Compare Brain Storm : Tower Bombarde prices across 50+ stores and find the best deal. Developed by SaintHeiser. Published by Half-Face Games. Released on 7/28/2017. Available on PC. Genres: Casual, Indie, Free To Play.

Your only weapon is your shield, and the maze has 300 rooms that don't care how ready you are. A free-to-play curiosity from a solo dev that commits fully to its single odd idea.

My first impression of Brain Storm: Tower Bombarde was confusion, and I mean that in the most respectful way possible. You drop into what reads like a top-down bullet hell, reach for a weapon, and find only a shield. That is the whole design premise. SaintHeiser, a solo developer working under the Half-Face Games label, built an entire interconnected world around one deliberately limiting mechanic: you cannot shoot back. You deflect, you evade, you let enemy turrets eliminate each other, and you think your way through rooms that punish reflexes-first players and quietly reward patience. The structure is a maze of over 300 rooms divided across 8 distinct locations. Controls stay minimal throughout: WASD to move, spacebar to raise the shield, Z and X to cycle whatever skills you unlock, and C to pull up the map. That last button matters because the world is genuinely open and navigable, not a linear gauntlet. Bosses gate upgrades, secret rooms hide improvements, and the skill-switching adds a layer of light build consideration that gives the experience slightly more texture than its stripped-down look implies. The cyberpunk-adjacent framing, a hacker cracking a digital brain who lost nearly all their abilities in transit, is thin as storytelling goes, but it gives the spatial logic a reason to exist. Honestly, the minimalist visual approach is a double-edged thing. The aesthetic reads like something from the very early days of PC gaming, deliberately so, and there is a kind of quiet commitment to that restraint that I find appealing. It weighs only 8 megabytes. Eight. That is a kind of artistic economy that deserves a small nod. The soundscape and general presentation are sparse enough that some players will bounce off immediately, and the roughly 38 Steam reviews sitting at a 52 percent positive split tell you the community response is genuinely divided. This is not a game with broad appeal, and it does not pretend to be. What holds it back from being an easy recommendation is the lack of onboarding and the fact that the core loop, while conceptually sharp, can feel monotonous before the skill variety opens up. The early rooms lean heavily on repetitive evasion, and if the central idea of shield-deflection-as-primary-verb does not click for you in the first 20 minutes, nothing downstream is going to change that read. It is also a game that arrived in 2017 and never generated much noise, which means community guides and external help are scarce when you hit a wall. I will defend Brain Storm: Tower Bombarde on the grounds that it knows exactly what it is. It is a solo-crafted, mechanically specific puzzle-action game that strips away every conventional combat comfort and asks you to reframe defense as the offensive act. That is a genuinely interesting question to spend a few hours with, especially for free. Go in knowing the mood is austere, the learning curve is self-directed, and the payoff is the slow accumulation of spatial and mechanical fluency rather than any dramatic story beat. If you have patience for that kind of quiet, committed weirdness, there is something real here. Kai, Scout Team

Brain Storm : Tower Bombarde
CasualIndieFree To Play

Brain Storm : Tower Bombarde

Jul 28, 2017SaintHeiserHalf-Face Games
GamerScout Says

Your only weapon is your shield, and the maze has 300 rooms that don't care how ready you are. A free-to-play curiosity from a solo dev that commits fully to its single odd idea.

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About Brain Storm : Tower Bombarde

My first impression of Brain Storm: Tower Bombarde was confusion, and I mean that in the most respectful way possible. You drop into what reads like a top-down bullet hell, reach for a weapon, and find only a shield. That is the whole design premise. SaintHeiser, a solo developer working under the Half-Face Games label, built an entire interconnected world around one deliberately limiting mechanic: you cannot shoot back. You deflect, you evade, you let enemy turrets eliminate each other, and you think your way through rooms that punish reflexes-first players and quietly reward patience. The structure is a maze of over 300 rooms divided across 8 distinct locations. Controls stay minimal throughout: WASD to move, spacebar to raise the shield, Z and X to cycle whatever skills you unlock, and C to pull up the map. That last button matters because the world is genuinely open and navigable, not a linear gauntlet. Bosses gate upgrades, secret rooms hide improvements, and the skill-switching adds a layer of light build consideration that gives the experience slightly more texture than its stripped-down look implies. The cyberpunk-adjacent framing, a hacker cracking a digital brain who lost nearly all their abilities in transit, is thin as storytelling goes, but it gives the spatial logic a reason to exist. Honestly, the minimalist visual approach is a double-edged thing. The aesthetic reads like something from the very early days of PC gaming, deliberately so, and there is a kind of quiet commitment to that restraint that I find appealing. It weighs only 8 megabytes. Eight. That is a kind of artistic economy that deserves a small nod. The soundscape and general presentation are sparse enough that some players will bounce off immediately, and the roughly 38 Steam reviews sitting at a 52 percent positive split tell you the community response is genuinely divided. This is not a game with broad appeal, and it does not pretend to be. What holds it back from being an easy recommendation is the lack of onboarding and the fact that the core loop, while conceptually sharp, can feel monotonous before the skill variety opens up. The early rooms lean heavily on repetitive evasion, and if the central idea of shield-deflection-as-primary-verb does not click for you in the first 20 minutes, nothing downstream is going to change that read. It is also a game that arrived in 2017 and never generated much noise, which means community guides and external help are scarce when you hit a wall. I will defend Brain Storm: Tower Bombarde on the grounds that it knows exactly what it is. It is a solo-crafted, mechanically specific puzzle-action game that strips away every conventional combat comfort and asks you to reframe defense as the offensive act. That is a genuinely interesting question to spend a few hours with, especially for free. Go in knowing the mood is austere, the learning curve is self-directed, and the payoff is the slow accumulation of spatial and mechanical fluency rather than any dramatic story beat. If you have patience for that kind of quiet, committed weirdness, there is something real here. Kai, Scout Team

Tags

singleplayertier:sub-5Shield MechanicsBullet DeflectionMaze ExplorationMinimalist AestheticBoss GatingSkill UnlocksCyberpunk SettingFree To Play Indie

System Requirements

Minimum

OS
Windows 7
Memory
512 MB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
with 256 MB VRAM compatible with DirectX 9
Processor
Intel Core 2 Duo (or equivalent)
Sound Card
DirectX® Compatible

Recommended

OS
Windows 7 or higher
Memory
1024 MB RAM
DirectX
Version 9.0
Storage
350 MB available space
Graphics
with 512 MB VRAM compatible with DirectX 9
Processor
Intel Core i3 (or equivalent)
Sound Card
DirectX® Compatible

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Game Info

Developer
SaintHeiser
Publisher
Half-Face Games
Release Date
Jul 28, 2017

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What platforms is Brain Storm : Tower Bombarde available on?

Brain Storm : Tower Bombarde is available on PC.

When was Brain Storm : Tower Bombarde released?

Brain Storm : Tower Bombarde was released on 28 July 2017.

Who developed Brain Storm : Tower Bombarde?

Brain Storm : Tower Bombarde was developed by SaintHeiser and published by Half-Face Games.