Compare Assault Android Cactus+ prices across trusted key stores and find the best deal. Developed by Witch Beam. Published by Witch Beam. Released on 9/23/2015. Available on PC, Xbox. Genres: Action, Indie. Metacritic score: 79/100.

A short, dense twin-stick campaign that hides its real game inside a scoring system. Push past the flat first hour or you will never see why people still chase its ranks.

My first hour with this one nearly convinced me it was a pretty but shallow arcade shooter, and that read was wrong in an interesting way. The friction up front is not that it is hard. It is that it seems too easy, and the systems you are handed do not explain themselves. There is no health bar, which reads as generous until you notice the battery meter draining quietly toward zero, and that the robots you shred are the only thing refilling it. Getting hit does not kill you, it knocks you flat for a couple of seconds and tears down the score combo you were building. The camera also swings and tilts between arena sections, which threw off my aim repeatedly before I stopped fighting it. Push through that hour anyway. The game underneath is genuinely sharp, it just refuses to sell itself to you in the tutorial. What it actually is: a twin stick shooter built around momentum and grading rather than survival. You pick one of nine synthetic androids, each with a fixed primary weapon and a secondary that recharges on a timer, and the choice matters far more than a skin swap. Some are close-range brawlers, some are precision types, some trade raw damage for crowd clearing. Levels are short, usually a few minutes, and each ends with a letter rank that scales up to S+. That grade is the actual game. Anyone can finish a stage. Finishing it without letting the combo reset, without hitting the floor, while keeping batteries topped up and the firepower boost stacked, is a completely different exercise. The bosses that cap each zone are proper set pieces with phase shifts and patterns to read, and they are where the design finally clicks into focus. The craft is why I keep coming back. The art direction is chunky and readable, glossy plastic robots and neon spill against industrial ship interiors, and readability matters enormously when a swarm fills the screen. The camera choreography, once you accept it, is doing real work, pulling wide for the big waves and dropping low for boss reveals. The soundtrack is thumping electronic stuff that locks to the pace of a stage instead of just looping under it, and there is a specific pleasure in hearing it swell while your combo climbs. Best of all, it knows when to stop. The campaign runs a handful of hours across a set of themed zones and it never pads a single one of them. That restraint is rarer than it should be. Co-op is local, up to four players, split screen included, with the whole roster open so a group can specialise. It is a superb couch game, and Remote Play Together stretches that to friends who are not physically present, but there is no proper online mode of its own, and you should know that going in if it is your only route to multiplayer. Other honest gripes: the story is a thin wrapper of banter between missions, charming but skippable. Enemy variety plateaus before the campaign does, so the later stretch leans on volume rather than new ideas. And the long tail here is score attack, endless survival, a boss gauntlet, and a remixed harder pass through the campaign in this plus release. If leaderboards and rank chasing do nothing for you, you will see the credits and feel finished, and that is a fair outcome rather than a failure. So who is it for. Anyone who wants short, dense, replayable runs with a clean skill ceiling. Anyone with a couch and three friends and one evening. Anyone who wants a shooter that respects their time enough to be a few hours long instead of forty. If you need narrative weight or matchmaking, look elsewhere with no hard feelings. But if you have ever replayed a single level twenty times to shave one rank, this is a small studio's very precise gift to you, and it has held up better than most of what shipped beside it. Kai, Scout Team

Assault Android Cactus+

Assault Android Cactus+

Sep 23, 2015Witch Beam
GamerScout Says

A short, dense twin-stick campaign that hides its real game inside a scoring system. Push past the flat first hour or you will never see why people still chase its ranks.

PCXbox
Best Price Available
€11.54
at Gamivo
Lowest tracked: €4.68
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GamerScout Verdict

Best for score chasers and couch co-op groups who want tight, replayable runs; skip it if you need story or online play.

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€16.79
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Price History

Lowest tracked
€4.6830 Aug 2026
Current best
€11.54
Keyshops
€3.86€6.69€9.53€12.3625 Aug27 Aug29 Aug30 Aug1 Sept
Tracking prices since 25 Aug 2026
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Screenshots & Media

About Assault Android Cactus+

My first hour with this one nearly convinced me it was a pretty but shallow arcade shooter, and that read was wrong in an interesting way. The friction up front is not that it is hard. It is that it seems too easy, and the systems you are handed do not explain themselves. There is no health bar, which reads as generous until you notice the battery meter draining quietly toward zero, and that the robots you shred are the only thing refilling it. Getting hit does not kill you, it knocks you flat for a couple of seconds and tears down the score combo you were building. The camera also swings and tilts between arena sections, which threw off my aim repeatedly before I stopped fighting it. Push through that hour anyway. The game underneath is genuinely sharp, it just refuses to sell itself to you in the tutorial. What it actually is: a twin stick shooter built around momentum and grading rather than survival. You pick one of nine synthetic androids, each with a fixed primary weapon and a secondary that recharges on a timer, and the choice matters far more than a skin swap. Some are close-range brawlers, some are precision types, some trade raw damage for crowd clearing. Levels are short, usually a few minutes, and each ends with a letter rank that scales up to S+. That grade is the actual game. Anyone can finish a stage. Finishing it without letting the combo reset, without hitting the floor, while keeping batteries topped up and the firepower boost stacked, is a completely different exercise. The bosses that cap each zone are proper set pieces with phase shifts and patterns to read, and they are where the design finally clicks into focus. The craft is why I keep coming back. The art direction is chunky and readable, glossy plastic robots and neon spill against industrial ship interiors, and readability matters enormously when a swarm fills the screen. The camera choreography, once you accept it, is doing real work, pulling wide for the big waves and dropping low for boss reveals. The soundtrack is thumping electronic stuff that locks to the pace of a stage instead of just looping under it, and there is a specific pleasure in hearing it swell while your combo climbs. Best of all, it knows when to stop. The campaign runs a handful of hours across a set of themed zones and it never pads a single one of them. That restraint is rarer than it should be. Co-op is local, up to four players, split screen included, with the whole roster open so a group can specialise. It is a superb couch game, and Remote Play Together stretches that to friends who are not physically present, but there is no proper online mode of its own, and you should know that going in if it is your only route to multiplayer. Other honest gripes: the story is a thin wrapper of banter between missions, charming but skippable. Enemy variety plateaus before the campaign does, so the later stretch leans on volume rather than new ideas. And the long tail here is score attack, endless survival, a boss gauntlet, and a remixed harder pass through the campaign in this plus release. If leaderboards and rank chasing do nothing for you, you will see the credits and feel finished, and that is a fair outcome rather than a failure. So who is it for. Anyone who wants short, dense, replayable runs with a clean skill ceiling. Anyone with a couch and three friends and one evening. Anyone who wants a shooter that respects their time enough to be a few hours long instead of forty. If you need narrative weight or matchmaking, look elsewhere with no hard feelings. But if you have ever replayed a single level twenty times to shave one rank, this is a small studio's very precise gift to you, and it has held up better than most of what shipped beside it.

Kai
Kai · Scout Team

Indie & narrative

Tags

auto-admittedTwin-Stick ShooterScore AttackLocal Couch Co-opSplit-ScreenBoss PatternsShort CampaignCharacter RosterCombo ScoringArcade Revival

System Requirements

Minimum

Processor
Core 2 Duo
Memory
2 GB RAM
Graphics
Intel HD 4000
DirectX
Version 11
Storage
2 GB available space

Recommended

Processor
Core i5
Memory
4 GB RAM
Graphics
Nvidia Geforce GTX 460 or AMD Radeon HD6850
DirectX
Version 11
Storage
2 GB available space

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Community Discussion

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Reviews & Ratings

Metacritic
79
Steam
94%(2,016)

Game Info

Developer
Witch Beam
Publisher
Witch Beam
Release Date
Sep 23, 2015

Features

Single-playerMultiplayerCo-opShared/Split Screen Co OpShared/Split ScreenSteam AchievementsFull controller supportSteam Trading Cards+7 more

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Frequently asked questions about Assault Android Cactus+

How much does Assault Android Cactus+ cost?

As of 1 September 2026, the cheapest in-stock offer for Assault Android Cactus+ is €11.54 at Gamivo, out of 5 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Assault Android Cactus+ cheapest?

The lowest in-stock price we track for Assault Android Cactus+ is €11.54 at Gamivo (1 September 2026). We compare 5 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Assault Android Cactus+ available on?

Assault Android Cactus+ is available on PC, Xbox.

When was Assault Android Cactus+ released?

Assault Android Cactus+ was released on 23 September 2015.

Who developed Assault Android Cactus+?

Assault Android Cactus+ was developed by Witch Beam.

Is Assault Android Cactus+ worth buying?

Assault Android Cactus+ holds a Metacritic score of 79/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.