
Enceladus
A handcrafted 32-bit shmup with genuinely lovely sprite work and one clever trick up its sleeve, let down by a skeleton of options that feels unfinished even by arcade standards.
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Screenshots & Media

About Enceladus
My first instinct with Enceladus was to lean in close to the screen. The pixel work here is the kind you stop and study, each stage carrying its own atmospheric palette and a shimmer on projectile fire that really does evoke something from the Saturn library. Storybird clearly cared about craft. The ship you pilot, nicknamed Frost, moves against icy cosmic backdrops that feel genuinely handmade, and there is a quiet intentionality to the visual design that you rarely find in shmup revival attempts. The core loop is a vertical shooter across seven stages, and it plays tighter than its obscurity might suggest. Frost has three main tools: a rapid energy blast for clearing fodder, a channelled laser for sustained pressure on armoured targets, and a screen-clearing explosion that saves you from tight corners. The combo system can climb into the thousands if you stay aggressive and resist the urge to play defensively. What separates Enceladus from a pure throwback, though, is the teleport mechanic. You hold a button to project a ghost of Frost forward, keep firing while the ghost travels, then release to snap to its position. It rewards players who think a half-second ahead, and in the later stages it stops being optional and starts being your primary survival tool. That one idea gives the game a flavour that pure Saturn nostalgia would not. Here is where the warmth in my voice cools a little. The game's wrapper around that core is genuinely threadbare. There are no leaderboards, no score-attack modes, no settings menu to speak of, and no native controller support. Players in the Steam community report gamepads simply not being detected, and some have run into framerate problems that the developer never patched. For a genre that lives and dies on the precision of input, shipping without reliable controller support is a serious miss. It makes the game feel less like a complete product and more like a very promising demo that stopped one sprint short of launch readiness. Who is this for, then? Honestly, it is for the kind of player who finds something beautiful in incomplete things, who can set up Joy-to-Key or a third-party mapping tool and not feel cheated for doing so, and who measures a shmup session in focused twenty-minute runs rather than endless replay hooks. If you have a soft spot for the Ikaruga end of the spectrum rather than the bullet-hell chaos of DonPachi, the mechanical restraint here will feel comfortable. Seven stages is a short ride, and without replayability scaffolding the run-time is whatever you make of it through self-imposed challenges. Enceladus is a small, sincere piece of work sitting in one of Steam's quieter corners. The sprite artistry and the teleport gimmick deserve more players than the technical complaints have allowed it to find. Go in with a controller workaround ready and expectations calibrated to arcade-short rather than campaign-long, and you will likely find something worth the time. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 100 MB available space
- Graphics
- Intel HD Graphics
- Processor
- Intel 1.60GHz
Recommended
- OS
- Windows 10
- Memory
- 16 GB RAM
- DirectX
- Version 10
- Storage
- 100 MB available space
- Graphics
- NVIDIA GeForce GTX 970
- Processor
- Intel Core 3.10GHz
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Game Info
- Developer
- Storybird
- Publisher
- Look At My Game
- Release Date
- Nov 1, 2017
