse than that, because RefleX gives the player a mostly invincible bubble, the game has no issues throwing enemies at them in any direction. And many enemies just loiter at the bottom of screen where the player just has to wait to attack them. End of stage bosses love to use the play area against the player by trying to ram into them, staying at the bottom of the screen where the ship's guns do nothing. It is bad enough the bosses love to move to either the plane above or below the player where they can't be shot. But a good portion of the reason boss fights take so long is they are in a position where the player can't attack them beyond reflecting attacks back at them. And I don't take kindly to STGs abusing the player's play area against them. If the player is flying this advanced spaceship, then why are fenced in where the enemy ships use this against them in what should be open space? I understand it is just a game, which is why I accept some play area shenanigans. But RefleX takes it too far. Which is maybe my biggest issue with the game. It feels way too gimmicky. The reflex shield isn't just an alternative to many shooters bullet canceling bombs. It is a core mechanic the player has to master and memorize when to use it best. Enemies use the confined area of the player because the game knows they are confined. Not because they have an attack pattern that herds them into bad positions/routes. This all rubs me the wrong way. That said, the game is okay enough that I can give it a weak recommendation for shump fans. However, I don't think a modern gamer is going to become a STG fan playing this.
good 2d stg game
RefleX is a memorable vertical shoot’em-up that demonstrates how a single creative gameplay idea can completely transform a familiar genre. Developed by SITER SKAIN and published by Henteko Doujin, the game places players in the cockpit of a powerful fighter during a desperate conflict involving humanity, rebellion, and an extraterrestrial threat. While the shoot’em-up genre is often associated with overwhelming bullet patterns and split-second dodging, RefleX distinguishes itself by encouraging players to confront danger directly rather than simply avoiding it. This approach gives the game a unique personality that remains impressive years after its release. The story unfolds in a future shaped by war and political unrest. Humanity has united under a strict global regime, prompting resistance forces to rise against oppression. As this internal struggle reaches a breaking point, an alien race enters the conflict seeking vengeance, creating a three-sided battle with catastrophic consequences. The narrative is delivered through concise story sequences and stage progression rather than lengthy exposition, allowing the action to remain the primary focus. Although the plot is relatively straightforward, it successfully establishes a sense of urgency and scale that makes the player's journey feel significant. What truly defines RefleX is its signature reflective shield system. Instead of treating enemy projectiles solely as hazards, the game allows players to absorb and redirect them back toward opponents. This mechanic changes the rhythm of combat in fascinating ways. Skilled players can intentionally position themselves in dangerous situations to maximize reflected damage, turning enemy attacks into opportunities. The result is a gameplay experience that feels both tactical and exhilarating. Learning when to dodge, when to attack, and when to activate the shield becomes the heart of the game, creating a rewarding learning curve that consistently keeps players engaged. The campaign features eight carefully designed stages that steadily introduce new challenges and increasingly complex enemy encounters. Each level feels distinct, offering different visual themes, attack formations, and combat scenarios. The pacing is particularly strong, as the game rarely feels repetitive despite its relatively concise length. Every stage builds toward a climactic boss battle, and these encounters are among the game's strongest features. Massive enemy machines unleash intricate attack patterns that test both reflexes and strategic shield usage. Defeating them requires observation, timing, and mastery of the game's core mechanics, making victories feel genuinely earned. Visually, RefleX embraces a style that reflects its roots in classic arcade shooters. The graphics may not compete with modern high-budget productions, but they remain effective and appealing due to their clarity and strong art direction. Enemy projectiles are easy to track, explosions are satisfying, and the futuristic military aesthetic suits the game's narrative perfectly. The environments communicate the scale of the conflict through ruined landscapes, advanced technology, and imposing enemy structures. Most importantly, the visual design prioritizes gameplay readability, ensuring that players can react to threats even during the most intense battles. The soundtrack complements the action exceptionally well. Fast-paced electronic and orchestral-inspired tracks enhance the tension of each stage while giving major encounters additional dramatic weight. The music contributes significantly to the game's atmosphere, helping transform simple firefights into memorable confrontations. Combined with impactful sound effects and satisfying weapon feedback, the audio design reinforces the sensation of participating in a large-scale science-fiction war. Replay value is another area where RefleX performs strongly. Like many respected arcade shooters, the game is designed to reward repeated playthroughs. Players can refine strategies, improve scores, and master the reflection mechanic through practice. The inclusion of training features makes learning specific sections less frustrating and encourages experimentation. While the overall campaign can be completed in a relatively short amount of time, achieving true mastery requires dedication and skill, giving enthusiasts plenty of reasons to return. The game is not entirely without flaws. Newcomers to the shoot’em-up genre may initially struggle with its difficulty, particularly during later stages and boss encounters. Some players may also wish for additional modes, expanded content, or more modern visual effects. However, these shortcomings are largely overshadowed by the strength of the core gameplay. RefleX remains focused on delivering a polished and distinctive arcade experience rather than overwhelming players with unnecessary extras. Ultimately, RefleX succeeds because it offers more than a traditional bullet-hell shooter. Its innovative reflection mechanic adds a layer of strategy rarely seen within the genre, while its engaging boss battles, effective storytelling, atmospheric soundtrack, and well-crafted stage design create a complete and satisfying package. Even years after release, it stands as one of the most inventive independent shooters available and a strong example of how creative design can elevate familiar gameplay concepts into something special. Rating: 9/10
演出がいいし,ゲーム内容も最高に面白い 最初は倒すのに苦労したボスがパターンを覚えてからは簡単に倒せるようになるのはとても達成感があった おすすめです
Muy bueno, se siente original con la mecánica de devolver los disparos.
今までたくさんの数々のゲームをプレイしてきましたが、これほど素晴らしいゲームに出会ったことはないです。深く作りこまれたストーリー。このゲームの特徴である反射能力を最大限生かしたゲーム性。母艦を失い、孤独の中で敵に立ち向かっていくという姿。ただただ敵を倒すシューティングゲームではないのだということをひしひしと感じました。最後まで全力で戦ったフェニックス二型のパイロットに敬意を表します。
Good shmup
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Players by region
Where this game's players are, estimated from review languages.
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