Compare Nordenfelt prices across 50+ stores and find the best deal. Developed by Black Golem. Published by Black Golem. Released on 1/14/2016. Available on PC. Genres: Action, Indie.

A one-person steampunk shmup built with real craft and real teeth - gorgeous Victorian iron sky, punishing bullet patterns, and an equipment system that rewards the obsessive.

I have a soft spot for small games that nobody writes about, and Nordenfelt is exactly that kind of overlooked thing. It is a vertical scrolling shoot-'em-up from a solo developer at Black Golem, set in an alternative-history world where Victorian engineering never gave way to anything cleaner or quieter. The aesthetic is sincere: riveted mechanical behemoths scroll in from the top, your Gatling-armed airship hugs the bottom of a portrait-orientation play field, and the whole thing carries the honest handcraft feel of one person building something they genuinely wanted to play. Mechanically, the bones are classic arcade shmup. Enemies arrive from above, both grounded units and airborne attackers, and they tend to fire in dense, synchronized volleys that leave very little breathing room on screen. The primary weapon upgrades through blue orb pickups, and a secondary weapon system shares the same power meter, so there is a real tension in deciding when to spend that resource. Bosses follow the genre tradition of multi-phase bullet storms, transforming as their health bars drain. The non-linear level structure lets you tackle stages in your preferred order, which matters because certain enemy types are immune to your primary weapon, nudging you to unlock the right equipment before re-approaching a stubborn stage. That equipment-unlock loop, earned after each completed level, is the game's most interesting design idea and the thing that separates it from a pure arcade throwback. Here is where honesty is owed, though. The difficulty curve has been described, even in the limited critical coverage that exists, as punishing to the point of alienation. The screen fills with hostile projectiles almost immediately, and the game offers little scaffolding for players still learning the genre. Bullets are at least highly visible against the backgrounds, but enemy units can disappear behind thick smoke effects, which is a frustration that compounds rather than adds to the challenge. The voice samples tied to power-up events are muddy enough that they register more as noise than feedback. Colors read as somewhat muted overall, which in a genre where reading the play field fast is life or death, is a legitimate concern. What Nordenfelt gets right is the sense of weight behind the world. The rank system dynamically increases difficulty as you play better, meaning skilled players are never coasting, and the bullet-grazing mechanic rewards those willing to thread their ship through tight gaps for higher scores. That is a genuinely respectful nod to the hardcore shmup community, the players who grew up treating one-credit clears as a form of meditation. For that audience, Nordenfelt has real legs. For casual fans or genre newcomers, the lack of a continue system and the instant screen saturation will feel less like a difficulty setting and more like a locked door. This is a small, quietly determined game with a clear vision and a narrower audience than its price might imply. Approach it the way you would any demanding arcade title: with patience, a willingness to memorize patterns, and an appreciation for a solo developer who cared enough to build an equipment tree into what could have been a very simple shooter. Kai, Scout Team

Nordenfelt
ActionIndie

Nordenfelt

Jan 14, 2016Black Golem
GamerScout Says

A one-person steampunk shmup built with real craft and real teeth - gorgeous Victorian iron sky, punishing bullet patterns, and an equipment system that rewards the obsessive.

PC
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Screenshots & Media

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About Nordenfelt

I have a soft spot for small games that nobody writes about, and Nordenfelt is exactly that kind of overlooked thing. It is a vertical scrolling shoot-'em-up from a solo developer at Black Golem, set in an alternative-history world where Victorian engineering never gave way to anything cleaner or quieter. The aesthetic is sincere: riveted mechanical behemoths scroll in from the top, your Gatling-armed airship hugs the bottom of a portrait-orientation play field, and the whole thing carries the honest handcraft feel of one person building something they genuinely wanted to play. Mechanically, the bones are classic arcade shmup. Enemies arrive from above, both grounded units and airborne attackers, and they tend to fire in dense, synchronized volleys that leave very little breathing room on screen. The primary weapon upgrades through blue orb pickups, and a secondary weapon system shares the same power meter, so there is a real tension in deciding when to spend that resource. Bosses follow the genre tradition of multi-phase bullet storms, transforming as their health bars drain. The non-linear level structure lets you tackle stages in your preferred order, which matters because certain enemy types are immune to your primary weapon, nudging you to unlock the right equipment before re-approaching a stubborn stage. That equipment-unlock loop, earned after each completed level, is the game's most interesting design idea and the thing that separates it from a pure arcade throwback. Here is where honesty is owed, though. The difficulty curve has been described, even in the limited critical coverage that exists, as punishing to the point of alienation. The screen fills with hostile projectiles almost immediately, and the game offers little scaffolding for players still learning the genre. Bullets are at least highly visible against the backgrounds, but enemy units can disappear behind thick smoke effects, which is a frustration that compounds rather than adds to the challenge. The voice samples tied to power-up events are muddy enough that they register more as noise than feedback. Colors read as somewhat muted overall, which in a genre where reading the play field fast is life or death, is a legitimate concern. What Nordenfelt gets right is the sense of weight behind the world. The rank system dynamically increases difficulty as you play better, meaning skilled players are never coasting, and the bullet-grazing mechanic rewards those willing to thread their ship through tight gaps for higher scores. That is a genuinely respectful nod to the hardcore shmup community, the players who grew up treating one-credit clears as a form of meditation. For that audience, Nordenfelt has real legs. For casual fans or genre newcomers, the lack of a continue system and the instant screen saturation will feel less like a difficulty setting and more like a locked door. This is a small, quietly determined game with a clear vision and a narrower audience than its price might imply. Approach it the way you would any demanding arcade title: with patience, a willingness to memorize patterns, and an appreciation for a solo developer who cared enough to build an equipment tree into what could have been a very simple shooter. Kai, Scout Team

Tags

singleplayerachievementstier:sub-5Bullet HellVertical ShooterEquipment UnlockRank SystemBullet GrazingScore AttackNon-Linear LevelsSteampunk AestheticSolo Dev

System Requirements

Minimum

OS
Windows 7
Memory
1500 MB RAM
Storage
100 MB available space
Graphics
OpenGL 2 and 200MB GPU RAM should work
Processor
1,5 GHz single core
Additional Notes
Microsoft Visual C++ 2015 Redistributable needs to be installed

Recommended

OS
Windows 7
Memory
2 GB RAM
Storage
100 MB available space
Graphics
OpenGL 2 and 200MB GPU RAM should work
Processor
2 GHz dual core
Additional Notes
Microsoft Visual C++ 2015 Redistributable needs to be installed

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Game Info

Developer
Black Golem
Publisher
Black Golem
Release Date
Jan 14, 2016

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Where can I buy Nordenfelt cheapest?

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What platforms is Nordenfelt available on?

Nordenfelt is available on PC.

When was Nordenfelt released?

Nordenfelt was released on 14 January 2016.

Who developed Nordenfelt?

Nordenfelt was developed by Black Golem.