After a long time in development and a fruitful public beta, BLUE REVOLVER DOUBLE ACTION is now available for all players. Go forth and flourish! DOUBLE ACTION is a large, free update to our game. We wanted to give players the best possible version of the game. There's rebalancin
After a long time in development and a fruitful public beta, BLUE REVOLVER DOUBLE ACTION is now available for all players. Go forth and flourish!
DOUBLE ACTION is a large, free update to our game. We wanted to give players the best possible version of the game. There's rebalancing, new weapons, new content, a ton of new features and options -- including a super-smooth 120Hz mode!
You can read the final changelog here:
https://danboland.net/DA_FINAL_CHANGES.html
Launch sale
To mark the release, we are currently running a week-long sale. This is our deepest discount ever -- 51% off! (Every other sale has generally ran at 50% off). It is extremely unlikely that we will ever go lower than this, so I guess it's a once-in-a-lifetime opportunity!
French language players
Due to unfortunate planning on my part, the French translation has not been updated for BRDA yet. We hope to have it updated this month in a follow-up patch. We apologise.
En raison d'une planification malheureuse de ma part, la traduction française n'a pas encore été mise à jour pour BRDA. Nous espérons la mettre à jour ce mois-ci dans un patch de suivi. Nous nous en excusons.
Russian language players
We are aware of some visual issues (text overflow) when using the Russian translation. We hope to have this fixed in a follow-up patch this month. We apologise.
На данный момент у нас есть информация о графической проблеме с отображением текста на Русском языке и мы готовимся исправить её в течении месяца
After a lot of tweaks and fixes over the course of our public beta... I think we're ready for the final release! 14th of November! (Uh, 2024, to be specific...) 5pm GMT! BLUE REVOLVER DOUBLE ACTION is a free update for all players, which is an extensive rebalance and expansion. N
After a lot of tweaks and fixes over the course of our public beta... I think we're ready for the final release!
14th of November! (Uh, 2024, to be specific...) 5pm GMT!
BLUE REVOLVER DOUBLE ACTION is a free update for all players, which is an extensive rebalance and expansion. New shot types, new weapons, stage overhauls, a new mode, new missions, a hundred pieces of QoL and polish... you name it, it's here.
The absolute final 1.51 changelog will be published on the date, but you could check this pre-beta changelog if you're interested: https://danboland.net/DA_CHANGES.html
You're gonna wanna sit down for this one! Look forward to it!
We are pleased to present the public beta of BLUE REVOLVER DOUBLE ACTION, which is a large, free update to our game. The beta is now available for your perusal! Some highlights of this update: Playable Dee with new special weapons 120hz gameplay mode Full gameplay/scoring rebalan
We are pleased to present the public beta of BLUE REVOLVER DOUBLE ACTION, which is a large, free update to our game. The beta is now available for your perusal!
Some highlights of this update:
Playable Dee with new special weapons
120hz gameplay mode
Full gameplay/scoring rebalance
Stage 5 rework
New game mode, called "XP-Mode"
New missions
New unlockables
View the full changelog here: https://danboland.net/DA_CHANGES.html
Feel free to send us your feedback in the Discussions board.
We are proud to present v1.12 of BLUE REVOLVER, which features the soundtrack for the forthcoming DOUBLE ACTION update by Exemia and Hagane! 15 brand new, high-quality tracks are now available for your enjoyment in-game - check out the Soundtrack section in the Options menu to en
We are proud to present v1.12 of BLUE REVOLVER, which features the soundtrack for the forthcoming DOUBLE ACTION update by Exemia and Hagane! 15 brand new, high-quality tracks are now available for your enjoyment in-game - check out the Soundtrack section in the Options menu to enable them.
This soundtrack is provided by Exemia and Hagane - please check out the OST on Bandcamp and support them! https://bluerevolver.bandcamp.com/album/double-action-ost
Music is vitally important for all action games, and we think this soundtrack is absolutely amazing! Let us know what your favourite new track is!
Is this the Double Action update?
This is not the DOUBLE ACTION gameplay update. That has been delayed for some time due to health issues and we cannot currently give an ETA on it, but has not been cancelled. Thank you for your patience.
What's in 1.12?
1.12 simply adds the arrange soundtrack to the game, as well as a link in the Extras menu where you can view/purchase the OST on Bandcamp. The credits have been slightly updated to include Exemia and Hagane. There are no other changes in v1.12, old replays are flagged as compatible.
The Soundtrack DLC has been converted to the new Steam Soundtrack app format, meaning it can be more easily downloaded seperately from the base game. You can find it in your Library, under Soundtracks. FLAC files are provided if you enable "high-quality music files" in your Music settings in the Steam client.
Hi there! The v1.1 Summer Update is now live and available for play! Included are leaderboards/replays, the BREAK Guide, an experimental weapon mode, balance tweaks and more. You can read more about the update here: Summary of changes: Leaderboards / Replays Replay functionality
Hi there!
The v1.1 Summer Update is now live and available for play! Included are leaderboards/replays, the BREAK Guide, an experimental weapon mode, balance tweaks and more.
You can read more about the update here: http://bluerevolvergame.com/summer2017/
Summary of changes:
Leaderboards / Replays
Replay functionality available. The game will prompt you to save a replay upon finishing a run.
Leaderboard functionality available through Steam. You can upload your score to the leaderboards alongside saving a replay.
Note that using the "Continue" function will disable replays and leaderboard upload for that run.
Note: Due to technical reasons, replay and leaderboard functionality is Windows-only.
Weapon Changes
Increased the unfocused damage for both Wide shot types.
Increased damage across the board for Variable shot types.
Improved the handling for Val Variable shot type.
The unfocused player speed is now slightly modified according to the shot type selected. Power shot is unaffected. (Power > Variable > Wide)
Val's Hyper Laser is now a powerful single-shot beam with splash damage. Versatile and powerful, but inefficient.
Change to scoring mechanics for Defense weapons: Flourish mode activates as soon as the button is pushed, flourish drains slower while defense weapons are active.
Cluster Missiles now deal damage more consistently over their area of effect.
Dynamic Difficulty Adjustments (Hyper Mode Only)
Upon hitting Rank Level 5, the bar will drain instead of increase, until the player is back at Level 4.
The drain rate is affected by the number of lives in stock - less lives, less time in Level 5.
Dying at Level 4 or 5 will reduce rank to Level 3.
Dying at Level 3 or under will reduce rank to Level 1.
Experimental Weapon Mode
Experimental Weapon mode is available! You have no bombs and a weak main gun, but access to 3 new special weapons.
Each special weapon can be purchased in the Unlocks menu.
Scrap Option - The shotgun-like explosive options from "Experimental Weapon". Excellent screen coverage.
Plasma Blade - Val's short-range, fast-firing variant of the Plasma Lancer. Great efficiency.
Hi there! The v1.1 Summer Update is now live and available for play! Included are leaderboards/replays, the BREAK Guide, an experimental weapon mode, balance tweaks and more. You can read more about the update here: Summary of changes: Leaderboards / Replays Replay functionality
Hi there!
The v1.1 Summer Update is now live and available for play! Included are leaderboards/replays, the BREAK Guide, an experimental weapon mode, balance tweaks and more.
You can read more about the update here: http://bluerevolvergame.com/summer2017/
Summary of changes:
Leaderboards / Replays
Replay functionality available. The game will prompt you to save a replay upon finishing a run.
Leaderboard functionality available through Steam. You can upload your score to the leaderboards alongside saving a replay.
Note that using the "Continue" function will disable replays and leaderboard upload for that run.
Note: Due to technical reasons, replay and leaderboard functionality is Windows-only.
Weapon Changes
Increased the unfocused damage for both Wide shot types.
Increased damage across the board for Variable shot types.
Improved the handling for Val Variable shot type.
The unfocused player speed is now slightly modified according to the shot type selected. Power shot is unaffected. (Power > Variable > Wide)
Val's Hyper Laser is now a powerful single-shot beam with splash damage. Versatile and powerful, but inefficient.
Change to scoring mechanics for Defense weapons: Flourish mode activates as soon as the button is pushed, flourish drains slower while defense weapons are active.
Cluster Missiles now deal damage more consistently over their area of effect.
Dynamic Difficulty Adjustments (Hyper Mode Only)
Upon hitting Rank Level 5, the bar will drain instead of increase, until the player is back at Level 4.
The drain rate is affected by the number of lives in stock - less lives, less time in Level 5.
Dying at Level 4 or 5 will reduce rank to Level 3.
Dying at Level 3 or under will reduce rank to Level 1.
Experimental Weapon Mode
Experimental Weapon mode is available! You have no bombs and a weak main gun, but access to 3 new special weapons.
Each special weapon can be purchased in the Unlocks menu.
Scrap Option - The shotgun-like explosive options from "Experimental Weapon". Excellent screen coverage.
Plasma Blade - Val's short-range, fast-firing variant of the Plasma Lancer. Great efficiency.
By the late ‘90s, with Street Fighter 2’s impact on arcades receding in the West, the beautiful rows of wooden cabinets and the glow of their CRTs suffered a commercial deforestation. With their dwindling ranks went the heyday for genres built around a quick play and immediate gr
By the late ‘90s, with Street Fighter 2’s impact on arcades receding in the West, the beautiful rows of wooden cabinets and the glow of their CRTs suffered a commercial deforestation. With their dwindling ranks went the heyday for genres built around a quick play and immediate gratification. Genres like the shoot-em-up, which predates all the rest with links back to 1962’s pioneering Spacewar!
In its prime, the shoot-em-up genre swelled with a distinctly Japanese form of game design, screens covered by hellish bullet patterns and anime girls—plus notable domestic off-shoots. Post-arcade, the shoot-em-up, the shooter, the shmup, or the STG (pick your acronym preference) receded into an enthusiast bubble, hidden from view after first and third-person action games captured the designation of 'shooter.'
In those dark years, shmup enthusiasts either contended with pricey, obscure late releases on the Dreamcast and Neo Geo, or by sheer will, discovered alternate venues, corners of the internet where potential classics like the enemy pile-on Cho Ren Sha resided prior to common digital distribution and Steam.
"I found an online resource of Japanese people, just basement devs, who would be posting shmups and posting updates every day online. Some of them were crap. Some of them were unbelievably cool," remembered Don Thacker, founder of Imagos Softworks, developers of the Kickstarted genre cross-over Starr Mazer.
Discovery comes easy when wandering a hall of video games, each churning attract screens. Without arcades, those random hubs found by curious Google hunters such as Thacker were it for the shmup’s exposure, outside of certain studios aiming at the die-hard audience. The genre, and with it the shmup’s myriad of sci-fi, fantasy, and military fetishism, fell into disrepair. The mainstream gaming public chewed on ever increasing polygon counts; the dedicated shmup fan sifted through what amounted to back alley digital dumpsters seeking anything of merit still made with scrappy 2D sprites, subwoofer crushing explosions, and mountainous end level bosses.
Then, a visible indie game movement, and more so, Steam. Consider the timing as the calendar turned to the 2010s: Kids who mastered joystick controls in front of CRTs burning phosphors, expertly navigating games at the height of shmup popularity—from Namco’s ageless Galaga to Capcom’s beautifully exaggerated, WWII "inspired" 194X series—plug into their nostalgia as developers. Thus a flurry of Steam activity, sizable enough to wear down even the hardened genre devotees, but also a sign of regeneration and visibility.
Now developers like Mommy’s Best Games, developer of the neon obsessed heavy metal shmup Shoot 1UP, can find a home for their uniquely textured throwbacks.
"Steam has been great to release Shoot 1UP to, as it was very successful on Xbox 360 and now we can reach even more people. I love consoles but not everyone has one. With PCs, nearly every gamer has a machine that can run our 1990s style shooters," said Nathan Fouts of Mommy’s Best Games.
It’s a gold rush on Steam compared to the genre’s low point. The service afforded a substantial kick to the shmup, which at the turn of the decade saw a fleet of indies in such numbers, Don Thacker amusingly stated that for developers, "Steam is bullet hell."
The slow resurgence
Throughout the early 2000s, a few notable studios entered the space, some earning wide acclaim, including Treasure’s polarity swapping Ikaruga (no article on shmups is free from Ikaruga’s notable grasp). Aside from Treasure, popular Japanese developer Psikyo (notable for their raucous Strikers 1945 and the perky, daydream-like Gunbird) died off by 2003, vacating the space. Enter Japanese developer Cave.
Founded in 1994 but finding their footing as Psikyo neared shutdown, Cave’s numerous early entries include tongue twisting titles DoDonPachi, Espagaluda, and Guwange, the latter boasting a genre-exotic medieval Japan setting. Further efforts in the later 2000s brought on bullets in droves from Mushihimesama, Espagaluda II, and Deathsmiles, the latter fitted with anime witches and anime fantasy and anime tropes to saturated extremes. Each of Cave’s entries fell into a contemporary sub-genre affectionately coined 'bullet hell,' partly unsurprising since the studio’s formation is owed to former employees of the bankrupt Toaplan, arguably where the designation came from following Toaplan’s sci-fi dazzler Batsugun.
Bullet hell came to define the zest of a shmup, balancing an elegant ballet of colored weaponry and a playable protagonist with a single weak point, mere pixels (or even pixel) wide. They’re peak shmup, where pressure-driven, graceful movement meets a handsome (and ceaseless) display of enemy attack patterns. Steam is full of these gripping yet punishing games, including a back library of Cave’s work.
"There's a strong support for Cave and the bullet hell genre itself… The shooting game developers catered more to a dwindling audience who were demanding harder and harder games," noted James Wragg, Director of Publishing at Degica, responsible for bringing some of those Cave classics to Steam.
"Steam fills that gap and enables companies. They don't need to go through a publisher like us. They can publish independently," began Wragg. "It basically allows them to publish without all of the red tape of the platforms like PlayStation, Xbox, Nintendo. In theory, it opens it up to a much wider audience because Steam's got such a huge user base."
"It's very encouraging to see a lot of indie circles start to release stuff on Steam. Back in my day, you wouldn't see that. But now you're seeing stuff like Crimzon Clover [and] Mecha Ritz [Steel Rondo]," said Danny 'danbo' Baxter of Stellar Circle, developer of 2016’s Blue Revolver, a suitably low-fi gem owing much to Cave’s turn-of-the-century design philosophy.
Influenced
Nostalgic influence feeds the listings on Steam, cultivating a collection of shmups which hit every classification in a varied genre—vertical, horizontal, traditional, even twin stick (although the hardcore community may find the inclusion dubious). Shmups even interject themselves elsewhere.
"If you click the bullet hell tab on Steam, you'll see a lot of games that bear no resemblance to something that I've been playing. Undertale had bullet patterns, Neir Automata is going to have them," said danbo a few weeks before Nier's release.
The rush of games—and those borrowing elements—has caused a touch of in-fighting between those passionate for the striking difficulty of bullet hell and those seeking something more passive. Like Degica’s Dariusburst, the continuation of a decades old franchise set in deep space as players set ablaze robotic, oceanic inspired creatures. In a genre of familiar routines, Darius is (and forgive the pun) in a sea of its own.
"There's a certain generation where their first encounter with shooting games was bullet hell. For them, bullet hell equals shooting games. We came across this when we released Dariusburst. Some of the reviews from users saying there's not enough bullets on screen, but it's like comparing Virtua Fighter to Street Fighter," said Wragg, noting the wide separation in shmup styles.
Steaming
Paging the community on hangout Shmupsforum, users expressed dismay surrounding imperfect ports, brought up fandom punching bag Sine Mora for a laugh, and tossed positive sentiments at the modern accessibility of the genre. "The recent deluge of shmups on Steam has been a great thing… The genre is finding a wider audience and there have been some great indie efforts. Shmups are alive and kicking and I hope it continues forever," noted one user.
"At the same time, especially in recent years, it also allows for a boatload of shovelware to gum up the works," countered one forum regular.
As with Steam in general, the visibility problem grows with each new game added to the service. "I think Steam is brilliant at making things accessible. I also think Steam added more games last year than Steam had previous," stated Thacker. "If you look at our little pie slice on Steam and you fill it 80% with Cave games, I think it's going to be hard for us to have the discussion about a genre a lot of indies are trying to put back together."
Wragg, however, welcomed the influx. "I'm happy to see competition in the market because competition is good for everybody. It makes people push harder and I'd rather see the shooting genre go somewhere other than just bullet hell and have somebody come up with crazy mechanics that push things in other directions. The only way that can happen is through new people with new ideas coming in."
I'd rather see the shooting genre go somewhere other than just bullet hell and have somebody come up with crazy mechanics that push things in other directions.
James Wragg
Bullet hell continues to dominate on Steam. Of the 15 pages of games listing themselves under shoot-em-up, nearly half pin themselves to bullet hell. "There's definitely a lot of games you could play, but I'm not sure how many of those are really geared to getting people into games like bullet hell," said danbo.
"For the beginner coming in, it is a very difficult place to start. But Steam again on that front allows people to, without much of a financial investment, pick up couple of shooting games in the sale or a couple of really well priced indies," said Wragg.
Games like Thacker’s gorgeous Starr Mazer, mixing horizontal shooting and point-and-click gameplay, come pre-designed for entry level play. "I've had 45, 50 year old guys come up and they'll be like, 'Oh, it's Galaga.' It's super not, but I understand that's all you can link it to so let's use that as a stepping stone."
Those looking to jump in on Steam might be turned away by Cave’s kinetic, even exuberant style, but can find solace elsewhere. "[Jamestown is] pretty simple to pick up. You can sit around with two, three, four players locally, enjoy it with your friends and the mechanics work very well for multiple players," said Wragg. He’s right: Jamestown’s friendly H.G. Wells-meets-American-Western aesthetic marries to a charming entry level pixel adventure without being first baptized by Cave.
If nothing else, the genre remains alive, and in good hands. The indie surge brought on by Steam, for its inevitable faults in saturation, allows developers to find a home. “If you haven't gone to the shmup section on Steam, check out some indies. You're missing a lot," began Thacker. "Also if you grew up in the ‘80s and ‘90s and you liked shmups, they're there. They exist. It didn't go away with arcades. They survived."
40 achievements are now live for your achieving pleasure! Note that most of them are unavailable if you have free play turned on - you'll have had enough time to practice by now, right? In addition, there are two tiny bugfixes: Fixed an incorrect configuration for the "Survival 1
40 achievements are now live for your achieving pleasure!
Note that most of them are unavailable if you have free play turned on - you'll have had enough time to practice by now, right?
In addition, there are two tiny bugfixes:
Fixed an incorrect configuration for the "Survival 105" mission where it would use an impossible ship type.
Prevented a situation from occuring where no art pieces would appear in the gallery mode.
40 achievements are now live for your achieving pleasure! Note that most of them are unavailable if you have free play turned on - you'll have had enough time to practice by now, right? In addition, there are two tiny bugfixes: Fixed an incorrect configuration for the "Survival 1
40 achievements are now live for your achieving pleasure!
Note that most of them are unavailable if you have free play turned on - you'll have had enough time to practice by now, right?
In addition, there are two tiny bugfixes:
Fixed an incorrect configuration for the "Survival 105" mission where it would use an impossible ship type.
Prevented a situation from occuring where no art pieces would appear in the gallery mode.
Our v1.01 update is now live! This is mostly a bugfix update, with a few small features. You can read more here: Trading cards! Trading cards are now live! :dee: v1.01 Patch Notes Added score breakdown mode, enable "Score Info" in Options -> Gameplay. Added an optional new bul
Our v1.01 update is now live! This is mostly a bugfix update, with a few small features. You can read more here: http://bluerevolvergame.com/patchnotes/
Added an optional new bullet colour scheme. Enable it in Options -> Gameplay.
Added a "Darken Background" option. Enable it in Options -> Gameplay.
Added "Low-Spec Mode". This disables all stencil effects, which seem to be buggy on old hardware.
Added -windowed and -fullscreen launch flags - useful for resetting configuration if you've misconfigured the game.
Added the ability to select which controller to use (the game defaults to accepting anything) in the Input menu.
The True Last Boss no longer activates for credit feeders.
Unlocking free play now instantly enables it.
Players with all buyable unlocks no longer see star income.
Fixed a safespot in HEURISTIC/NUDGE.
The break for GUTTERSNIPE is hinted now.
The break for OVERTIME is now more consistent. (Previously, part of the requirement was that you finish it off by dealing damage to the mech and not an option - this was an oversight)
Fixed a bug with SQUIB where the big projectile would rattle at the bottom of the screen.
Fixed erratic behaviour when the stage 3 midboss is timed out.
Fixed a small quirk where a player in game over would have too many bombs and ammo.
Gallery text can now be hidden with the "Rapid Fire" button.
All missions now show quotas or A+ status where applicable.
Carrier enemies in stage 3 now fly away after a time.
Added a prompt at the end of the credits roll.
Improved the game flow when going back to the menu from missions and stage select.
Enter, Backspace, Escape and Space, Arrow Keys now always perform game functions unless bound otherwise.
Fixed a bug where beeps played in the name entry were too loud.
Fixed a bug where music wouldn't seek to the right place on certain stages in Stage Select mode.
Fixed a bug where enemy spawns are inconsistent between standard play and Stage Select on stage 3.
Fixed some typos and odd grammar.
Fixed a 200MB memory leak in Gallery mode.
Fixed a quirk where the game would draw duplicate frames, putting unnecessary stress on the graphics card.
The FPS counter now shows the FPS the game is actually running at. Please note, due to a quirk of the engine, external FPS counters may show high numbers if v-sync is turned off.
Fixed a hard crash in aspect ratio selection on certain monitor setups.
Fixed an issue with the "Boss Rush" mission where it couldn't be cleared.
Added a tentative fix for a "black lines in stage background" issue on some graphics cards.
v1.02 Patch Notes
Fixed an issue where HASKEL, the stage 2 boss, would smash you when approaching in the boss rush mission.
Fixed an issue with low-spec mode in the device select screen.
Our v1.01 update is now live! This is mostly a bugfix update, with a few small features. You can read more here: Trading cards! Trading cards are now live! ːdeeː v1.01 Patch Notes Added score breakdown mode, enable "Score Info" in Options -> Gameplay. Added an optional new bul
Our v1.01 update is now live! This is mostly a bugfix update, with a few small features. You can read more here: http://bluerevolvergame.com/patchnotes/
Added an optional new bullet colour scheme. Enable it in Options -> Gameplay.
Added a "Darken Background" option. Enable it in Options -> Gameplay.
Added "Low-Spec Mode". This disables all stencil effects, which seem to be buggy on old hardware.
Added -windowed and -fullscreen launch flags - useful for resetting configuration if you've misconfigured the game.
Added the ability to select which controller to use (the game defaults to accepting anything) in the Input menu.
The True Last Boss no longer activates for credit feeders.
Unlocking free play now instantly enables it.
Players with all buyable unlocks no longer see star income.
Fixed a safespot in HEURISTIC/NUDGE.
The break for GUTTERSNIPE is hinted now.
The break for OVERTIME is now more consistent. (Previously, part of the requirement was that you finish it off by dealing damage to the mech and not an option - this was an oversight)
Fixed a bug with SQUIB where the big projectile would rattle at the bottom of the screen.
Fixed erratic behaviour when the stage 3 midboss is timed out.
Fixed a small quirk where a player in game over would have too many bombs and ammo.
Gallery text can now be hidden with the "Rapid Fire" button.
All missions now show quotas or A+ status where applicable.
Carrier enemies in stage 3 now fly away after a time.
Added a prompt at the end of the credits roll.
Improved the game flow when going back to the menu from missions and stage select.
Enter, Backspace, Escape and Space, Arrow Keys now always perform game functions unless bound otherwise.
Fixed a bug where beeps played in the name entry were too loud.
Fixed a bug where music wouldn't seek to the right place on certain stages in Stage Select mode.
Fixed a bug where enemy spawns are inconsistent between standard play and Stage Select on stage 3.
Fixed some typos and odd grammar.
Fixed a 200MB memory leak in Gallery mode.
Fixed a quirk where the game would draw duplicate frames, putting unnecessary stress on the graphics card.
The FPS counter now shows the FPS the game is actually running at. Please note, due to a quirk of the engine, external FPS counters may show high numbers if v-sync is turned off.
Fixed a hard crash in aspect ratio selection on certain monitor setups.
Fixed an issue with the "Boss Rush" mission where it couldn't be cleared.
Added a tentative fix for a "black lines in stage background" issue on some graphics cards.
v1.02 Patch Notes
Fixed an issue where HASKEL, the stage 2 boss, would smash you when approaching in the boss rush mission.
Fixed an issue with low-spec mode in the device select screen.
There’s a reason why they don’t call me Shit-Hot Hot Shots Alice: because I’m no good at shoot ’em ups. Also other reasons, but mostly that. However, Stellar Circle’s retro Blue Revolver did catch my eye with a fun alpha demo last year. Now the full game is out and yes, this cert
There’s a reason why they don’t call me Shit-Hot Hot Shots Alice: because I’m no good at shoot ’em ups. Also other reasons, but mostly that. However, Stellar Circle’s retro Blue Revolver [official site] did catch my eye with a fun alpha demo last year. Now the full game is out and yes, this certainly is some bullet-spewing, vertical-scrolling, shot-dodging shooting ’em upping. … [visit site to read more]