BLUE REVOLVER on Steam - User reviews, Price & Information

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Fight, fly, flourish! BLUE REVOLVER is a manic arcade-style shoot-em-up built for newcomers and psychos alike. Powerful special weapons cut through tough areas, while an adaptive difficulty system tailors the game to your skill level as you evade and counter a maniac environmental force!

BLUE REVOLVER is a shoot 'em up, bullet hell and indie game developed by danbo and woof and published by Stellar Circle.
Released on October 11th 2016 is available on Windows, MacOS and Linux in 3 languages: English, Japanese and Russian.

It has received 747 reviews of which 739 were positive and 8 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 14.99€ on Steam.


The Steam community has classified BLUE REVOLVER into these genres:

Media & Screenshots

Get an in-depth look at BLUE REVOLVER through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: XP or above
  • Processor: 1.6 GHz or better
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.1 or better
  • Storage: 1 GB available space
  • Sound Card: N/A
MacOS
  • OS: OS X 10.7+ (64-bit only)
  • Processor: Apple M1 or Intel Core M
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.1 or better
  • Storage: 1 GB available space
  • Sound Card: N/A
Linux
  • OS: Ubuntu 14.04 – 16.04
  • Processor: 1.6 GHz or better
  • Memory: 1 GB RAM
  • Graphics: OpenGL 2.1 or better
  • Storage: 1 GB available space
  • Sound Card: N/A

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Oct. 2025
tl;dr - An absolute recommend to all STG enthusiasts, new and old. Blue Revolver: Double Action represents the definitive version of the game to play. I feel like it's time to finally write about this brilliant game. Sorry for the long review, but my rambling turned a bit passionate. From the early dev streams in 2015, the fun stage 1 community score attacks in early iterations, the v0.45 disc distributed at Touhoucon by woof that year (which came with a fantastic OST promotional minimix by Dyzphazia that I still listen to), to the eventual release in late 2016. While I wasn't keeping a keen eye on the game's development leading up to its release, when the game finally released its impact on the scene was large - marking what I believe was a pivotal point in the indie and doujin STG scene and contributing to the renaissance of the genre's future. When Blue Revolver first came out, the game was like a breath of fresh air. Easy-to-grasp scoring mechanics, brutal rank-based difficulty, a killer aesthetic thanks to woof's art style and Qygen & Novaturtle's soundtrack. While the game did commit to a pixel style in-game, the flair of woof's artistry was preserved through the simplicity of the sprites and choice of colours, aiming to offer a seamless transition between the two mediums. The music offered a mix of electronic hardcore genres like techno and psytrance, high tempo and high BPM to match the high octane pacing of the gameplay. As an indie shoot 'em up, Blue Revolver offered one of the most complete packages of its kind. The gameplay was everything you could expect from a bullet-hell STG: a large number of bullets, small player ship hitbox, evade and destroy them all to win the game. Easier said than done, of course. The game's scoring system is where the more intricate and technical aspect of the game lies. Destroy 8 ships (or objects) to max the hit counter, then cash it in by using your special shot to destroy things with a multiplier. Simple enough to understand so that new players wouldn't have to think too much when integrating it into their approach, but those seeking the elusive score extends may want to sit down and route out the optimal enemies to cash in on in the stage. The first set of extends are fairly obtainable without too much effort, with the score requirement subsequently increasing each time. The design isn't anything new but it offered a fun little taste for the lesser or uninitiated to try and push for more to increase their chances of survival. To make the scoring feel less stiff, the game introduced hidden "Break bonuses" throughout the run. They're a callback to a classic retro school of thought: If you perform some hidden requirement, you'll be offered bonus points. The number of Break bonuses in a stage are denoted by the Break counter at the end of a stage - with the exception Stage 5 which omitted the stage result screen (likely an intentional design to drive players like me insane on if we had found every Break). In similar fashion to the extends, the requirements for these hidden bonuses are usually lenient and new players will easily perform them on accident without any prior knowledge. This coupled with the Break counter in the stage result encouraged the player to try and approach sections differently and experiment, loosening the flow of the scoring system just enough so that they didn't feel completely anchored down when learning a level. The game was not without its flaws, however. Rank (dynamic difficulty) had always felt weird to me in the original iteration. In typical STG fashion, rank increases based on how well your perform/score and decreases when you die. While Normal and Parallel difficulty lock ranks at their respective values, Hyper took control of the full scale to provide a dynamic-feeling of difficulty. For me, I found that rank always raised faster than I could even hope to control it and often times I found myself wondering why I should even play Hyper when I usually found my rank in the realm of Parallel difficulty. To make things worse, certain sections of levels were designed a little too tightly to the core scoring system. This grew especially evident in the later stages where speedkilling would often result in "dead air" - an awkward state where you're waiting for 5-10 seconds with nothing to do until more enemies appear. At the time, I tolerated it, but as more indie/doujin STGs released, Blue Revolver unfortunately became the kind of game I could only recommend to genuine enthusiasts of the genre; there simply were better STGs out there. Blue Revolver walked so they could run. danbo, the developer for Blue Revolver, was aware of the inherent problems in some of the game's flow. Perhaps "aware" is an understatement; true scrutiny of a work can only truly be done by its creator. If anyone was aware of its issues, it would be him. Thus, Double Action was announced as a free arrange mode update, originally aiming to shift the gameplay of Blue Revolver and hopefully alleviate some of the problematic elements of its gameplay. To be included was a remixed soundtrack done by Exemia and Hagane. It sounded like it was going to breathe new life into the game. But Double Action was delayed. Forgive me ahead of time, I am far too lazy to do my research here and I didn't follow the development of Double Action too closely. I don't even recall when Double Action was announced other than it being what felt like ages ago, and soon my hype for it faded. The few glimpses I did see from danbo on twitter, however, made it clear that he was going through a rough patch in life. This was, in no doubt, exacerbated by the onset of the COVID-19 pandemic which shook our world and changed a lot of how we lived our lives. I'll refrain from the digression, but the simple explanation was that many things were preventing danbo from fully realizing Double Action. To me, the arrange mode would release when it was ready. Years went by and I completely forgot about the game. My life took a turn for a new career path and I was back in college in 2024 - when suddenly a public beta branch went up for Double Action, labeled as v1.50a (likely a reference to CAVE STGs having their infamous 1.5 rebalance). I played it for a run or two and really liked it, but my life was busy so that was as much as I played. Blue Revolver: Double Action released as a free update in November 2024 but I simply didn't have the time and completely forgot about it. Nearly a year later, I finally sat down and put in some decent time into the game. What was previously envisioned as an arrange mode turned out to be a full game rebalance. Although the core scoring system remains the same, extends, rank values, special cash-in timings, and much more were adjusted to allow the game to be much more freeform. Additionally, some stage sections and bullet patterns were completely redone, with stage 5 feeling like a completely new game. Hyper difficulty no longer quickly ramps up to some pseudo-Parallel difficulty mode and extends. Normal and Hyper have extends every X-million points, which encourages an engaging gameplay loop. Score hard, intentionally die to have more resources to score harder and get even more lives. Parallel's difficulty retains the fixed extends but with a bomb awarded every 10-million points, cementing its identity as a difficulty where resources are plentiful but dying is a very real consequence. Blue Revolver: Double Action became far more than just an arranged mode - it's the definitive version of the game to play. Double Action has pushed the game out of its pitfalls and secured itself alongside other shoot 'em ups in the hall of timeless masterpieces. Between the wonderfully vibrant visuals and choice of colours, it's robust, energetic, and pulsing soundtrack, and the rewarding scoring system amid its cut-throat gameplay, Blue Revolver has established an ageless identity for itself. And to me, that is true success.
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July 2025
i found out about this game from scrandle. i'd never really played a shoot em up before, and i think this game's really fun ^_^
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June 2025
I imagine Scrandle has helped this game draw some more attention, so I'd like to put a good word in. Whether you're coming from there or elsewhere, BLUE REVOLVER is excellent and I highly recommend giving it a shot if you have at least a passing interest in shmups. There's a lot of layers to peel back with this game, which really helps keep you playing. Getting a 1CC on the starting difficulty felt like a very attainable (but still challenging!) goal, even if you're a beginner to shmups like I was. Then learning the intricacies of the scoring system opens up a whole new side of the game which, for me, was what really elevated it to brilliance. There are lots of big and small opportunities to optimize your gameplay for a better score, and discovering those while gradually honing your shmup skill is an incredibly fun and pure experience. Then, score chasing while going for 1CCs on the harder difficulties is tough as nails, but it's deeply fulfilling to reach those peaks. 1CCing Hyper Mode is one of my favorite experiences in recent memory, and I've still got another difficulty mode to go. If you're interested in games where you can really deepen your skill, and if you think that core shmup gameplay is something you might like, this one is absolutely worth considering.
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May 2025
played Scrandle for the first time and got flashbanged by the fact that it was made by this dev. incredible shmup
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March 2025
Overview: Blue Revolver is a vertical shoot-'em-up, drawing inspiration from classic arcade shooters, it combines traditional gameplay with modern features to appeal to both newcomers and seasoned players. Players can choose from three distinct characters, each offering unique weapons and playstyles. The game features five stages set in diverse environments, culminating in challenging boss battles. One of its standout features is the adaptive difficulty system, which tailors the game's challenge to the player's skill level, ensuring a balanced experience for everyone. Additionally, the Missions mode provides 25 single-stage challenges designed to refine players' skills and introduce various gameplay scenarios. -» Gameplay: Three characters and 12 special weapons, players can experiment with different strategies and find playstyles that suit them best. The hitbox seems flawless which is a big plus to make the gameplay feel smooth -» Soundtrack and sound effects: Designed to create a sense of urgency and excitement, with fast-paced rhythms that match the high-stakes nature of the gameplay. It’s both catchy and ear friendly -» Graphics: An art style including elements both vibrant and clear, making it easy to distinguish between incoming projectiles during intense moments. -» Bosses: Some bosses will unleash powerful desperation attacks when they are near death. These attacks are often screen-filling or involve patterns that require quick thinking and precise movements to avoid. These intense moments elevate the stakes of each boss fight and provide a thrilling conclusion to the encounters. -» Replayability: The Missions Mode provide 25 single-stage challenges that can be replayed for mastery. These not only test players’ ability to avoid bullets and defeat enemies but also encourage experimenting with different weapons and tactics -» Difficulty: The dynamic adjustment ensures that players face a suitable level of challenge, promoting a sense of progression without overwhelming them. I would argue, that much like Batsugun, this is a perfect entry for the bullet hell titles pool. -» Bullet style: frequently the screen is crammed with a dense array of bullets. However, the game also provides areas of relative safety, where the player can maneuver through openings in the patterns. I felt a suitable balance was reached here for a mere, but commited mortal, to surppass. Cons: SUMMARY: 9.1/10 gaming scale Final Thoughts: It successfully merges classic shoot-'em-up elements with modern design principles, offering a rewarding experience for both newcomers and veteran players. Its engaging gameplay mechanics make it a standout title. Whether you're seeking a nostalgic trip or a fresh challenge, its's a commendable choice. After clearing the main campaign and, as I comeback for new sessions or new updates arise by developers, I intend to keep revising this review.
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Frequently Asked Questions

BLUE REVOLVER is currently priced at 14.99€ on Steam.

BLUE REVOLVER is currently not on sale. You can purchase it for 14.99€ on Steam.

BLUE REVOLVER received 739 positive votes out of a total of 747 achieving an impressive rating of 9.23.
😍

BLUE REVOLVER was developed by danbo and woof and published by Stellar Circle.

BLUE REVOLVER is playable and fully supported on Windows.

BLUE REVOLVER is playable and fully supported on MacOS.

BLUE REVOLVER is playable and fully supported on Linux.

BLUE REVOLVER is a single-player game.

There is a DLC available for BLUE REVOLVER. Explore additional content available for BLUE REVOLVER on Steam.

BLUE REVOLVER does not support mods via Steam Workshop.

BLUE REVOLVER does not support Steam Remote Play.

BLUE REVOLVER is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for BLUE REVOLVER.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 17 January 2026 04:07
SteamSpy data 27 January 2026 04:03
Steam price 28 January 2026 20:46
Steam reviews 27 January 2026 22:06

If you'd like to dive deeper into the details about BLUE REVOLVER, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about BLUE REVOLVER
  • SteamCharts - Analysis of BLUE REVOLVER concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck BLUE REVOLVER compatibility
BLUE REVOLVER
Rating
9.2
739
8
Game modes
Features
Online players
4
Developer
danbo, woof
Publisher
Stellar Circle
Release 11 Oct 2016
Platforms