Compara los precios de Bezier en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Philip Bak. Publicado por Thalamus Digital. Lanzado el 3/3/2016. Disponible en PC, Nintendo Switch. Géneros: Action, Indie.

One solo dev, eight years of obsession, and a twin-stick shooter that sounds like a fever dream scored by an orchestra. Worth your time if you can survive the first ten minutes.

I keep coming back to Bezier the way you return to a painting that unsettles you in a good way. Philip Bak spent eight years crafting this thing part-time, and the accumulated patience shows in every curve of its visual design. The game renders entirely through its own BezierSynth engine, which means the geometric vector art is not just an aesthetic choice but the actual architecture of the world. Enemies, asteroids, even the UI pulse and flex in ways that feel alive rather than decorated. On a mechanical level, Bezier spreads itself across fifteen zones of twin-stick shooting where the real pressure comes not just from surviving enemy swarms but from destroying shielded targets before a time limit runs out. When the clock winds down, an indestructible pursuer enters the arena. That single design decision gives every stage a distinct heartbeat of urgency. Collectible fragments dropped by defeated enemies split into green shards that restore health and blue shards that feed your weapon power and score multiplier, but the multiplier bleeds out constantly, so aggressive play is the only sustainable strategy. The campaign is short by design, built to be replayed through different paths for more of the layered story rather than padded out with filler. Beyond the campaign sit an endless endurance mode and a daily challenge that refreshes every twenty-four hours, with online leaderboards that the developer himself has reportedly appeared on. The soundtrack is the element that most people mention first, and they are right to. An eighty-minute score blends orchestral arrangements with synthesizers and ethnic instrumentation, and it does not sit in the background. It drives pacing, sharpens tension during shield hunts, and gives the whole thing a cinematic weight unusual in this genre. The voice acting that narrates the story between stages is stranger territory. Some players find it evocative, others find it cryptic to the point of frustration. The narrative involves survival, love, faith, and something collapsing underground, and it does not explain itself politely. If abstract, partially voiced lore parcelled out in stage-break snippets is your patience limit, fair warning. The main critique worth taking seriously is visual noise. The neon palette is gorgeous until a cluttered screen makes it genuinely hard to track which projectiles belong to enemies and which belong to you. A controller is strongly recommended over keyboard and mouse, both for precision and because the auto-fire mechanic, which trades some accuracy for overheating risk, feels much better mapped to physical triggers. Keyboard support exists but feels like a concession rather than a considered alternative. For anyone drawn to the lineage running from Asteroids through Geometry Wars and into more personal, handcrafted territory, Bezier is exactly the kind of hidden small-catalogue title that deserves more play than it gets. It knows its own shape, it commits to its mood completely, and it ends before it overstays its welcome. That last quality alone puts it ahead of a lot of noisier competition. Kai, Scout Team

Bezier

Bezier

3 mar 2016Philip BakThalamus Digital
GamerScout opina

One solo dev, eight years of obsession, and a twin-stick shooter that sounds like a fever dream scored by an orchestra. Worth your time if you can survive the first ten minutes.

PCNintendo Switch
ProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.29

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Acerca de Bezier

I keep coming back to Bezier the way you return to a painting that unsettles you in a good way. Philip Bak spent eight years crafting this thing part-time, and the accumulated patience shows in every curve of its visual design. The game renders entirely through its own BezierSynth engine, which means the geometric vector art is not just an aesthetic choice but the actual architecture of the world. Enemies, asteroids, even the UI pulse and flex in ways that feel alive rather than decorated. On a mechanical level, Bezier spreads itself across fifteen zones of twin-stick shooting where the real pressure comes not just from surviving enemy swarms but from destroying shielded targets before a time limit runs out. When the clock winds down, an indestructible pursuer enters the arena. That single design decision gives every stage a distinct heartbeat of urgency. Collectible fragments dropped by defeated enemies split into green shards that restore health and blue shards that feed your weapon power and score multiplier, but the multiplier bleeds out constantly, so aggressive play is the only sustainable strategy. The campaign is short by design, built to be replayed through different paths for more of the layered story rather than padded out with filler. Beyond the campaign sit an endless endurance mode and a daily challenge that refreshes every twenty-four hours, with online leaderboards that the developer himself has reportedly appeared on. The soundtrack is the element that most people mention first, and they are right to. An eighty-minute score blends orchestral arrangements with synthesizers and ethnic instrumentation, and it does not sit in the background. It drives pacing, sharpens tension during shield hunts, and gives the whole thing a cinematic weight unusual in this genre. The voice acting that narrates the story between stages is stranger territory. Some players find it evocative, others find it cryptic to the point of frustration. The narrative involves survival, love, faith, and something collapsing underground, and it does not explain itself politely. If abstract, partially voiced lore parcelled out in stage-break snippets is your patience limit, fair warning. The main critique worth taking seriously is visual noise. The neon palette is gorgeous until a cluttered screen makes it genuinely hard to track which projectiles belong to enemies and which belong to you. A controller is strongly recommended over keyboard and mouse, both for precision and because the auto-fire mechanic, which trades some accuracy for overheating risk, feels much better mapped to physical triggers. Keyboard support exists but feels like a concession rather than a considered alternative. For anyone drawn to the lineage running from Asteroids through Geometry Wars and into more personal, handcrafted territory, Bezier is exactly the kind of hidden small-catalogue title that deserves more play than it gets. It knows its own shape, it commits to its mood completely, and it ends before it overstays its welcome. That last quality alone puts it ahead of a lot of noisier competition.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Daily Challenge ModeEndurance ModeVector Art StyleBezierSynth RendererOrchestral SoundtrackScore Multiplier MechanicTimed Stage ObjectivesShield Destruction PuzzleController RecommendedNarrative Vignettes

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
185 MB available space
Graphics
NVIDIA® GeForce® 6800 GT @ 512MB / ATI® Radeon™ X1900XT @ 512MB or better
Processor
Intel® Core™ 2 Duo / AMD Athlon™ 64 X2 3800+
Sound Card
DirectX® Compatible Sound Card

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Información del juego

Desarrolladora
Philip Bak
Distribuidora
Thalamus Digital
Fecha de lanzamiento
3 mar 2016

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¿En qué plataformas está disponible Bezier?

Bezier está disponible en PC, Nintendo Switch.

¿Cuándo se lanzó Bezier?

Bezier se lanzó el 3 de marzo de 2016.

¿Quién desarrolló Bezier?

Bezier fue desarrollado por Philip Bak y publicado por Thalamus Digital.