Compare cloudphobia prices across 50+ stores and find the best deal. Developed by Marsbound. Published by Rockin' Android. Released on 12/7/2016. Available on PC. Genres: Action, Indie.

Fifteen minutes to beat it, hours to master it, cloudphobia is the rare doujin shmup that builds a whole philosophy around a three-minute clock and somehow makes it sing.

My first run of cloudphobia lasted about four minutes total, ending when my mothership quietly crumbled off-screen while I was busy looking the wrong way. That death told me everything about what this game actually is: not a bullet-hell patience test, not a memorization marathon dressed as one, but a tight, almost cruel balancing act between aggression and protection, running on a three-minute timer per stage across five levels. The whole run can theoretically close under ten minutes. That is not a flaw. It is the point. The mechanical core here is genuinely unusual for the genre. You pilot the EAF-06 Loftarasa and choose between two weapons before each run: the PLG-90 laser rifle, which keeps you at a safe distance and works like a familiar rapid-fire shmup gun, and the Nullpunktur vibroblade, a close-range sword that demands you get uncomfortably near everything that wants to kill you. The sword opens into a whirling spin attack for clearing swarms and sharp individual slashes for tougher targets, and the skill ceiling on it is genuinely high enough that watching competent sword replays feels like watching a different game. Both mechs also carry eight homing missile barrages, and the scoring system rewards using them with precision, chaining them into red commander enemies while a hit combo is already running can push the missile multiplier up to sixteen times. That scoring matters, because your end-of-stage score directly refills your health, mothership shields, and missile stock heading into the next level. Playing carelessly does not just feel bad; it bleeds resources forward. The environments quietly earn their place. The backgrounds cycle through ship corridors, open sky battlefields, and flooded city ruins, each with a different visual rhythm that changes how claustrophobic or free the action feels. The sprite-and-polygon hybrid look, where mechs and aircraft are drawn sprites against polygonal battleship hulls and dynamic lighting, holds up with a certain handmade integrity. It was a doujin release first, Marsbound crafting it across years before Rockin' Android brought it westward onto Steam, and that handcraft shows in the way each enemy formation has its own movement signature rather than feeling procedurally placed. The honest caveats are real. Cloudphobia has no continue system, meaning any game over sends you back to stage one for a full 1CC attempt. Some players will bounce off that immediately. Technical roughness has been reported around resolution changes and fullscreen behavior on some setups, worth knowing before you commit. The story exists mostly in a manual rather than in the game itself, so if you arrive expecting cutscene payoff between stages, you will find almost none. And the music opinion splits the community, some find it atmospheric and well-matched to the speed, others call it merely serviceable. My ear sits somewhere in the middle: the sound design on impacts and boost is crisper than the soundtrack deserves credit for. What cloudphobia does for the right player is give the shmup genre a different kind of tension. Most horizontal shooters ask you to survive. This one asks you to move, score, protect, and survive all at once inside a window that never stops shrinking. That specific pressure, and the quiet satisfaction of eventually threading it cleanly, is something very few games in this corner of Steam can offer. Kai, Scout Team

cloudphobia
ActionIndie

cloudphobia

Dec 7, 2016MarsboundRockin' Android
GamerScout Says

Fifteen minutes to beat it, hours to master it, cloudphobia is the rare doujin shmup that builds a whole philosophy around a three-minute clock and somehow makes it sing.

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About cloudphobia

My first run of cloudphobia lasted about four minutes total, ending when my mothership quietly crumbled off-screen while I was busy looking the wrong way. That death told me everything about what this game actually is: not a bullet-hell patience test, not a memorization marathon dressed as one, but a tight, almost cruel balancing act between aggression and protection, running on a three-minute timer per stage across five levels. The whole run can theoretically close under ten minutes. That is not a flaw. It is the point. The mechanical core here is genuinely unusual for the genre. You pilot the EAF-06 Loftarasa and choose between two weapons before each run: the PLG-90 laser rifle, which keeps you at a safe distance and works like a familiar rapid-fire shmup gun, and the Nullpunktur vibroblade, a close-range sword that demands you get uncomfortably near everything that wants to kill you. The sword opens into a whirling spin attack for clearing swarms and sharp individual slashes for tougher targets, and the skill ceiling on it is genuinely high enough that watching competent sword replays feels like watching a different game. Both mechs also carry eight homing missile barrages, and the scoring system rewards using them with precision, chaining them into red commander enemies while a hit combo is already running can push the missile multiplier up to sixteen times. That scoring matters, because your end-of-stage score directly refills your health, mothership shields, and missile stock heading into the next level. Playing carelessly does not just feel bad; it bleeds resources forward. The environments quietly earn their place. The backgrounds cycle through ship corridors, open sky battlefields, and flooded city ruins, each with a different visual rhythm that changes how claustrophobic or free the action feels. The sprite-and-polygon hybrid look, where mechs and aircraft are drawn sprites against polygonal battleship hulls and dynamic lighting, holds up with a certain handmade integrity. It was a doujin release first, Marsbound crafting it across years before Rockin' Android brought it westward onto Steam, and that handcraft shows in the way each enemy formation has its own movement signature rather than feeling procedurally placed. The honest caveats are real. Cloudphobia has no continue system, meaning any game over sends you back to stage one for a full 1CC attempt. Some players will bounce off that immediately. Technical roughness has been reported around resolution changes and fullscreen behavior on some setups, worth knowing before you commit. The story exists mostly in a manual rather than in the game itself, so if you arrive expecting cutscene payoff between stages, you will find almost none. And the music opinion splits the community, some find it atmospheric and well-matched to the speed, others call it merely serviceable. My ear sits somewhere in the middle: the sound design on impacts and boost is crisper than the soundtrack deserves credit for. What cloudphobia does for the right player is give the shmup genre a different kind of tension. Most horizontal shooters ask you to survive. This one asks you to move, score, protect, and survive all at once inside a window that never stops shrinking. That specific pressure, and the quiet satisfaction of eventually threading it cleanly, is something very few games in this corner of Steam can offer. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5DoujinHorizontal Shmup1CC ChallengeScore AttackMechTime AttackLeaderboardHigh Difficulty

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows® Vista, 7, 8, 10
Memory
512 MB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
DirectX® 9-level Graphics Card
Processor
Intel® 1 GHz Processor or comparable
Sound Card
DirectSound-compatible Sound Card

Recommended

OS
Windows® Vista, 7, 8, 10
Memory
1 GB RAM
DirectX
Version 9.0
Storage
500 MB available space
Graphics
DirectX® 9-level Graphics Card
Processor
Intel® 2 GHz Processor or comparable
Sound Card
DirectSound-compatible Sound Card

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Reviews & Ratings

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Game Info

Developer
Marsbound
Publisher
Rockin' Android
Release Date
Dec 7, 2016

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What platforms is cloudphobia available on?

cloudphobia is available on PC.

When was cloudphobia released?

cloudphobia was released on 7 December 2016.

Who developed cloudphobia?

cloudphobia was developed by Marsbound and published by Rockin' Android.