
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 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 | $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
Terra Flame is what I'd like to call a confidence booster shoot 'em up. It is quite easy. I made it to end of Stage 6 of 8 on my second play through. And I have a good feeling I'll 1cc the game fairly quickly. As the stumbling block I had was the narrow passages and my unfamiliarity speeding though them on my first encounter. Other than that, it was mostly bullets I never saw due to all the visual noise. It's this visual noise that creates the most challenge in Terra Flame. There is just so much on screen between your shots, the enemies, warning indicators, pick ups and foreground elements that the rather plain enemy projectiles can get lost in the shuffle. It doesn't help that enemies can attack you from nearly every direction. Fortunately, the game is nice enough to include warning markers where they are coming from off screen. However, there is an enemy squadron type the teleports mid screen on one level without much warning. Made worse that this level has enemies coming from behind you. Other than some difficulty seeing threats, the next challenge is probably Gradius Syndrome. When destroyed, your ship is completely powered down, and it can take a little bit of time to recover. It's here that Terra Flame becomes a little tough. It's also where I noticed there's quite the pause before your next ship takes to the play field. As I had a run of bad play where I was constantly missing power ups as I waited for my next ship. The enemy variety is a little sparse. For the first half of the game it felt like there is only little more than a half-dozen including the end stage bosses. There a little variation with the bosses, but I couldn't tell them apart. However, as you get to the later game, the bosses to start to change up some. My favorite generic enemy is the giant mecha. Though, I think the game would be more interesting if the missile firing mecha appeared in front of you since they are the one you want to line up with their gun barrel instead of avoid. The weapons at the player's disposal are quite nice and all have their own dedicated button. So, no switching through weapons Thunder Force III/IV style. The primary weapon is a forward firing shot. The ship is also equipped with a rear firing laser. The final weapon is a homing shot that I think it weaker than the front shot. Something it would be nice for the tutorial (which really isn't necessary) would cover. These weapons along with a roll shot of rotating options firing additional shots and a Defender shield allowing your ship to take a few hits. Terra Flame is a pretty easy game to get a fair distance into quickly. At the price it's listed at the time of the writing of this review, I do think it is too expensive for what you get, though. It's easy to get two or three just as good or better shmups on Steam for that price. However, sometimes you just want an easy game. Despite how easy it is, I don't know if I fully recommend it to beginners other than for confidence building, as I don't know if there's a lot of elements here to help develop STG skills. Still, I've enjoyed the little I played so far.
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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.
Very solid throwback shooter, if you grew up with games like Thunder Force III-IV and Gleylancer you'll feel right at home here. No-nonsense horizontal shmup from beginning to end.
This game is awesome
A great, fun game, like all his others.
There's a slight learning curve here with having to manage 3 different shots, but they're not that difficult to memorize. Overall, Terra Flame is a well-rounded and enjoyable shmup all around. If you're looking for another shmup to add to your collection and this is on sale, this is an easy recommendation.
Awesome fun Thunder Force-inspired shmup, featuring three weapons to choose from, 8 stages to conquer and a really nice presentation. A really fun time that I highly recommend. Rookies could easily play through this game on Normal Difficulty.
Excelente juego. Tiene el diseño rígido propio de los clásicos que premia la memorización y la estrategia por sobre la improvisación y los reflejos. Hay un ligero "efecto Gradius" (donde si perdías una vida, pierdes la partida sin importar las que tengas) pero con un poco de suerte puedes remontar si pierdes una vida. [h2]Lo Bueno[/h2] - [b]Todo avisa[/b]: si bien el juego está diseñado en torno a la memorización, cada enemigo avisa por dónde va a entrar a pantalla y cuándo van a atacar. Parece algo obvio resaltar esto, pero actualmente muchos shoot'em ups indies no tienen el mas mínimo decoro en tirarte cosas a la cara y te lo aguantas. Aquí todo está bastante medido y el juego se vuelve un disfrute. - [b]Música[/b]: simple y pegadiza. Tiene ese regustillo a 16bits sin serlo realmente, pero queda muy muy bien. - [b]Exigencia[/b]: no es muy difícil, pero si quieres sacar el 1cc en Expert, hay que entrenarse las últimas stages y los bosses para no palmar en un mal momento. Cuando te sabes el recorrido, diría que el juego es mas o menos un paseo hasta la stage 7 y 8. La stage 6 es una delicia para mi, todas las partes de piloteo están muy bien implementadas. Habría estado bien mas modos de juego para que la cosa no se termine allí, pero así están bastante bien las runs. [h2]Lo mejorable[/h2] - [b]Banners[/b]: el juego tiene un solo problema visual, que son los carteles de bonus, powerups, y warnings que salen POR ENCIMA de las naves y balas... es posible que te impacten balas solo por ese problema... y si fuera por el Warning.. ok porque es un solo momento, pero powerups y bonus de puntos pescas todo el tiempo y se pueden volver muy molestos. Tendrían que salir en otro lado que no sean en el medio de la pantalla, y sin tapar enemigos y balas. - [b]Efecto Gradius[/b]: hay un powerup que es un escudo de 3 hits y eso te da mucha supervivencia. Pero como mueras, volverás sin ningun hit, sin los options y a power 1 de disparo... o sea que deberás aguantar así, al menos hasta pescar los options y limpiar mejor... o hasta el Defender, puesto que si no, verás como caen tus vidas una tras otra casi sin poder hacer nada. Pero muchas partidas se te irán en el nivel 7 a la primer vida que pierdas. Esto es un problema? depende cómo se lo mire... es una manera de introducir esta condición de los clásicos dando algo de posibilidad de recuperación... pero aún así, cuando te pase, no te gustará nada. Creo que incluso habría sido mejor que el defender tenga un solo hit en vez de 3, pero al volver tengas siempre el defender... o que no perdieses los options... pero bueno, no significa que esté mal, son solo preferencias personales. Otro problema derivado, es que la al morir la nave tarda MUCHO en regresar a la pantalla... con lo cual como mueras con un powerup en pantalla, es posible que mires cómo se va por el final del scroll antes de que tu nave salga, incrementando la gravedad del efecto gradius... esto último creo que debería ser reparado fácilmente, haciendo que la nave vuelva mas rápido luego de morir. [h2]Conclusión[/h2] Un muy buen juego que solamente lamento no tener muchos motivos luego de haber hecho 3 o 4 1cc en expert. Si disfrutas del diseño rígido de los clásicos, de la memorización, de ver cómo un buen plan de cargar los disparos en el momento justo sirve, si te gusta eso, el juego te gustará. Y veo en muchas reviews que se cita a Thunder Forece 3.... pero a mi no me gustan mucho los Thunder Force y este juego me ha gustado mucho... así que tampoco es que lo que se pueda decir sobre el juego se agote allí. Saludos y espero que les haya servido.
Pues otro divertido y buen juego hecho por Terarin. El juego es bastante fácil si has jugado un poco a este género, pero eso no desluce el producto (para eso hay otros niveles de dificultad si quieres más reto). Recuerda bastante a los juegos de la saga Thunderforce, con el tipo de armas y options (algo que no es malo). Los gráficos es lo que nos tiene acostumbrados Terarin, que cumplen sobradamente con su propósito, al igual que la música y los efectos de sonido. Lo único, es que quizás para mi maltrecha vista, a veces se me hace confuso con la cantidad de sprites y balas que hay en algunos momentos, creo que es por la paleta de colores tan blanco y azules claros. Este es para mi, un buen juego para empezar a meterse en el genero de los shmups. No es complejo, no es difícil y te lo vas a pasar bien.
This is great! Normal difficulty is very forgiving, so it's great for beginners like myself. Visuals might be simple, but gameplay is solid and fun.
Very fun scoring game. Terraflame is easy if you're just playing for survival - I got a 1CC on my second run. The scoring combines medal collection with chaining and the levels are set up so that chaining perfectly is very challenging. In particular there are two forward-facing weapons: a standard straight fire shot and a homing shot. Relying on the homing shot for most enemies reduces the challenge of the game but once you power up your weapon it can be very difficult to time the killing of the enemy groups so that the chain meter lasts until the next wave. If a scoring challenge like that sounds appealing, pick it up! There are online leader boards for you to compete in. The gameplay feels great and it doesn't suffer from Gradius syndrome. There's also a 3 minute caravan mode for shorter scoring sessions.
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Players by region
Where this game's players are, estimated from review languages.
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