
Hyper Simon X
Shooting ships in the wrong order kills you just as fast as a bullet will. If your brain can hold a sequence and your thumbs can keep up, this tiny Brazilian solo-dev gem will eat your afternoon.
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Screenshots & Media

About Hyper Simon X
I have a soft spot for game jam experiments that grow up into real releases, and Hyper Simon X has one of the more honest origin stories on Steam. Solo Brazilian developer Paulo Brunassi built the prototype for Ludum Dare 41, whose theme was 'combine two incompatible genres,' and the result was exactly that: a top-down shoot-em-up where your primary threat is your own memory failing you. That hook is genuinely interesting, and it holds up longer than the concept has any right to. The way it works is deceptively simple. Enemy ships flood the screen in the classic SHMUP fashion, and you have two firing modes: a regular shot for the chaos, and a special colored shot reserved for the sequence targets. Each stage shows you an ordered list of ships to destroy with that special shot. Get the sequence right and you level up; the next stage adds one more target to the chain, just like the old Simon Says toy. Mess up the order, hit the wrong color, or let a stray bullet clip you, and it ends. The combo system rewards threading both duties together elegantly: burning down non-sequence ships while nailing your sequence targets in the right moment stretches your score multiplier and keeps the pace frantic. What sounds like a casual puzzle loop reveals a genuinely twitchy pressure cooker once the sequences stretch past five or six entries. The pixel art is clean without being flashy, exactly the register you want for a score-chaser where visual clarity matters. The original soundtrack, composed by Derek Volker, earns the 'Great Soundtrack' tag the Steam community handed it. Five tracks is a slim library, but they loop well and have that propulsive coin-op energy that makes you feel like the cabinet is always watching your score. NukGames as a label describes itself as focused on oldschool mechanics with modern replayability, and that DNA shows throughout: global leaderboards, Steam achievements, and cloud saves are all present, giving the score-chase loop proper infrastructure. Where it stumbles is in the friction department. Community discussions flag a game speed issue where the title can run significantly faster than advertised on certain hardware, making sequences almost unreadable at higher levels. There are also reported hit-detection inconsistencies with the special shot that a number of players have found maddening. These are not gamebreaking for everyone, but they explain the mixed rating sitting around 69 percent positive across a modest pool of reviews. For a game this compact, the rough edges feel more visible than they would in a larger release. If you hit the speed bug, there is a workaround involving the Options.ini file, but the fact that it exists at all is worth knowing before you buy. For the right player, none of that will matter much. If you are the type who finds Galaga peaceful and can recite back a seven-step sequence while dodging bullets, this will click immediately. It is a pure score-chaser with a clear session structure, legitimate replayability, and an idea that nobody else really executed in quite this way. Played in short bursts, it is oddly meditative. Played on a leaderboard grind, it gets genuinely intense. Just check your frame rate first. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® Windows® XP or later
- Memory
- 512 MB RAM
- DirectX
- Version 9.0
- Storage
- 50 MB available space
- Graphics
- Compatible with DirectX 9
- Processor
- Dual Core 2.0 GHZ or Better
Recommended
- OS
- Microsoft® Windows® 7 or later
- Memory
- 2 MB RAM
- DirectX
- Version 9.0
- Storage
- 50 MB available space
- Graphics
- Compatible with DirectX 9 or later
- Processor
- Dual Core 3.0 GHZ or higher
Reviews & Ratings
No ratings available
Game Info
- Developer
- NukGames
- Publisher
- NukGames
- Release Date
- Aug 8, 2018