
Minishoot' Adventures
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Minishoot' Adventures
Pilot a swift spaceship through a handcrafted world where open exploration meets precise twin-stick shooting. Caves, temples and sunken cities hide routes, treasures and secrets, while recovered powers expand the map and strengthen your ship. Intense Bullet Hell bosses and several assists round out the journey. Steam PC players rate it 97% from 7,858 reviews. The interface is available in Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Portuguese-Brazil, Russian, Spanish-Latin America, Italian, Polish, and Czech. The game supports single-player, full controller support and Steam Cloud.
Credits
Lowest recorded in 36 months
$7.492026-06-08 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
| Italian | Yes | — | — |
| Polish | Yes | — | — |
| Czech | Yes | — | — |
Steam PC edition data · 2026-10-13
02Before you buy
Language
The Steam PC version lists interface support for English, French, German, Italian, Spanish, Russian, Brazilian Portuguese, Polish, Simplified Chinese, Traditional Chinese and other languages. Full audio is not specified.
Modes and controller
It is a single-player game with full controller support and Steam Cloud.
03Frequently asked questions
How does Minishoot' Adventures play?
You pilot a fast spaceship through top-down shooting encounters and Bullet Hell boss fights.
What does exploration involve?
The handcrafted world connects caves, temples and sunken cities through paths containing treasures, challenges and secrets.
How does the ship progress?
Primordial powers open new paths and shortcuts, while levels, items and equipment improve the ship.
What assists are available?
Three difficulty modes, aiming assistance, auto fire and further accessibility options are included.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Minishoot' Adventures was a surprising disappointment for me. The Zelda meets Bullet Hell combo sounded like a slamdunk. I was sold on its concept alone, though it looked a bit generic on the surface. But I never judge from a trailer and the crazy high score gave me enough confidence to look into the game. Luckily there was a Demo available to test the waters! The Demo is extremely generous letting you venture through a massive chunk of the map and the entire first dungeon. This was nearly an hour of content if you were particularly explorative and I was having a decent amount of fun, honestly! Though that nagging feeling of "buuuut I do hope this goes somewhere a bit bigger than this" was still a thought in my mind and by the end of the Demo, I wasn't exactly satisfied or saw a lot of promise but didn't dislike it either. Extremely neutral. But okay, good enough for me to dive in and find out why the reviews were sitting at a staggering 98% Aaaand... truthfully, there isn't much to experience beyond the Demo. I don't mean the game is short, I mean... that's kind of it. The game never feels any different from what you'll experience in that Demo. And I think this comes down to two major problems I had. There's simply no player expression and the enemies never gain any new feeling tactics. Despite having plenty of upgrades to discover and a talent tree to increase your powers, none of it will change the way you approach enemies. It's the classic "Talents let you get +Damage to keep up with enemies gaining +Health" all you're doing is keeping up and not gaining any new exciting ways of fighting. And the tuning in this regard is actually very counter-intuitive to the game's adventure semi-open-world design. So one of the first major upgrades you can get DOUBLES your DPS. If you don't explore enough to get this, there's no point in exploring past the intro level. Adventure games I feel are meant to reward curiosity, not stifle it. One of the earliest areas you can go to from the start is a Forest stage South of the intro. Nothing stops you from going here and you even feel kind of cool for finding it since it's slightly hidden. Your reward? Enemies that already are So Tanky that you can sit there for literal minutes powering into them and they just refuse to die. Gee, okay, this must be a late game zone or something. Nope. You can honestly do this as Zone 2, it's just the power difference you get with or without upgrades is so staggering it just slaps the idea of non-linearity in the face unless you have the patience of a whole conga line of saints. I'm not saying the game had to become as gimmicky as an over the top roguelike or anything, but I cannot stress how little option you have for changing HOW your character feels, which I think is a big fun part of bullet hells in this style where you're gonna end up having a ridiculous amount of shots flying out of you later on anyway, so we can get a bit nuts with them. Bouncy shots, maybe poison shots, shots you charge and release, things like "do more damage when standing still" or damaging auras around you, like anything to make you wanna play slightly differently. No matter what the game gives you, you simply feel exactly the same as the start just with more DPS, which was serviceable but not super exciting. But this is where the enemies could spice things up. Cause even if your player character isn't that interesting, if it's exciting to throw that simple character into a complex world of diverse foes constantly making you rethink how to approach combat, then it balances out! But. It's really exactly what you see in the trailers. I want to say the bullet patterns become more complex... but I beat the final boss on my first try and it was one of the easier things in the game. Like, the thing about bullet hells is adding more bullets doesn't really make things harder cause whether you're dodging 10 or 100 bullets, you just wedge yourself in the government mandated openings. The only thing being attacked is the framerate. Maybe have enemies that have shots that turn into landmines so you have to be more aware of your positioning, or shots that serve as physical objects you have to shoot and destroy to prioritize over the boss, shots that stop/start chase you, or more interesting patterns that aren't simply a bullet that moves in a direction that doesn't change and that's it. I'm not even saying these ideas are good or literally what the game should've included, I'm just saying, the shots and patterns are extremely basic and uninspired and everything in the game amounts to a thing going a direction and you quickly get accustomed to that with the game not having another trick up its sleeve. The bosses in this regard were particularly underwhelming. They're almost all a bigger looking basic enemy. And they don't have many things to call their own gimmick. Half of them even do this phase where they start slowly spinning in circles like "yeah, we all do that at half health in THIS world!!!!" as if its a cultural practice. And when the game does try having more unique bosses, such as the sand snake in the desert zone, it's such a shrug where the boss doesn't even know you exist since the shots just go wherever, extremely easily dodged, and the boss ♥♥♥♥♥ off screen and you gotta just wait for it to return for it to continue to not acknowledge your existence as you slooooowly chip its HP pool down. This was somehow one of the more interesting things in the game too 😭 (Okay, so I just watched a video of the bosses to make sure I wasn't exaggerating here, but it's *WORSE??* than I remember? With the exception of literally stationary bosses and two others, ALL the bosses have extensive phases where they decide to spin around in circles. I really just don't know why, it feels like there were not many ideas to go around here) So back to my initial concern of "seems generic on the surface" and yeah, it just does feel that way. Was kind of hoping there'd be a bit of a plot or characters to it cause it's admittedly hilarious to see every NPC being some random shmup ship and I was like "how are they gonna characterize these things"? They don't. Game just feels very bland in that serviceable way where it doesn't feel like any ideas went into it, but it's not *bad* exactly. Just plain. Lastly, the Zelda feeling aspect just isn't there. You get upgrades in the games' dungeons that gives you a new ability, but it's almost always a form of "you can walk on that now" You can now fly over water, you can now go over pits, but this doesn't really make for new obstacles for the most part. It just makes the world more accessible. In all fairness, the game isn't calling itself a Zelda-style game, it just seems like a major inspiration and many people have compared this to Zelda, and I think people forgot that the items in Zelda actually give you new things to do and let the designers form unique puzzles around them. This game does not do that at all. They just gate progress. And while the game doesn't say it's a Zelda-like, it does call itself open-ended, which gating progress behind upgrades goes against that purpose. So kind of confused on the design philosophy here. All in all, the game's "okay." If you play the Demo and have a blast, you'll enjoy the whole ride. But if you're looking at it thinking it's lackin' something, you're probably right.Show moreShow less
Game says exactly what it is. Zelda meets shmups. Runs at a solid 60fps on the Deck, too!Show moreShow less
Overall this game just never really clicked for me. Seeing all the positive reviews and the heart the studio put into this game I wanted to like it but just can't find myself going back to finish it. The core concept of stick shooter + zelda is cool on paper and for like 30 minutes I enjoyed it but I actually find the combat is pretty repetitive. Even on the hardest mode most fights just devolve into kiting things in a counter-clockwise motion until everything is dead. Exploration is only kind of interesting and reuses a small number of ideas until they become stale (hidden walls, destroy every boulder/bush, etc). Nothing is terrible about the game, nothing is super great it's just a solid "meh, what's next" from me.Show moreShow less
Very nice game, metroidvania x twin stick shoot 'em up x Zelda. Beat in about 12-13 hours, the demo save transfers to the full game. Very addicting, beat it in one go over two days. Very well paced and doesn't overstay its welcome. Joins my list of recent indie gems like Case of the Golden Idol and Chants of Sennaar.Show moreShow less
What could have been a great game was hampered from being able to ever reach its full potential thanks to its prevalence of horrendous euroshmup design mechanics, the most glaring and affecting of which is the heavy and painful inertia built into your ship's movement that poisons every facet of the game's mechanics design. What am I referring to when I write about euroshmup design? What even is a "euroshmup" to begin with? The term--a portmanteau of "European" and "shoot-em-up"--describes the design ethos for shoot-em-up/shmup games made (of the kind typically made by European developers) with experimental design goals completely at odds with classic shmup design (of the kind typically made by Japanese developers). Whereas classic shmups focus on responsive, arcadey, challenging, compact ("all killer, no filler", as they say), score-based game design, euroshmups try to blend classic shmup design recipes with foreign ingredients like RPG mechanics and simulator genre elements. This euroshmup design generally manifests in the following ways: Inertia in your ship's controls as a way to make your ship handling feel "weightier" and more "realistic", as opposed to classic shmup design of having your ship move with utter precision in being able to immediately start and stop moving. Your ship is very weak by default as a way to justify the inclusion of RPG stat mechanics that you have to delve into that can eventually make your ship feel powerful, as opposed to classic design of having your ship typically already at maximum damage output from the very start. Slower, dragged out pace and an emphasis on taking in the visuals and environment and making the game feel more "cinematic" (meaning: lots of sections where nothing is happening for extended periods of time as a way to build atmosphere and tension), as opposed to the classics having a constant barrage of action with almost no downtime whatsoever. Much longer games on the whole (because apparently, an arcade game that "only" has 30 minutes to 1 hour of content is "too short", even though these games inherently encourage dozens and even hundreds of hours of replayability to chase high scores). Enemy ships have thin and simplistic bullet patterns and slow bullet speeds compared to classics having dense and complicated patterns, alongside much faster bullet speeds in those games. A health bar for your ship that is put there so you can survive (as opposed to actually balancing the game so that you can survive even without a health bar like in classic shmups). Considering that Minishoot' Adventure aimed to be a game in the same spirit as a Zelda title, you might think I'm being unfair to it by criticizing its euroshmup elements. After all, if your goal is to make an adventure game, you will need some kind of a progression system (like health upgrades), an emphasis on exploration with slower moments of soaking in the atmosphere of the environments you explore, and a somewhat longer game, won't you? All of this is true. However, what I am criticizing is not the goal but rather the execution. Poor shmup mechanics implementation made the game suffer tremendously. It didn't need to suffer in the ways I am about to describe. You could have had a great adventure game without the unnecessary euroshmup mechanics problems that plague this game. This game, most of all things, didn't need inertia. You can still play as a ship adventuring a vast world without having your ship feel like a hovercraft. Why is inertia a bad thing? Inertia doesn't just simply make your movement feel slippery. By its very nature, inertia negatively affects other aspects of game mechanics: Bullet patterns have to be restricted to what is physically possible for the player to navigate with such imprecise controls, rather than allow the developers the freedom to present unique and interesting patterns that might be challenging to circumnavigate if the player actually had more precision with movement and stopping. You can't have patterns that demand extremely precise and subtle micro-dodges to overcome, which is the way you could with more traditional Japanese bullet-hell offerings. There always has to be enough wiggle room built into enemy bullet sprays to enable players to steer their cumbersome vehicles around such bullets. This is especially true for battles later on in the game where you have to surf and fight on watery surfaces that add even more inertia to your ship (the black scorpion boss you fight on water is the worst boss in the game for this reason). Boosting has frustrating momentum built in. This leads to frustrating scenarios where I try to use ramps to leap across chasms and my character just pathetically falls through because I didn't build up enough acceleration beforehand. It just feels bad. Who wants their characters in games to feel imprecise? Who wants to have their characters feel like they are always sliding around on an oily surface? The game also didn't need to make your ship's default bullet speed, rate of fire and bullet reach to be so pitiful. Upgrade points could have been used for actually meaningful upgrades, like choices of different bullet shot patterns (just like how different playable ships in classic shmups had different shot patterns, like concentrated, spread and homing shots for use in different scenarios). The game also didn't need to make the player's secondary power shot take so long to regenerate and share the same resource as the player's boost ability (very euroshmuppy). As you can see, euroshmup mechanics always end up coming at a price that negatively affects other gameplay elements. Beyond the problems rooted in euroshmup design, the game also has a host of other issues, such as: Bullets can often be obscured by foreground objects. This could have been solved by making bullet outlines appear even when passing through these objects. If you are moving to dodge enemy bullets and accidentally fall off a nearby platform, it's possible the game will respawn you on a location that an enemy bullet is just about to go through, resulting in you getting hit and there is nothing you can do about it. A few brief moments of invincibility after respawning could help with this. Enemies spawning offscreen and beginning to fire at you from offscreen before you even have a chance to see how many enemies have spawned to properly assess the situation and come up with a gameplan for overcoming these enemies. You try to avoid the bullets of enemies that are near you and end up moving yourself into the line of fire of these offscreen enemies and getting hit. The developers should copy what classically designed shmups often do by having big "WARNING!" markers telling you of offscreen projectiles coming your way. None of this is to say the game doesn't have merits. It boasts: A simple, pleasing, colorful artstyle. The game looks clean and free of clutter, with bullets having good contrasting colors from background elements. Bullet visibility was never an issue in this game. Excellent sound design. The sound of your bullets feels both satisfying and pleasant to the ears. The developers at least had enough sense to know that shooting your bullets shouldn't be grating, considering that you'll be shooting a million shots per hour. A lot of shoot-em-up developers fail to understand this, so praise goes to Soulgame Studio for pulling this off. An immersive atmosphere. An engrossing, meditative soundtrack. The best part of this game. The option to reallocate your stats any time you want, which removes any element of trial and error from your stat point allocation process.Show moreShow less
Classic Zelda, but instead of an Elven TwLink you're a ship, and the combat part is completely redone in shmup style. And yes, you read that right: you are a ship. Ships in this world are essentially people, they're called Shiplings and communicate using beep boop sounds, "body" language (such as spinning or shaking) and popping hearts. It's insanely adorable and is probably my favourite part of the game. ...is what I'd like to say, but that's not quite right. See, the game is actually good. A joy to play, even; mixing the delightful exploration of a nicely sized world with fun twin-stick combat that's playfully challenging without pissing you off. And it has this... worldview. Like... in fiction, cute, happy things are either signifiers of total emotional infancy, or are only there to be corrupted and destroyed to signify also emotional infancy edginess or something. But what if we could have a world that does have unironic cuteness and love, while also not shying away from the fact that evil exists and can corrupt and destroy the cute and good. And that's why we must fight, to preserve what remains. So that the cute and happy can exist. Yeah, this is something that will either resonate with you - and move you - or it won't. To me it was really a cherry on top of an otherwise fun game and injects some emotion into the late game. And just as well, because the mid game is perhaps a little, uh, mid. There is a moment when it's a little hard to figure out what to do - there is a map and the map always tells you where's the next dungeon, but sometimes it's hard to actually get there. Or the enemies on the way seem too strong. Or this, or that, or there is too many things to get discracted by on the way but it turns out you can't go there yet... Yeah, that's my only real criticism. And the races, they can get annoying at times, but there's only so many of them and they're doable. The rest is really fun, even if you're not that much into shmups. 60% of players beat the final boss, which is a very high number for a 10h game. I still have some post game fun to do, so I'll probably play more every now and then - it's really just that much fun to be Minishoot and pew pew pew the baddies! Curator pageShow moreShow less
Quickly goes from enjoyable to frustrating. The game starts off very enjoyable and fun. But then it quickly devolves into "guess where the level designer wanted you to go next." And that becomes frustrating very quickly. To quickly get blocked with no idea where to go next is not my idea of having fun. Great setup, great leveling mechanics, and so forth. It would be better if the map progressed in a more methodical way such that you're not traveling all over the place trying to figure out where the two-man team decided to hide unlocking the maps with power-ups. What made Super Metroid so legendary is you "built" the map as you explored it, you could use the X-Ray Visor to search for missed hidden areas/items, and it generally progressed in a linear way so you didn't get lost so much. This game does not accomplish any of those things that make this more procedurally exploratory. For example: you can get "locked" in the forest unless you found the boost in the Northeast of the map before going to the forest. I had to consult a video guide to know why I was stuck in the forest. That's frustrating. I don't want to pause a game to look up guides. Suggestion: make a second game because you have something golden as a foundation. Keep the mechanics and leveling system the same, but make the map progress more procedurally such as unlocking stuff from left to right on the map with some occasional non-essential unlocks items/power-ups that you can back track to later on in the game. Meaning, players cannot proceed "to the right" unless they find the essential power in the area that unlocks more content. Such as boosts, water hover, and so forth. Huge Swords and Souls fan. I would have purchased this game no matter what. So you have my money for whatever Minishoot 2 game you release in the future. Love you guys. Don't take my criticisms too harshly. I still genuinely view this game as foundationally excellent - it just needs level design improvements.Show moreShow less
First steam game I was waiting minutes till it dropped. A great chill shooter. A must play.Show moreShow less
This is a review considering the game as not on sale. I got it on sale, easy recommendation if you do get it on the sale. Otherwise.. I am more skeptical. I want slightly more polish. There's a lot to praise in this game, however, I do not think it deserves the current ratings. Let me go over the good parts first. Easy on the eyes - looks good Sound and music fits Short, but (mostly) to the point Tight controls Surprise minibosses Fun exploration! The problems I have are as follows: Most important thing: please give dungeons a map that you can find. I am decent at navigating, but when trying to find the last bit of lootable stuff in a dungeon, it would be handy. I wish that the player's time was respected a little bit more. I like the shortcut design, but I would've liked having teleporters for the different areas. I wish all respawn points healed you up. Some do. Just make all of them do it. There's no penalty for respawning too, so this choice is odd. When picking up an upgrade, please always show what it does. I had to open my inventory every time to check what my new pickup does. This is a bigger one and I don't think this one can be remedied at this point, but (minor spoiler ability) what if we could dodge bullets from the start or much earlier on and the design of the game considered that you had this ability at all times? Consider where you put the done/not done markers. An exit cave with no other functionality or loot than being an exit cave, but is technically connected to a race that has to be accessed from elsewhere should never be marked. Enemies sometimes get i-frames for a bit too long. For instance: a boss will have entered its next phase and you can't yet damage it despite it firing at you already. No option to quickly retry a fight in the arena. Have to die or return to the menu. The target homing (not auto-aim!) sometimes gets in the way. Very noticeable on the field worm boss. The slow-mo ability zooms in way too much.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.