Compare Jamestown prices across trusted key stores and find the best deal. Developed by Final Form Games. Published by Final Form Games. Released on 6/8/2011. Available on PC, Mac. Genres: Action, Indie. Metacritic score: 81/100.

Four ships, five stages, one Vaunt meter, zero online play: Jamestown is a local co-op bullet-hell that rewards tight coordination over raw twitch skill, and it does most things right.

I came into Jamestown expecting a genre exercise and got something that actually made me rearrange the couch. This is a vertical scrolling bullet-hell shmup built from the ground up around local co-op, and that design priority shows in every mechanic. The core loop is arcade-clean: pilot one of four distinct ships, each with a primary fire and a secondary, collect gold dropped by enemies to charge your Vaunt meter, then decide whether to pop that meter defensively as a bullet-eating shield or hold it for the 50% damage boost and double score multiplier it delivers while active. That dual-use tension is where Jamestown's depth lives. The Beam fires a concentrated laser, the Gunner lets you angle your spread, the Charge stores up a heavy spherical shot for release on command, and the Bomber plants explosives mid-air for detonation. Four ships, four playstyles, all of them functional solo but genuinely interesting when you mix them with other players. The co-op implementation is the headline feature, and it earns the attention. Rather than a shared life pool that punishes one player for another's mistake, Jamestown's respawn system lets any surviving player revive their downed teammates, either by collecting a revive pick-up or simply outlasting a timer. On the lower of the five difficulty tiers, those pick-ups revive instantly. Hit Legendary or Judgement difficulty and the calculus tightens considerably. When all four players are alive, coordinating Vaunt timing becomes a genuine group conversation, and the payoff when you pull it off feels earned. The single-player experience is fine, honest, and a decent entry point, but solo it sits a tier below the best Japanese shmups in pure bullet-pattern variety. That is not a contradiction; the game was designed with friends in mind. Five main stages sounds thin, and on the first pass through Normal it is. Jamestown's actual replay structure gates later stages behind higher difficulty completions: to access stage four you need to clear the first three on Difficult, and stage five demands a Legendary run of all four before it. Some reviewers found that loop cynical. I think it is just honest shmup design with a modern handhold. There is also a Gauntlet mode that strings all stages on a single set of lives, a Survival challenge type that drills Vaunt management until you either get it or die repeatedly, and a post-credits Farce mode that swaps the dramatic cutscenes for something deliberately absurd. Content-wise it is leaner than a sprawling RPG, but that comparison is wrong-headed for the genre. A couple of friction points worth flagging. The keyboard and mouse control scheme has a slight input lag to it, some kind of deliberate inertia on ship movement, and on a game this precise that can feel unfair rather than atmospheric. A gamepad fixes it entirely; plug in a controller before you even launch. The other limitation is harder to fix: there is no online multiplayer. Jamestown is local co-op only, capped at four players in the same room. If your friends are remote, the multiplayer selling point evaporates completely and you are left with a short but well-made solo shmup. The production values punch above the budget. Francisco Cerda's orchestral soundtrack shifts tone correctly across each level and holds up at high volume. The pixel art is dense and readable under stress, which matters when the screen is saturated with projectiles. The Vaunt shield turning incoming bullets into score is a satisfying visual and mechanical trick. It all hangs together as a tightly authored package built by a very small team. Fred, Scout Team

Jamestown

Jamestown

Jun 8, 2011Final Form Games
GamerScout Says

Four ships, five stages, one Vaunt meter, zero online play: Jamestown is a local co-op bullet-hell that rewards tight coordination over raw twitch skill, and it does most things right.

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Historical low: €4.76

GamerScout Verdict

Ideal for households with a couch and three spare controllers; a notch below essential if you have nobody to sit next to you.

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About Jamestown

I came into Jamestown expecting a genre exercise and got something that actually made me rearrange the couch. This is a vertical scrolling bullet-hell shmup built from the ground up around local co-op, and that design priority shows in every mechanic. The core loop is arcade-clean: pilot one of four distinct ships, each with a primary fire and a secondary, collect gold dropped by enemies to charge your Vaunt meter, then decide whether to pop that meter defensively as a bullet-eating shield or hold it for the 50% damage boost and double score multiplier it delivers while active. That dual-use tension is where Jamestown's depth lives. The Beam fires a concentrated laser, the Gunner lets you angle your spread, the Charge stores up a heavy spherical shot for release on command, and the Bomber plants explosives mid-air for detonation. Four ships, four playstyles, all of them functional solo but genuinely interesting when you mix them with other players. The co-op implementation is the headline feature, and it earns the attention. Rather than a shared life pool that punishes one player for another's mistake, Jamestown's respawn system lets any surviving player revive their downed teammates, either by collecting a revive pick-up or simply outlasting a timer. On the lower of the five difficulty tiers, those pick-ups revive instantly. Hit Legendary or Judgement difficulty and the calculus tightens considerably. When all four players are alive, coordinating Vaunt timing becomes a genuine group conversation, and the payoff when you pull it off feels earned. The single-player experience is fine, honest, and a decent entry point, but solo it sits a tier below the best Japanese shmups in pure bullet-pattern variety. That is not a contradiction; the game was designed with friends in mind. Five main stages sounds thin, and on the first pass through Normal it is. Jamestown's actual replay structure gates later stages behind higher difficulty completions: to access stage four you need to clear the first three on Difficult, and stage five demands a Legendary run of all four before it. Some reviewers found that loop cynical. I think it is just honest shmup design with a modern handhold. There is also a Gauntlet mode that strings all stages on a single set of lives, a Survival challenge type that drills Vaunt management until you either get it or die repeatedly, and a post-credits Farce mode that swaps the dramatic cutscenes for something deliberately absurd. Content-wise it is leaner than a sprawling RPG, but that comparison is wrong-headed for the genre. A couple of friction points worth flagging. The keyboard and mouse control scheme has a slight input lag to it, some kind of deliberate inertia on ship movement, and on a game this precise that can feel unfair rather than atmospheric. A gamepad fixes it entirely; plug in a controller before you even launch. The other limitation is harder to fix: there is no online multiplayer. Jamestown is local co-op only, capped at four players in the same room. If your friends are remote, the multiplayer selling point evaporates completely and you are left with a short but well-made solo shmup. The production values punch above the budget. Francisco Cerda's orchestral soundtrack shifts tone correctly across each level and holds up at high volume. The pixel art is dense and readable under stress, which matters when the screen is saturated with projectiles. The Vaunt shield turning incoming bullets into score is a satisfying visual and mechanical trick. It all hangs together as a tightly authored package built by a very small team.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supporttier:aaaBullet-Hell4-Player Local Co-opVaunt MechanicVertical Scrolling ShooterGauntlet ModeAlternate HistoryOrchestral SoundtrackGamepad RequiredScore Attack

System Requirements

Minimum

OS
Microsoft® Windows® XP with SP2 / Vista / 7
Memory
512 MB RAM
DirectX®
DirectX® 9.0c
Processor
Intel® Pentium™ 4 2.4 GHz or better
Additional
One keyboard, controller, or mouse required per player. Supports multiple mice and/or keyboards. 3-buttons required for mouse play.
Video Card
Any OpenGL 2.0 graphics card with 256MB+ video RAM and full GLSL support
Hard Disk Space
250 MB

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Reviews & Ratings

Metacritic
81

Game Info

Developer
Final Form Games
Publisher
Final Form Games
Release Date
Jun 8, 2011

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How much does Jamestown cost?

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What platforms is Jamestown available on?

Jamestown is available on PC, Mac.

When was Jamestown released?

Jamestown was released on 8 June 2011.

Who developed Jamestown?

Jamestown was developed by Final Form Games.

Is Jamestown worth buying?

Jamestown holds a Metacritic score of 81/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.