
Terra Flame is a horizontal shmup inspired by the 90's. The feature is that you can switch between three types of weapons in real time.
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 Aug 4 → 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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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 | $7.49−50% | 30reviews | 97% | — | $10.6K |
| $9.99−50% | — | — | — | 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
Um dos melhores jogos de shmup que joguei nos últimos tempos. O desenvolvedor sabe muito sobre design nesse estilo, o que acredito ser o ponto onde a maioria acaba pecando. A escolha de 3 armas foi bem acertada e colocando o botão de ação de tiro associado a cada arma (gostei muito disso, porque não fizeram algo assim no Mega Drive, bem melhor esse sistema do que o de seleção de armas dos clássicos Thunder Force), dessa forma como tenho o controle da 8 bitdo do Mega Drive, coloquei o botão A para o tiro traseiro, o B para o homing e o C para o direto frontal, não tem nem como se confundir assim e dá para fazer as trocas muito rapida entre as três armas. Todas essas armas são uteis e sabemos mesmo de jogos do passado que nem todas são uteis, fazendo 1CC nesses jogos as vezes que utilizei uma única arma foram a maioria. Elementos de design atuais, sistema de pontuação muito divertido no jogo, com coleta de cristais e cadeias muito comum em jogos de bullethell, sendo que não considero esse um jogo desse estilo, todas as fases eu gostei muito sem excessão, todas muito divertidas. Não joguei os jogos anteriores do desenvolvedor, mas vi fotos desses jogos e dá para perceber que o mesmo evoluiu na pixel art, as músicas não tem nem o que falar todas excelentes. Para quem quiser ver uma gameplay que fiz sobre o jogo: https://youtu.be/s875aD9EHL4
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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, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Japanese
Hours played at review time, across 30 reviews with recorded playtime.
What I love about Terarin's games like this is how well balanced the gameplay is for my skill level. The easiest difficulty is pretty easy but at least gives you a chance to see all the levels and start to understand the game. On the harder difficulties is where you have to really learn the intricate systems in the game to succeed and get those clears. The whole mechanic of having to rapidly switch between forward shots, backward shots, and heat-seekers is clever and there is definitely a right and wrong time for each weapon. Figuring these out is the fun part of this game. Also you have to mechanic of having a much more powerful shot if you don't just keep the shot button held down but actually let it recharge between waves and times when the boss'es are vulnerable. Also you have the mechanic of 3 speed levels that you can switch between. The slower speeds are actually useful and important when you're in a stage with walls and you're boxed in. I've cleared the game on normal and hard so far.
i loved that the last couple terarin games felt like compile game gear games and this new one feels like a technosoft megadrive game. such a glow up gosh. its fast and fun and great looking and it might be my fav terarin game yet!
Mais um jogo divertido do Terrarin, merece ser jogado por todos!!!!
This is one of the tougher Terarin releases. Careful! I suggest to use the charged shots whenever you can, so you'll want to stop shooting from time to time. Also the game works perfectly.
This is a tough game to review, and I wish Steam had a neutral option. I bought it mainly because I liked the sense of speed in the trailers, which reminded me of the shooter stages in Guardian Legend. Unfortunately it ended up being *too* fast, to the point where I really struggled to follow the visuals. I've been playing all sorts of shmups for decades, from River Raid to Cave games, and this one in particular stuck out as being visually hard to follow. That is not to say the game is difficult--I cleared it the first time on "Normal" with a couple of credits, and would probably 1cc clear if I played again (and I'd say I have "intermediate" skill), just visually uncomfortable and many deaths are due to this rather than any difficulty dodging the average-ish amounts of shots and enemies. You also get a very generous "defender" pickup that grants several free hits. In terms of the rest, the music is good-ish, the graphics are decent overall but could have used more creativity and variation in enemy designs and also in the color pallette, and the ship doesn't ever feel underpowered or overpowered. Things take about the right number of shots to die. Variety in the stages and bosses is lacking. The first five bosses are pretty similar in how they behave (and the first two are even the *same* boss), with the last three mixing it up more. The same could be said of the stages--the first five sort of run together, then the last three mix up the pacing a bit with interior areas, wall hazards, a boss rush, etc. The bosses were a bit underwhelming at times, and some are completely non-threatening. Bottom line: I can see that they worked hard on the game, but I personally didn't enjoy it and won't play it again, although I can easily see how some others might enjoy it more. There are some nice little touches, like a tune in one of the later stages that remixes Gradius music. So, the deciding factors in going "thumbs down" are that even overlooking the visual issues (which will vary from person to person), the lack of variety and weak bosses keep this from being a top-tier game.
Terra Flame is a loving homage to all things Thunder, whether it be Force or Gates, complete with fantastic music and super smooth and blisteringly fast action. Getting a 1 credit clear on Normal difficulty is also very doable, even if you're not an expert in the shoot 'em up genre. Sporting the wave chaining and crystal collecting scoring system you're used to from other Terarin games, such as Raging Blasters, this is yet another gem from an insanely productive developer that can't miss when it comes to making the type or strand of shoot 'em up that he knows best and, above all else, loves. If you have any kind of fondness for the horizontal scrolling shooters of the 16-bit era, you can't go wrong with Terra Flame.
Very fun and easy to get into shmup that is inspired by 16-bit classics such as Thunderforce 3 and 4. As with past Terarin games, the soundtrack is great and includes both modern synth instrumentation as well as a chiptunes option. While the "normal difficulty" is on the easy side, Expert is no cakewalk and will be a challenge for most players. I definitely recommend this game for fans of the genre!
Nice Shmup from the same person who brought Raging Blasters and Moon Dancer, but this time horizontal. 8 stages, three levels of difficulty and a caravan mode with online ranking, it's basic in graphics but fun when playing and there is a nice sense of speed and danger despite the aesthetic. You can see the inspiration from other titles, there's also some repeated bosses, and also shares the same difficulty curve where anyone with experience should be starting on Hard. Enemy placement is okay except for a few moments (mostly space colony with the robots popping up), and gets a bit silly towards the end in the space station with rockets, revenge bullets and scrolling girders a plenty. I'd also say it suffers from that 80s Shmup syndrome where recovery becomes an issue after a certain point which can ruin a run which is a shame because like the other titles there is no practice mode to be found. For whast I paid, I got my money's worth. Two tries for a Normal clear, one for a hard Clear and writing this as I capitulated to the final boss on Expert but probably one or two runs away from finishing that. I don't think the scoring system will be enough to entire me, but it's nice to see the leaderboards failry grouped together. Good game, had fun, looking forward to the next.
Un shoot 'em up horizontal que recuerda a los clásicos Thunder Force. Accesible para gente nueva en el género en su dificultad normal, pero desafiante en sus dificultades más altas. ¡Muy recomendado!
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.
Related
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| $51.5K | 326 | 84% | $5.99 | |
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| $756 | 20 | 90% | $2.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $10.6K | 85 | 93% | $4.99 | |
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| $10.6K | 145 | 84% | $3.74 |