
Lilac 0
A solo-made bullet hell shmup that treats the dash-slash as a survival instrument, not a bonus toy. Tight, gorgeous, and ruthlessly genre-literate.
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About Lilac 0
My first few runs in Lilac 0 ended embarrassingly fast, and I respect that completely. This is the debut full release from French developer Victor Pouderoux, a one-person project that started as a game jam prototype and quietly grew into one of the more focused, handcrafted shmups to land on PC in recent memory. It does not hold your hand. It does not apologize for that. The structure is clean and deliberate: five levels, two playable characters (Rairakku and Mordred, differentiated by range and speed), and three difficulty tiers. What sets it apart from a straight retro shooter is the combat triangle at its core. You have your forward vulcan fire, but the real intelligence lives in the lock-on scan, which tags multiple enemies before releasing a simultaneous slash, and the dash-slice, which doubles as a brief invulnerability window, a bullet-clearer, and the only way to destroy orange-highlighted enemies that are immune to projectiles entirely. Managing the dash meter is where the game's depth actually lives: burn it twice in quick succession and you are completely exposed during a boss phase, which tends to end badly. Land the final blow on a boss with the dash and you trigger an Overkill, which showers you with Style points. The scoring system quietly rewards mastery in ways that reveal themselves only after several runs. Visually, Lilac 0 is a love letter written with precision. The pixel art shifts its entire enemy vocabulary between levels: jets and airborne machines in the sky stage, trucks and sewer insects in the city descent, aquatic mechanoids underwater, and insectoid designs in what can only be described as a mechanical nest. Each zone feels authored rather than assembled. The CRT filter, complete with optional curved-screen distortion and scanlines, is togglable, which is a small but considerate touch. The default color palette is the strongest, with unlockable alternatives including a Game Boy-style scheme for those who want to push the retro framing even further. The chiptune metal soundtrack by Withered Media hits the same frequency as FM synthesis-era Genesis titles and keeps the pressure up without becoming noise. The honest caveats are real but narrow. There are no power-ups to collect mid-run, which strips away one of the classic tension loops of the genre. The runtime for a skilled player sits around three to four hours, though newcomers will accumulate much more time via repeated deaths before clearing all five stages cleanly. Content breadth is limited: unlockables amount to color palettes, remixed stages, and continue coins rather than anything that alters the core kit. Players looking for deep loadout variety or co-op will find nothing here. What they will find is a game that knows exactly what it is, cut to that shape, and left without excess. For anyone who has spent serious time with arcade-era vertical shooters, the craft here is immediately legible. The telegraphed bullet patterns, the precise hitboxes, the way a clean no-hit run feels genuinely earned rather than lucky. Pouderoux built something rare: a small game with no wasted space. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 8 or newer
- Memory
- 4 GB RAM
- Storage
- 750 MB available space
- Graphics
- GTX 750 or better
- Processor
- i3 @1.5ghz or potato equivalent
Reviews & Ratings
No ratings available
Game Info
- Developer
- Bullet Prince
- Publisher
- Bullet Prince
- Release Date
- Mar 4, 2025