
Play a classic Shoot 'Em Up... in reverse!
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 Aug 11 → 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.
About
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]There's a reason Guitar Hero has one button for each color, you know?[/h1] After playing for ten minutes, my eyes and head hurt from the cluttered mess that the graphics are. My thumbs hurt from repeatedly spamming up and down and A on the harder difficulties. I've already seen everything the game has to offer in 10 minutes (the rest of the recorded time was spent on idle, just dropping the trading cards). Not worth playing.
Let's face it: With how dense the gaming market is now, getting an original indie game it's own spotlight is hard. There are lots of passion projects out there that have been released, but swept away by the competition into the realm of obscurity and, ergo, loses out on so much money that they may rightfully deserve. Retro/Grade is probably one of the most tragic victims of this unfortunate fate. Not only because of its quality, but because of its development background. It was the first and only game that 24 Caret Games had ever put out. Matt Gilgenbach burned through his savings and put himself in debt for this one project. He worked 80 hours a week for around 4 years, not really knowing what life was like outside if it's development time, spending the majority of it adding so many small details and polish. It was easy to tell just how much love was put into this game... and it was all for nothing. You can read the full review here: https://infinitebacklog.nl/users/thenegativeion/reviews/retro-slash-grade
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, French*, Italian*, Spanish - Spain**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
rtrtretretretre
Visuals too busy to see the important information you need to react to. Game started auto pressing the down arrow in the menu and in game. Verified files and reinstalled, and it didn't fix it. OTHERWISE I think there is a great game hidden here. Those two things just made it unplayable to me. The music is great, and the backwards time idea is super cool when you see that after you finish a level, it plays it forward in time for you. Really a shame it didn't work for me. You might not have the DOWN issue, and if you can handle the visuals, you may love it though.
Been playing this game on and off for many years, and still go back to it on occasion. Originally bought it on PSN, and made a lot of progress there (hence lack of hours played on Steam). If you're a fan of rhythm games, this one will put you in the zone like almost no other. Excellent, tight gameplay; great music; fun story; explosive visuals; and an interesting concept on top of it all. I love how much thought was put into the "reverse" aspect of the game, from the way scoring is done, to "fast forwarding" upon death, to the level select screen. Everything plays into the fact that the game is played "backwards". I love the creativity here! When you really get into the game, and get into the "zone" that I suspect many rhythm game players experience, you'll feel like a god. It also looks spectacular to anyone watching! I've had friends watch me play and be absolutely bewildered that I'm able to do what I'm doing! This game is a shining example of excellent indie development, so I highly recommend you support it (especially at the cheap prices it usually goes for during Steam sales)!
i have found this game very fun, and i don't think "there is a lot going on," which some reviews have said. it just takes some practice, like any other rhythm game. yall would hate geometry dash if this is a lot. i also don't naturally want "to dodge bullets and missiles" as I have heard some others say. im just used to this kinda gameplay, therefore no seeing them as bullets, rather as notes, similar to some other rhythm game (osu, ddr, fnf, guitar hero, etc.). now, i DO wish there was the ability to play it in forwards mode as well to make it a shooter because that would be fun, but i didn't make the game and therefore cannot change anything done during development. and yes, "not many getting much playtime hours" fits this game, less than 15% of the players have completed the easiest campaign somehow, and less than 5% the hardest. the main problem people get with this game is everyone getting lured into thinking this is a shooter, but the surprise in my opinion is actually worth it. the soundtrack is a bop, the difficulty isn't overly annoying (like how it is with some rage games), and the optional challenges are overall interesting. so, in my own conclusion (im not trying to force you to agree with me but simply defending that i don't think the game is bad or "spoiled"), it's a 8.2/10 game. after playing for around 20-30 hours it can become boring but then just becomes a good memory sent to the back of the mind.
Retro/Grade is one of those rare games where the core concept is so clever you can't believe no one thought of it sooner — playing a side-scrolling shooter in reverse, catching your own bullets to the beat of an electronic soundtrack, feels like Guitar Hero crossed with a shmup in the best possible way. The music genuinely slaps and the gamepad vibrating to the beat adds a tactile satisfaction that keeps you locked in. That said, the visual chaos on higher difficulties is real — between enemy fire coming from behind, your own shots approaching from the front, and flashy background effects, it can feel overwhelming until you learn to filter it all out. With only 10 tracks the repetition does set in, especially if you dive deep into the 130+ challenge levels, but the core loop is mechanically tight enough to keep pulling you back. If you have any love for rhythm games and can grab this on sale, it's absolutely worth it — just maybe enable the mono color cheat if the screen starts feeling like a rave you didn't sign up for.
6/10
very cool :D:D:D
It's a rhythm based shmup and it nails the concept 100%.
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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