Compare Retro/Grade prices across 50+ stores and find the best deal. Developed by 24 Caret Games. Published by 24 Caret Games. Released on 3/20/2013. Available on PC. Genres: Action, Indie.

Forget Guitar Hero fatigue: Retro/Grade turns the shmup formula inside-out and makes you un-shoot your way through a space battle set to an original electronica soundtrack worth bobbing your head to.

I keep coming back to the ones that feel like someone bet their savings on a single weird idea, polished it until it glowed, and released it into a market that mostly ignored it. Retro/Grade is exactly that kind of game, and it deserves far more attention than its obscure Steam presence suggests. The core conceit is so specific it almost sounds like a joke: pilot Rick Rocket has just won a space battle, and then a temporal anomaly yanks the universe backwards. Now you have to undo everything he did, flying right-to-left through the same ten levels in reverse, "un-firing" weapons back into your ship's cannon in sync with the music. Color-coded bullets stream toward you across two to five lanes depending on difficulty, and you reabsorb them on the beat, exactly like catching notes in Guitar Hero or Rock Band. But unlike those games, you are simultaneously dodging enemy attacks coming from the left, attacks that Rick already successfully evaded the first time through. That dual-threat layer, rhythm precision on one axis and spatial evasion on the other, is what elevates the concept from novelty to something genuinely demanding at higher difficulty settings. The soundtrack by Skyler McGlothlin is the quiet star of the show. Over fifty minutes of original electronica, and every element of each level reacts to whatever track is playing: buildings pulse, Rick bobs in his cockpit, enemies reconstruct themselves as you fly backwards past their wreckage. It is the kind of audiovisual handcraft that takes years to tune properly, and it shows. The presentation is flashy and colorful in a way that occasionally makes it hard to read the screen at higher speeds, which is a real friction point. On the upper difficulties, parsing your own bullet lanes from the enemy hazard patterns can feel chaotic, and the rewind mechanic (the Retro/Rocket, which lets you push time forward to correct missed cues) helps but does not fully soften that wall. The honest caveat is length. The ten-level campaign takes roughly an hour on a first clear. What sustains it is the structure around that campaign: six difficulty settings, over 130 challenge missions that remix levels with conditions like speed increases or power-up bans, online leaderboards, and dozens of unlockable ships including some delightful indie game cameos. The challenge mode is where the real mileage lives, though players who find the ten tracks repetitive will hit a ceiling before they finish everything the game offers. That is a legitimate criticism, not a dealbreaker, but it is worth knowing before you commit. For a game that took four years to build and was essentially carried to completion by one developer working brutal hours, the technical care underneath is startling: rock-solid 60fps across a wide range of resolutions, dynamic lighting, procedural animations, and full support for guitar controllers if you happen to have one from the Rock Band era gathering dust. The guitar mapping transforms the lane-switching into something instinctive and physical, and it is one of the more creative uses of that peripheral anyone has come up with. Standard gamepad and keyboard both work well, though keyboard users may actually have a slight edge on fast lane-switching at high difficulty. Retro/Grade sits in that rare category of indie games where the concept, the execution, and the craft are all pulling in the same direction. It is not a long game, and the track count will wear on you if you are chasing completion. But for anyone who loves rhythm games, shmup aesthetics, or just wants to see what genuine obsessive care looks like in a small production, this one earns the time. Kai, Scout Team

Retro/Grade
ActionIndie

Retro/Grade

Mar 20, 201324 Caret Games
GamerScout Says

Forget Guitar Hero fatigue: Retro/Grade turns the shmup formula inside-out and makes you un-shoot your way through a space battle set to an original electronica soundtrack worth bobbing your head to.

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Screenshots & Media

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About Retro/Grade

I keep coming back to the ones that feel like someone bet their savings on a single weird idea, polished it until it glowed, and released it into a market that mostly ignored it. Retro/Grade is exactly that kind of game, and it deserves far more attention than its obscure Steam presence suggests. The core conceit is so specific it almost sounds like a joke: pilot Rick Rocket has just won a space battle, and then a temporal anomaly yanks the universe backwards. Now you have to undo everything he did, flying right-to-left through the same ten levels in reverse, "un-firing" weapons back into your ship's cannon in sync with the music. Color-coded bullets stream toward you across two to five lanes depending on difficulty, and you reabsorb them on the beat, exactly like catching notes in Guitar Hero or Rock Band. But unlike those games, you are simultaneously dodging enemy attacks coming from the left, attacks that Rick already successfully evaded the first time through. That dual-threat layer, rhythm precision on one axis and spatial evasion on the other, is what elevates the concept from novelty to something genuinely demanding at higher difficulty settings. The soundtrack by Skyler McGlothlin is the quiet star of the show. Over fifty minutes of original electronica, and every element of each level reacts to whatever track is playing: buildings pulse, Rick bobs in his cockpit, enemies reconstruct themselves as you fly backwards past their wreckage. It is the kind of audiovisual handcraft that takes years to tune properly, and it shows. The presentation is flashy and colorful in a way that occasionally makes it hard to read the screen at higher speeds, which is a real friction point. On the upper difficulties, parsing your own bullet lanes from the enemy hazard patterns can feel chaotic, and the rewind mechanic (the Retro/Rocket, which lets you push time forward to correct missed cues) helps but does not fully soften that wall. The honest caveat is length. The ten-level campaign takes roughly an hour on a first clear. What sustains it is the structure around that campaign: six difficulty settings, over 130 challenge missions that remix levels with conditions like speed increases or power-up bans, online leaderboards, and dozens of unlockable ships including some delightful indie game cameos. The challenge mode is where the real mileage lives, though players who find the ten tracks repetitive will hit a ceiling before they finish everything the game offers. That is a legitimate criticism, not a dealbreaker, but it is worth knowing before you commit. For a game that took four years to build and was essentially carried to completion by one developer working brutal hours, the technical care underneath is startling: rock-solid 60fps across a wide range of resolutions, dynamic lighting, procedural animations, and full support for guitar controllers if you happen to have one from the Rock Band era gathering dust. The guitar mapping transforms the lane-switching into something instinctive and physical, and it is one of the more creative uses of that peripheral anyone has come up with. Standard gamepad and keyboard both work well, though keyboard users may actually have a slight edge on fast lane-switching at high difficulty. Retro/Grade sits in that rare category of indie games where the concept, the execution, and the craft are all pulling in the same direction. It is not a long game, and the track count will wear on you if you are chasing completion. But for anyone who loves rhythm games, shmup aesthetics, or just wants to see what genuine obsessive care looks like in a small production, this one earns the time. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Rhythm-Shooter HybridGuitar Controller SupportReverse MechanicsLane-Based GameplayScore AttackChallenge ModeOriginal SoundtrackSingle-DeveloperElectronica OST

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 9 ProtonDB community reports.

System Requirements

Minimum

OS
Windows XP SP2, Vista, Windows 7, or Windows 8
Sound
Windows compatible
Memory
2 GB RAM
Graphics
NVIDIA 8000 series
DirectX®
9.0c
Processor
2.0+ GHz or better (dual core recommended)
Hard Drive
300 MB HD space

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Reviews & Ratings

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Game Info

Developer
24 Caret Games
Publisher
24 Caret Games
Release Date
Mar 20, 2013

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Where can I buy Retro/Grade cheapest?

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What platforms is Retro/Grade available on?

Retro/Grade is available on PC.

When was Retro/Grade released?

Retro/Grade was released on 20 March 2013.

Who developed Retro/Grade?

Retro/Grade was developed by 24 Caret Games.