Compare Heartomics: Lost Count prices across 50+ stores and find the best deal. Developed by Heartomics. Published by Heartomics. Released on 11/26/2016. Available on PC. Genres: Action, Indie.

A micro-budget bullet hell that dangles fan service as its hook, but underneath sits a vertical shooter with 11 stages and boss patterns dense enough to actually test your dodge skills.

I'll be upfront about what this is, because the store page certainly leans into the titillation angle hard enough that it crowds out everything else: Heartomics: Lost Count is a vertical shoot-em-up built around the danmaku formula, where surviving dense, choreographed bullet patterns is the entire game. The fan service, featuring anime-style humanoid bosses named Euphony, Lyra, and Melody, and stage-clear reward screens, is the wrapping. Whether the wrapping or the bullet dodging is the actual draw for you is a question only you can answer honestly. Mechanically, the game runs 11 stages across varied backdrops, from forests and mountains to ocean and space settings. Each boss encounter brings a distinct shot pattern, and the hitbox is deliberately smaller than the player sprite, which is a genuine design choice borrowed from classic Japanese shmups like Touhou. That gap between visible character and actual collision box is what separates dead-fair from just-dead in the genre, and the developer understood it well enough to implement it intentionally. The Steam leaderboards track both score and time, giving players with a completionist itch something to chase beyond a first clear. The community reception, sitting at a mixed score split nearly down the middle on Steam, reflects the game's positioning more than its technical competence. Players expecting a fleshed-out visual novel or a story worth following seem to bounce off it quickly, because the narrative layer is thin. Players who came for the bullet patterns and stayed for the leaderboard grind report a more positive time. The game sits in a specific subgenre of low-cost fan service shmups, and within that lane it does what it promises. Where it genuinely falls short is depth and polish outside the core loop. There is no difficulty selection visible in the documented feature set, no co-op, and the art quality across stages varies enough that some environments feel more finished than others. The game launched in November 2016 and has received no notable updates or post-launch support. For a solo developer release at its asking price, that is not unusual, but it means the rough edges are the final edges. If you are a genre newcomer who wants a low-stakes entry point into bullet hell and finds the anime framing approachable rather than off-putting, this will do that job. If you are a seasoned shmup player hunting a new challenge to rival Ikaruga or even a middle-tier Cave title, the pattern complexity here will not satisfy you for long. It is a small, specific thing, made for a small, specific audience, and I have a soft spot for games that know exactly what they are, even when what they are is niche and unambiguous about it. Kai, Scout Team

Heartomics: Lost Count
ActionIndie

Heartomics: Lost Count

Nov 26, 2016Heartomics
GamerScout Says

A micro-budget bullet hell that dangles fan service as its hook, but underneath sits a vertical shooter with 11 stages and boss patterns dense enough to actually test your dodge skills.

PC
Best Price Available
0.00
at N/A
Historical low: $

Compare Prices(0 stores)

Loading prices...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Screenshots & Media

Screenshot

About Heartomics: Lost Count

I'll be upfront about what this is, because the store page certainly leans into the titillation angle hard enough that it crowds out everything else: Heartomics: Lost Count is a vertical shoot-em-up built around the danmaku formula, where surviving dense, choreographed bullet patterns is the entire game. The fan service, featuring anime-style humanoid bosses named Euphony, Lyra, and Melody, and stage-clear reward screens, is the wrapping. Whether the wrapping or the bullet dodging is the actual draw for you is a question only you can answer honestly. Mechanically, the game runs 11 stages across varied backdrops, from forests and mountains to ocean and space settings. Each boss encounter brings a distinct shot pattern, and the hitbox is deliberately smaller than the player sprite, which is a genuine design choice borrowed from classic Japanese shmups like Touhou. That gap between visible character and actual collision box is what separates dead-fair from just-dead in the genre, and the developer understood it well enough to implement it intentionally. The Steam leaderboards track both score and time, giving players with a completionist itch something to chase beyond a first clear. The community reception, sitting at a mixed score split nearly down the middle on Steam, reflects the game's positioning more than its technical competence. Players expecting a fleshed-out visual novel or a story worth following seem to bounce off it quickly, because the narrative layer is thin. Players who came for the bullet patterns and stayed for the leaderboard grind report a more positive time. The game sits in a specific subgenre of low-cost fan service shmups, and within that lane it does what it promises. Where it genuinely falls short is depth and polish outside the core loop. There is no difficulty selection visible in the documented feature set, no co-op, and the art quality across stages varies enough that some environments feel more finished than others. The game launched in November 2016 and has received no notable updates or post-launch support. For a solo developer release at its asking price, that is not unusual, but it means the rough edges are the final edges. If you are a genre newcomer who wants a low-stakes entry point into bullet hell and finds the anime framing approachable rather than off-putting, this will do that job. If you are a seasoned shmup player hunting a new challenge to rival Ikaruga or even a middle-tier Cave title, the pattern complexity here will not satisfy you for long. It is a small, specific thing, made for a small, specific audience, and I have a soft spot for games that know exactly what they are, even when what they are is niche and unambiguous about it. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:indieDanmakuVertical ShooterFan ServiceBoss PatternsLeaderboard ChaseShort RunAnime AestheticScore Attack

System Requirements

Minimum

Storage
2 GB available space

Recommended

Storage
2 GB available space

Reviews & Ratings

No ratings available

Game Info

Developer
Heartomics
Publisher
Heartomics
Release Date
Nov 26, 2016

Price Alert

Get notified when the price drops below your target!

Create Alert