Rym 9000
A one-person hyperstyle shooter soaked in anime-apocalypse energy, built for players who want raw sensory overload over gentle onboarding.
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About Rym 9000
Rym 9000 is a vertical bullet-hell shooter made almost entirely by one person, Sonoshee, with a soundtrack from Roex. The pitch is simple and honest: a treasure-hunting run to the Moon, wrapped in the visual language of Akira and Neon Genesis Evangelion, filtered through the lo-fi charm of Guxt. That lineage matters. This is not a polished AAA homage to retro shooters. It is something weirder, more personal, and genuinely harder to categorize. The moment you boot it, the aesthetic does most of the talking. Chunky neon pixels, brutal screen flash, and a soundtrack that hits like industrial synth being fed through a dying arcade cabinet. Roex's compositions are the kind of music that makes the gameplay feel faster than it actually is, which is useful, because the game is already fast. Enemies swarm in dense, angular formations. Projectile patterns get thick quickly. The experience is intentionally overwhelming, styled to "make your eyes and ears bleed" in the developer's own words, and that is not hyperbole so much as accurate product description. What works: the visual and audio cohesion is remarkable for a solo project. There is a clear artistic vision here, and it is followed through with real commitment. The shooter mechanics are tight enough that when you die, which you will, you almost always know why. That feedback loop is important in a genre where cheap deaths kill momentum. The Moon-chase narrative framing is light but gives the chaos a faint sense of purpose, which is all it needs to be. What does not work as well: Rym 9000 is short and relentlessly niche. The mixed review score (roughly 71 percent positive across a small sample) reflects a real split between players who locked into its frequency and those who bounced off the intentional abrasiveness. There is almost no mechanical tutorial, no difficulty curve that holds your hand, and the deliberate sensory assault will be genuinely unpleasant for some people. This is a game that assumes you already love the genre and the aesthetic. If you need either of those things explained to you, the opening minutes will feel hostile. For the right player, though, there is something quietly special about experiencing this level of single-creator intensity. The handcraft is visible in every pixel cluster and every synth hit. Sonoshee made something that could only have come from a very specific set of obsessions, and that specificity is the whole point. It is a short game and it knows it. When the credits roll, nothing feels padded or overstayed. Kai, Scout Team
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Game Info
- Developer
- Sonoshee
- Publisher
- Sonoshee
- Release Date
- Jan 15, 2018