Compare CYGNI: All Guns Blazing prices across 50+ stores and find the best deal. Developed by KeelWorks. Published by KONAMI. Released on 8/5/2024. Available on PC. Genres: Action, Indie.

Gorgeous enough to stop your scroll, divisive enough to split a community: KeelWorks' debut shmup is the most visually ambitious vertical shooter in years, held back by a tutorial that sets you up to fail.

My first hour with CYGNI left me genuinely unsure whether I was playing a game or watching an extremely expensive screensaver. That sounds like a compliment, and in one sense it is. KeelWorks is a Scottish studio that came from 3D animation before making this, their first ever video game, and that background is visible in absolutely every frame. The lighting, the smoke trails, the sheer density of stuff moving across the screen at any one moment, all of it pushes beyond what the shmup genre typically asks of a PC. The bosses alone, massive biomechanical alien structures that feel ripped from a late-era Matrix film, are worth the price of admission as spectacle. The full orchestral score underneath it all has real presence, sweeping and cinematic in a way that evokes classic sci-fi blockbusters, even if it occasionally gets swallowed by the explosions it is competing with. But atmosphere alone does not a satisfying shmup make, and CYGNI's relationship with its own mechanics is where things get complicated. The core hook is an energy management system: your ORCA ship has a pool of energy that you actively redistribute between shields and weapons mid-flight. Divert charge to your shield layer and you can absorb hits. Push it into weapons and you unlock homing missiles, spread patterns, and harder-hitting nukes. Enemies drop energy pickups when destroyed, creating a risk-reward loop where chasing a fleeing heavy unit to harvest its battery is often the smartest move and also the most dangerous one. On paper this is genuinely clever, a layer of push-your-luck tension that sets CYGNI apart from the pure memorisation demands of Ikaruga or the meditative rhythm of R-Type. In practice, the system clicks beautifully once you feel it in your hands, but getting there requires more patience than the game bothers to offer. The tutorial is buried in a side menu and never insisted upon, which would be fine if the first stage were forgiving. It is not. Across seven missions that run fifteen minutes or longer apiece, CYGNI asks you to juggle air-to-air weapons, a separate air-to-ground secondary beam, the right-stick shot-angle modifier, five upgrade slots that must be purchased between levels, and no continues on anything above Easy. The opening stage throws three bosses at you in a row, each larger and more mechanically demanding than the last, before you have any handle on the energy redistribution timing. Players who bounce off that first level and never return will miss a game that genuinely improves once the muscle memory sets in, and that is a real design failure for a debut title. The Steam community has landed at roughly 61% positive, which feels about right: the ceiling is high, but the floor is punishing. For shmup devotees, none of the above will be a dealbreaker. The difficulty balance between Easy and Normal is steep, the upgrade shop feels shallow in places, and the story exists primarily as an excuse for well-animated cutscenes that carry a weirdly inconsistent tone. But the moment-to-moment feel of weaving through a screen filled with laser beams and debris, flipping energy reserves at the last instant, and surviving a boss phase that seemed unsurvivable, that sensation is genuinely earned. Local co-op is available and smartly adds a revival mechanic that tips the odds just enough to make the harder stages approachable with a partner. If you care about the craft of a screen that rewards your eyes while punishing your nerves, there is something real here. Go in expecting a learning curve, not a spectacle alone. Kai, Scout Team

CYGNI: All Guns Blazing
ActionIndie

CYGNI: All Guns Blazing

Aug 5, 2024KeelWorksKONAMI
GamerScout Says

Gorgeous enough to stop your scroll, divisive enough to split a community: KeelWorks' debut shmup is the most visually ambitious vertical shooter in years, held back by a tutorial that sets you up to fail.

PC
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Screenshots & Media

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About CYGNI: All Guns Blazing

My first hour with CYGNI left me genuinely unsure whether I was playing a game or watching an extremely expensive screensaver. That sounds like a compliment, and in one sense it is. KeelWorks is a Scottish studio that came from 3D animation before making this, their first ever video game, and that background is visible in absolutely every frame. The lighting, the smoke trails, the sheer density of stuff moving across the screen at any one moment, all of it pushes beyond what the shmup genre typically asks of a PC. The bosses alone, massive biomechanical alien structures that feel ripped from a late-era Matrix film, are worth the price of admission as spectacle. The full orchestral score underneath it all has real presence, sweeping and cinematic in a way that evokes classic sci-fi blockbusters, even if it occasionally gets swallowed by the explosions it is competing with. But atmosphere alone does not a satisfying shmup make, and CYGNI's relationship with its own mechanics is where things get complicated. The core hook is an energy management system: your ORCA ship has a pool of energy that you actively redistribute between shields and weapons mid-flight. Divert charge to your shield layer and you can absorb hits. Push it into weapons and you unlock homing missiles, spread patterns, and harder-hitting nukes. Enemies drop energy pickups when destroyed, creating a risk-reward loop where chasing a fleeing heavy unit to harvest its battery is often the smartest move and also the most dangerous one. On paper this is genuinely clever, a layer of push-your-luck tension that sets CYGNI apart from the pure memorisation demands of Ikaruga or the meditative rhythm of R-Type. In practice, the system clicks beautifully once you feel it in your hands, but getting there requires more patience than the game bothers to offer. The tutorial is buried in a side menu and never insisted upon, which would be fine if the first stage were forgiving. It is not. Across seven missions that run fifteen minutes or longer apiece, CYGNI asks you to juggle air-to-air weapons, a separate air-to-ground secondary beam, the right-stick shot-angle modifier, five upgrade slots that must be purchased between levels, and no continues on anything above Easy. The opening stage throws three bosses at you in a row, each larger and more mechanically demanding than the last, before you have any handle on the energy redistribution timing. Players who bounce off that first level and never return will miss a game that genuinely improves once the muscle memory sets in, and that is a real design failure for a debut title. The Steam community has landed at roughly 61% positive, which feels about right: the ceiling is high, but the floor is punishing. For shmup devotees, none of the above will be a dealbreaker. The difficulty balance between Easy and Normal is steep, the upgrade shop feels shallow in places, and the story exists primarily as an excuse for well-animated cutscenes that carry a weirdly inconsistent tone. But the moment-to-moment feel of weaving through a screen filled with laser beams and debris, flipping energy reserves at the last instant, and surviving a boss phase that seemed unsurvivable, that sensation is genuinely earned. Local co-op is available and smartly adds a revival mechanic that tips the odds just enough to make the harder stages approachable with a partner. If you care about the craft of a screen that rewards your eyes while punishing your nerves, there is something real here. Go in expecting a learning curve, not a spectacle alone. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscloud-savestier:indieBullet HellVertical ShooterEnergy ManagementArcade ReplayabilityCinematic PresentationHigh Difficulty CurveLocal Co-op RevivalAir-to-Ground CombatOrchestral Soundtrack

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
25 GB available space
Graphics
NVIDIA GTX Nvidia 1060 / AMD Radeon RX 580 (4GB+ of VRAM)
Processor
AMD R5 1600 / Intel i7 4790
Additional Notes
16:9 recommended

Recommended

OS
Windows 11
Memory
16 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
25 GB available space
Graphics
NVIDIA GeForce RTX 3060 / AMD Radeon RX 6600XT (6GB+ of VRAM)
Processor
AMD Ryzen 5 5600 / Intel Core i5-12400

Reviews & Ratings

No ratings available

Game Info

Developer
KeelWorks
Publisher
KONAMI
Release Date
Aug 5, 2024

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