Super Galaxy Squadron is a fast-paced vertical shooter designed for human beings as well as shmup veterans. Featuring multiple game modes, a challenging but merciful difficulty curve, forgiving health system, and 14 playable ships.
User reviews:
Very Positive (87 reviews) - 88% of the 87 user reviews for this game are positive.
Release Date: Feb 18, 2016

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Super Galaxy Squadron EX



“It’s hard to NOT recommend Super Galaxy Squadron.”
4/5 – Game Rant

“It’s loud, brilliant, and exhilarating in all the right ways.”
8.5/10 – CGM

“It’s a bird, it’s a plane, no it’s a million bullets trying to hit me in the face!”
8.5/10 – ZTGD

About This Game

2438. Eleven years after the First Ceti War. The United Interstellar Federation and a secluded alien race from Tau Ceti are locked in a tense stalemate. Fourteen of the best pilots in the Federation have been recruited to single handedly win the inevitable second war.

Super Galaxy Squadron EX is an expansion/remaster/one-step-from-a-sequel to 2015's Super Galaxy Squadron, and takes the original game's frantic action and modern accessibility to vastly greater heights. New and returning features include:

  • Fourteen ships with unique stats and weapons to suit a variety of playstyles
  • Six stages of classic shmup action (and savage bosses) in Arcade Mode
  • An infinite onslaught to satisfy your scoring itch in Endless Mode
  • A range of difficulty options, from calm and newbie-friendly to basically impossible
  • Fully voiced cutscenes for the two people looking for a good story
  • New mechanics like Overdrive that help you kill things and get points even better
  • A (nearly) complete graphical overhaul
  • Still a whole lot of explosions (like you were ever worried)

Feeling nostalgic, or just want to see what's changed? Super Galaxy Squadron EX includes the original Super Galaxy Squadron, so load up your smaller, slightly less pretty ship for a trip down (one year old) memory lane. Or don't. It's up to you.

System Requirements

    • OS: Windows XP, Vista, 7, 8 or 10
    • Processor: 1.2GHz processor
    • Memory: 512 MB RAM
    • Graphics: DX 9 compatible graphics card with at least 128MB of video memory
    • DirectX: Version 9.0c
    • Storage: 150 MB available space
    • Sound Card: Want One
    • OS: Windows XP, Vista, 7, 8 or 10
    • Processor: 1.5GHz processor
    • Memory: 1 GB RAM
    • Graphics: DX 9 compatible graphics card with at least 256MB of video memory
    • DirectX: Version 9.0c
    • Storage: 150 MB available space
    • Sound Card: Have One
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Very Positive (87 reviews)
Review Type

Purchase Type


Display As:

(what is this?)
64 reviews match the filters above ( Very Positive)
Most Helpful Reviews  Overall
66 of 99 people (67%) found this review helpful
Not Recommended
8.3 hrs on record
Posted: January 24, 2015
I'm afraid to say that this game has many faults that creates a frustrating experience for many shmup veterans. I think the main problem i find with the game is that it is "lifeless" more or less.

Lets have a checklist to follow:

- Very poor level design.

This is one of the biggest flaws in the game,. Stages in shmup's need to have a sense of flow about them. Waves, attack formations, enemy tactics, etc. SGS way of doing things is simply to stack as many things as it can that can shoot and spawn in from the top of the screen. The enemies that come towards you feel completely random despite being preset and there is little that breaks this monoity in all of the stages and it creates a frustrating event where 8 to 12 large enemies come at you with little connectivity to each other, some even stacking on top of each other.

It also doesn't help that each stage is set in space. Space is as entertaining in shmup's as what's placed around it and what is placed is either dull single planets or lots of rocks. There is a nice transistion of the background on stage 5 but it's very fleeting.

- Bland boss design

This is a MAJOR flaw in any game of this genre. All of the bosses in the game are dull, boring boxes that do little to stop you. Most of the bosses have stupid amounts of health and take ages to grind down to dust. They rarely change their attack tactics in response to damage and most of the attack pattens are stupidly easy to dodge out of the way (the 2nd boss is laughable in this respect, as it has no response to the destruction of it's side guns.)

- Spite design is lifeless.

Other than the player ship and one of the enemy ships, no other spite in the game has any real animations. They just fly at you and shoot. They are shaded colours and some of them are shaped nicely (The 5th stage boss has a nice look to it), but are as lifeless as a cardboard box. Bosses catch fire when low on health (random fire spites drawn over the body) and a few animated lasers but other than that the artwork is as flat as a ironing board.

- Power up system is stupid

The power up system is wild, untamed and at the same time restrictive and in-organic. In each stage you can collect 1 of each of the power-ups (bullet power-up, sub-weapon power-up dependent on the ship you play as and rate of fire power-up), because of this you can't organicly collect more power ups than the stage number allows (You can collect more if you lost some, but you can't pass the limit set by the stage number). In addition, when you get hit there is a random chance that you will drop a power-up. You can recollect it after a delay but all of these power-ups fly upwards, but because every enemy ship in the game is constantly spawning (outside of bosses) you WILL get hit again by another enemy if you attempt to collect it. Btw.. it is possible to get hit multible times in quick sucession, with the possiability of dropping more than 1 power up.

The biggest problem with this is when fighting bosses. Some bosses are very large and will cover the screen.. and if you get hit that power-up will fly up into the boss's body. During boss battles, there is no way to gain new power-ups so if you lose any of your power-ups you started the boss with you then it will take a even longer grind to kill the boss.

- Poor ship balance

Yea.. this is often a reason why in many shmup's they keep the playable number of ships to a low number. Some of the ships in this game are pretty useless. The one with the flamethrower for example has terrible usability outside of machoists. Some of the other ships will rip stages and bosses apart like there is no tomorrow. The mutli-sweaping laser ship is pretty much a I-win button in stages 90% of the time while the ship "gold" is pretty much overpowered to the extreme compared to the other ships.

Final Thoughts

In all due repect, there are some things i like about the game. The life system is a nice conversion over the traditional lives system in most shmups, including the ability to slowly regain life by grazing enemy shots. The soundtrack was above average in most regards and hardcore mode brings true terror to the the audience that desires a good challenge.

In final, there is little i can recommend to a vet of the genre here that you can't find elsewhere on steam at roughly the same price (Reflex, Kamui, Crimson Clover). I do respect the devs making the game for chaity, it's just that the majority of the design is something from a run of the mill game from MS-DOS days.. and not the good ones sadly.
Was this review helpful? Yes No Funny
31 of 40 people (78%) found this review helpful
4 people found this review funny
6.4 hrs on record
Posted: January 23, 2015
Excellent gameplay and very good pixel graphics, kind of a head-nod to older early 90s vertical shooters, as opposed to the Donpachi/Psyvariar/Ikaruga school, which is ironically quite refreshing. Worth mentioning as a bullet hell vet I did miss the speed of movement but once you adjust, you don't even notice. Fantastic tunes to go along with the action, and as would befit a early 90s throwback shooter, cranks out a fair challenge on the later stages.

It is in it's current state a bit buggy, with some awkward sprite issues at times and a crash I experienced where the game just carried on without me once I died, but I would still FIRMLY recommend this game even in it's current state, the gameplay, graphics and music make a seriously solid package, and I'm sure the game will be patched soon.

Plus it's for charity and all. Win win win.
Was this review helpful? Yes No Funny
31 of 42 people (74%) found this review helpful
6 people found this review funny
3.6 hrs on record
Posted: February 2, 2015

Super Galaxy Squadron is one of the best retro Arcade Shoot’Em up games I have had the pleasure to play for quite a while.

Lovers of retro games will be fond of this one and if you are of a certain age (like Yoda and me), you will experience a trip back to memory lane where all good games were setup like a booth with an old television set right in front of you, a stick on the left hand side of the panel with a fairly large red ball for a good and stable grip. And 2 buttons on the right side which were usually red and yellow. Too bad if you were right handed, impossible to play with your back facing the television set!

Coming back to the game, you can choose to play a new, endless or continue a game in normal or hardcore mode. Then, you have to make the tough decision as to which spaceship you are going to fight with. Fourteen to choose from; some have more power than others and so on and so forth. All spaceships have their own Hyper strike if you want to call it that, again some more effective than others.

After that it’s all about avoiding the onslaught of your enemies’ fire power like some sort of illusionist and at the same time destroying them with your powerful arsenal! I FUN FUN FUN! Mind you, the hardcore mode is fairly challenging.

In term of the controls, I find the gamepad the way to go rather than your keyboard. It is just my preference.


- Great Shoot’Em Up
- Challenging
- Achievements
- Trading cards


- I feel older now

Good game.



Was this review helpful? Yes No Funny
15 of 18 people (83%) found this review helpful
1 person found this review funny
9.3 hrs on record
Posted: November 28, 2015
Summary: Vertical bullet hell with lots of ships
Multiplayer: No
Completion: 1 hr
Cards: Yes
Cloud: No

Super Galaxy Squadron is a very standard vertical bullet hell shoot 'em up. It won't win any awards for its concept, but it does offer a surprising number of unique ships that play somewhat differently from each other. The result is a rather replayable shooter, if only to test the functions of each ship, which I found enjoyable.

Gameplay is a standard shmup. Shoot anything that moves, avoid bullets, grab items. The items dropped by enemies are mostly random; it is thus possible to have a bunch of missiles before you ever get a laser upgrade. The game lacks a "focus" mode, where you can slow down your ship to maneuver tight spaces. Thus I found faster ships, which often have less armor, work against me.

There are 14 ships to choose from in this game. Surprisingly most ships have a good balance about them, though a few stood out as being much better or much worse than the others. The majority of my time spent on this game was comparing each and every ship by fully upgrading them, and finding out which ones I liked best. Every ship possesses a unique "limit break" of sorts. As you grab points, your bar fills up and you can unleash a powerful attack or defensive ability that is based on your current ship. These occur often enough that your ship's special power is worth taking into consideration, especially on endless mode.

There's a rudimentary plot about a cold war between humans and aliens, and every ship has a bit of backstory, which is cool. Beyond that, the game largely throws story out the window, much like the entire genre does, which is a shame because it seemed like a promising story.

Unlike most bullet hells, SGS has a health system that allows you to withstand more than one hit. On top of that, enemies occasionally drop health items to replenish your life. You can even heal yourself by getting grazed by enemy bullets. Also surprising, the invulnerability period after getting hit is relatively generous. It's a refreshing system that provides some amount of tanking ability, and is thus friendlier to new players to the genre. When you get hit, your ship will drop one of its power-ups, but it's easily reacquired by simply flying over it and grabbing it again. Hardcore mode exists for those who prefer the one-hit death style of gameplay. There seems to be no additional reward for playing on hardcore.

Most of the game is easy enough. There's six stages in total, each one lasting maybe 3-5 minutes. If you die, the game generously lets you continue on the last stage you were on. The bosses are great, being hulking machines (mostly) with collapsible parts, wide bullet patterns and just as large health pools. The last boss is such a large leap in difficulty that I'm not sure I could ever beat it with certain ship designs. It's a long enough battle that it might as well be considered a stage in of itself.

Graphics are good. It's entirely pixel-art, and well-animated, particularly explosions. I like that every upgrade you acquire is a noticeable improvement, typically giving you additional shots, and sometimes even a graphical change. I have not experienced any slowdown despite the large number of moving things, even on endless, so that gets good marks. Music is chip-tunish, and somewhat upbeat but also kind of on the forgettable side.

I recommend playing the game with a gamepad, though keyboard actually works well enough. The game did not recognize my USB gamepad; if the same occurs to you I recommend Joy2Key which often solves this problem on similar games.

While I wouldn't recommend it at full price, it's not bad at a discount. All proceeds go to the Child's Play charity, so even if you don't enjoy the game, someone else may benefit. For the game to be created by largely one person, this is a pretty commenable effort. I give Super Galaxy Squadron a 7/10. It's super short, but because of that, you can replay it in short bursts with many different ships, so it works out in the end. SGS satisfies that urge to just jump into a game and start shooting stuff without rhyme or reason.
Was this review helpful? Yes No Funny
16 of 21 people (76%) found this review helpful
3 people found this review funny
6.5 hrs on record
Posted: January 30, 2015
UPDATE: The recent EX update has improved the game drastically. A better interface, the inclusion of cutscenes and difficulty levels, greatly improved graphics, mechanics and scoring, and even some new enemies and a change to one of the bosses have all improved an already stellar shmup. If you haven't played SGS yet, you owe it to yourself to get it! And yes, proceeds are still going to charity.

ORIGINAL REVIEW: There's Crimzon Clover. There's Siter Skain's ALLTYNEX trilogy. And then there's Suepr Galaxy Squadron. This game is one of the best, if not THE best shmup I've played on PC. Challenging gameplay, a wide selection of ships to choose from, retro-style graphics and soundtrack make this a shmup that every shmup/bullet-hell fan shoudl get. Not to mention that the proceeds are going to charity. Buying an awesome shmup while at the same time putting that money towards a good cause. That's a win-win for me.
Was this review helpful? Yes No Funny
10 of 10 people (100%) found this review helpful
3 people found this review funny
3.9 hrs on record
Posted: February 22
This key was obtained from for the purposes of review.

Target Audience: Action oriented fans that want twitch reactionary gameplay...even if you're not a veteran of the SHMUP genre.

Video Review:

Not only is Super Galaxy Squadron EX pretty solid across the board, it's one of best “remasterings” for an indie game that I've seen. The game has been turned up to 11, as the game is not only pretty to look at, but it has ramped up the enemies and challenge in several ways. The developer obviously took feedback from the original game, as UI changes makes things a lot easier to see, and it complements the strong action gameplay that has the controls necessary to get through the tight spaces in between bullet barrages. There's a lot of ship variety as well, although the number of bullet patterns do leave a bit to be desired. And the game, while it was in Early Access, seems to still have a mode that's “coming soon”, which offput me a tiny bit. But never the less, A great shmup for the price of admission here, and can not only help satisfy the SHMUP veteran, but is a good introductory game for those who want to try the genre out for the first time. All in All, a worthy purchase.

  • Good basic SHMUP action. Throws everything and the kitchen sink at you, and when things get nuts, things get nuts.
  • Controls are where they need to be. Gives you the precision to get through the onslaught of bullets that you need, without being overly sensitive.
  • Great presentation and aesthetic. The story presentation does the scifi theme well, but the color choices for bullets/ships was smartly put together. It's easy to see everything on the field, and it's clear that the developers understood how to complement game design with aesthetic.
  • Good accessibility for new players of the genre, but gives the challenge for SHMUP veterans as well.
  • A good variety of ships. A lot of different strategies are viable because of the variety here, from close up in your face “melee” type damage to turtling damage and focusing on hitting powerful enemies. Some may feel similar in the end, but there is a level of detail that does separate the similar ships from each other.
  • Like the weapon powerups system and how getting hit makes you drop a couple of them. Forces quick decision making as being bombarded with bullets could lead you to abandoning the power ups because of the additional damage and power ups that you'd lose.
  • A good example of a remastering: changing some slight mechanics in game play, upping the graphics
  • Decent soundtrack. Complements the scifi and gameplay rather well.

  • Lacking some basic options. A music slider? That seems like a standard now a days, and no bindable keys as well. Disappointing.
  • Could actually use a bit more variety in the bullet patterns area. Within the first few levels, it's thrown pretty much all the different patterns at you, it just throws MORE at you.
  • Despite coming out of early access, there's still a mode that seems to be unfinished. This is a personal gripe: if you're part of early access, I expect a completed product if you're going to come out of it.
Was this review helpful? Yes No Funny
11 of 12 people (92%) found this review helpful
1 person found this review funny
7.1 hrs on record
Posted: March 15
I thought that Super Galaxy Squadron was a pretty decent little 2D shooter, but this edition is flat-out superb.

First off, apologies to the individuals responsible for this game's storyline. Everytime I played, I skipped all of the cut-scenes. All I know is that the bad guys have to be destroyed, and there's something involving a core. I'll be real here, I tend to prefer STG storylines that are badly-translated, don't make a lot of sense, or are just flat-out insane. Anyway, there are six stages and several ships to choose from, have at it.

The level of difficulty can "best" be described as bullethell...but not really. There are more tiny orbs of deadly danger than average, but rarely will you ever navigate a sea of bullets. Why? Because if the situation comes to that, then you did something very wrong, and you'll probably die soon. Enemy ships tend to stay on-screen a long time. This gives them more than a couple opportunities to unleash their payload. While it certainly benefits your livelihood to destroy enemies as quickly as possible, you might want to hold off occasionally...

The scoring system is based around a multiplier guage. Almost every type of ship is worth a +.1, and these add up very quickly. Sometimes you'll want to keep enemies alive for an extra half-second or so to help manage your guage. Upon hitting the maximum of x10(!), then you'll want to use your hyper weapon. This will trigger overdrive aka FEVER mode, and all pick-ups are worth ten times their value.

When it comes to making a good STG, dodging and shooting are the most important aspects. This is where the game really shines. Everything has a natural feel to it. When you're avoiding bullets, you acquire this 6th sense, and sink into a sense of sublimity. To put it another way, I like this game because I don't notice anything that stands out. To me, 2D shooters should be business as usual. Things that stand out tend to be bad, like erratically-moving bullets, weird/poor hit-boxes, and so on. There's none of that nonsense in this game.

The overdrive/fever system is really neat, but unfortunately it doesn't come into play very often. I suppose this should be blamed on my lack of skill, but I can only catch the FEVER maybe once or twice a play-through. At around the 7x to 9x mark, the multiplier guage can drop at an extremely fast rate, and I just can't seem to destroy enemies quickly enough. While this is going on, some potential moments for huge points are missed out on. For example, there are nearly-invisible rings at certain points in the game. If you fly your ship inside them and fire away, you'll discover a medal worth 500,000 points. Imagine grabbing that shiny behemoth while under the effects of a FEVER.

But let's consider the possibility that I'm wrong, and it's not actually my fault. The reason I and possibly others can't maximize our scoring potential is because the playable ships are a little too weak. I'm not asking for a huge buff, just 15-20% more damage for most ships, and possibly larger boosts for certain ships. I noticed that one of them uses a lot of close-range weaponry. For piloting such a high-risk piece of junk, I expect to do a ton of damage.

As good as Super Galaxy Squadron EX is, it still requires some refinements. The top-scores on the leaderboards can be attributed to the game sometimes not resetting the score when starting a new game. My 60+ million score at or near the top is the result of two play-throughs. The final boss is far more difficult than anything else in the game, and requires a lot of needle-threading. Some ships are just too fast to safely weave between everything, and other ships are too weak to destroy the boss in a reasonable amount of time. Then there are the minor issues like rumble and screen-shaking re-enabling itself everytime I start a new game.

I figure that this game is still being worked on, but even in its current state, I highly recommend it. This is one extremely solid STG.
Was this review helpful? Yes No Funny
7 of 7 people (100%) found this review helpful
1 person found this review funny
2.9 hrs on record
Posted: July 13
Product received for free
First thing's first, I am friends with some of the people who worked on this game. And I'm also not what you'd call a shmup expert. That being said, I've been having lots of fun with Super Galaxy Squad EX. It's approachable for a genre newbie like myself (although there are a lot of options for adjusting the difficulty if you want a challenge), it feels very nice to play thanks to satisfying sound/visual effects and simple but precise controls, and... umm, I guess there's a story? For some reason?

It's a great little pick-up-and-play game for when you want to zone out and dodge hundreds of projectiles. Definitely recommended.
Was this review helpful? Yes No Funny
12 of 17 people (71%) found this review helpful
11 people found this review funny
3.6 hrs on record
Posted: January 29, 2015
Stage 6 makes me want to kill myself
Was this review helpful? Yes No Funny
6 of 6 people (100%) found this review helpful
1 person found this review funny
1.5 hrs on record
Posted: August 22, 2015
A casual, little power-trip. Wasn't terribly impressed with the level design, but the amount of ships you can play as and the thrill of leveling up is worth it.

Plus it helps charity. :-D

Not a bad game. 7/10
Was this review helpful? Yes No Funny
Recently Posted
The Pro Noob CS:GO [DJ]
1.5 hrs
Posted: October 2
Good shoot em up. Gets challenging over time. the soundtrack is good too.
Helpful? Yes No Funny
10.8 hrs
Posted: September 13
Enjoyable colorful fast paced vertical shmup. I feel its a tad unbalanced; i can complete the 6 stages of the game on veteran on my first life... up until the final boss which for the life of me i cannot kill. I'm only a casual shmup'er though so this is prob my lack of skills in the genre. The final boss is pretty dam tough on casual to but it was do-able for me. Worth the money i found the experience fun :-) a big thumbs up.
Helpful? Yes No Funny
1.6 hrs
Posted: September 3
I love SHMUPS and bullet hell shooters, and I love this game. Very clear reverence for CAVE classics here. A big variety of ships to choose from, each with enough variation to make you want to try them all. Very colorful and well-done pixelart that falls somewhere between what you'd expect from a number of modern indie games and the classic arcade SMHUPS this is clearly inspired by. Music fits the gameplay and visuals well and is mostly very good (sadly, my least favorite track is the boss theme, which I'd really prefer to be the most hype one). Great enemy and bullet pattern variety make sure you are constantly threading the needle to avoid taking damage.

Which leads me to the fact that there ARE some respectable modernizations (or even concessions, if you will) made to make this slightly more approachable (make no mistake, this IS a bullet hell shooter, through and through). You still have the magic pixel hitbox in the center of your ship that is common to SHMUPS, but instead of dying instantly upon getting hit, you have health, which can also be replenished with health pickups. It honestly feels like a good decision and never makes the game seem easy or dumbed-down. It's still a constant battle of attrition, particularly the boss fights, which are a constant wash of colorful projectile patterns across the screen, from both you and the boss. As a welcome stand-in for credits, and also making the game more approachable, the game has checkpoints at the beginning of each level and again before each level boss.

All in all, one of the best SHMUPS on Steam. Doesn't do anything new with the genre, but it knows what games it wants to immitate, and it does so very successfully. Well worth the money for bullet hell fans (also includes a second verison of the game, a "classic" version, which is fairly different and a little more oldschool).
Helpful? Yes No Funny
wolfwood444 vel Bazi
6.1 hrs
Posted: August 2
Well... this started out very good. Nice pixel art and great variety of ships, every one very different from others. The gameplay is smooth and nice. I already went thumbs up for this game. But... then I reached the final boss...

I am not a total greenhorn when it comes to shumps, I played my share of them and I consider myself to be quite fond of them, but not a shmup maniac (I'm not masochist).

But even so... the final boss is a total misunderstanding, I played the game on casual difficulty and all went quite good, I had to repeat some levels couple of times but overall it was challenging and fun. Then came the final boss which sprays a f*ckload of projectiles.... I mean total bukake of projectiles. . I tried defeating him... I tried, I cannot even count how many times I approached the game to defeat him... it wasnt fun it wasnt challenging. It is pure frustration. Avoiding his shoots is sth impossible. You have a pattern there but then at one point along with the pattern he starts spraying extra projectiles in places that you have to escape his pattern shots and then you get hit, loose your powerups, and it all goes to ♥♥♥♥ as you try to regain them.

I recommend the game only to shmup masochists. To casual shmup enthusiasts this final boss is dealbreaker. Totaly fu*ks the game. Shame really as like I said, until that final boss moment, the game was great
Helpful? Yes No Funny
3.7 hrs
Posted: July 24
Bullet Hell at its finest, Best game of its type, that i have played, since Ikaruga. Very fun, fast paced, and due to all of the ships it has good replay value.
Helpful? Yes No Funny
4.1 hrs
Posted: July 14
TLDR: If you want a shmup where you don't die in one hit and limits itself to two buttons, go buy Kamui or RefleX.

Super Galaxy Squadron is a textbook example of all style, no substance. SGS claims to be a shmup with modern design decisions and accessibility, when it really just feels like something without any of the nuance or depth that makes a good STG.

For starters, let's talk controls. There's analog movement, a fire button, and a hyper button. The fire button does not need to exist. There is never any reason to not fire your main weapon. In nearly every other shmup I've played, there's always something there to make sure you're not just holding one button down the entire time, whether it be a situational weapon that requires you to stop firing, or an alternate firing button that makes you move slower for dodging bullets. Instead, SGS has a second button for your hyper, which charges up by grabbing medals dropped by enemies, and is either something that obliterates everything on screen, and/or something to clear away bullets. This is the only thing the game has to keep things varied. The game just feels utterly braindead because this is all that there is. There's no intricacy or subtlety to any of the games mechanics, or even the scoring. Everything is just centered on dodging bullets and killing enemies really fast, and that's not enough for me.

Then you have the playable ships. There's fourteen of them, and they all don't feel much different. Each one will end up having a bullet spray that reaches most of the screen with a few power-ups, leaving their hypers and movement speeds to make them feel unique. This simply is not enough, and each ship's ability to change to how you play is minor. They all look different, but they don't feel different.

And for all the talk the description has on accessibility, there's two conveniences every other shooter has that SGS is missing; lives and continues. Instead of dying simply letting you come right back until you run out of lives, until you need to forfeit your spot on the leader boards to continue, SGS makes you go back to a checkpoint each time you die. Except in Hardcore mode, meant to give an "arcade-like experience" where dying shunts you right to the back of the level. I can't think of any arcade shmup that does anything like that. The only accessibility feature the game has is a health bar in place of a one-hit death system.

On the bright side, the game has really great music, beautiful, colorful pixel art, and style for days. But that's all it has going for it. For anyone looking for a good shmupping time, I strongly recommend just about anything else on Steam. Triangle Service's games, the Alltynex series, anything that has more substance than this.
Helpful? Yes No Funny
5.4 hrs
Posted: July 12
It looks amazing... but it plays mediocre...
Helpful? Yes No Funny
4.7 hrs
Posted: June 28
This game was everything I wanted it to be: a frenetic, colorful shooter reminiscent of the days of Toaplan and Treasure.

The story is simple: humans and aliens don't get along, so what happens? We go to war. We send the Super Galaxy Squadron out to rock some socks. And boy, will socks get rocked.

First and foremost, there are a vast amount of different ships to choose from. Do you like slow and powerful? Fast but weak? Concentrated fire or spray and pray? The combinations of primary fire, secondary fire, and hypers ensure that there's a perfect match for every style of play. A nice addtion to the selection of ships are short character bios for each pilot. It didn't affect gameplay at all, but it was a nice touch. My favorite was the gelatinous purple alien.

So with all of these awesome ships to choose from, how's the core game play? Very good. Destroy enemies to fill your hyper gauge, and when it's full, release your hyper attack. If you can get your score multiplier all the way to 10 and then use your hyper, your ship will enter into Overdrive and release a potent barrage of attacks. There's a subtle sense of strategy involved with knowing when to use your hyper which adds an extra level of skill to the game.

SGS: EX provides an arcade/story mode replete with auto-saves and checkpoints. Feel like that's too easy? Set the game to max difficulty and turn off the health items and checkpoints. The ability to cater to all skills levels was a nice touch. Aside from arcade, there's also Endless mode where I spent two hours the night I downloaded playing as every character. You know what felt good? SSS ranking one of my sessions. The Endless mode alone is worth this purchase.

Buy this. The pixel art is great, the music is fantastic, and it's a very competent shooter. If there was an issue I had with it, I would say that the screen can become a little too cluttered with your bullets, enemy bullets, and hyper tokens. Especially with the final boss. Hot damn, that was rough. But the feeling of satisfaction upon beating this game felt so good.
Helpful? Yes No Funny
20.7 hrs
Posted: June 24
This is one of the best games I've played in a really long time. The music is awesome and so are the visuals. The only downside I see is that it doesn't seem like there are too many updates being done to the game and it isn't done yet. I spoke with the developers at PAX South 2016 and they said it'd be done by February 2016 but it is still missing stuff which is weird. That doesn't make the game any less good though. I would definitely recommend this game to anyone that like shootem ups.
Helpful? Yes No Funny