Compare Shutshimi prices across 50+ stores and find the best deal. Developed by Neon Deity Games. Published by Choice Provisions. Released on 8/25/2015. Available on PC, Mac, Linux. Genres: Action, Indie.

Ninety percent of Steam players who tried it gave it a thumbs up, and once you spend five minutes with its ten-second chaos loops, the math makes sense.

I opened Shutshimi expecting a throwaway shmup and lost an hour before I even remembered what I sat down to write. That pull is real, and it comes from a single elegant trick: every ten seconds of shooting stops, the game drops three mystery items in front of you, gives you a handful of seconds to choose, and then throws you straight back into the aquatic mayhem with whatever you just grabbed actively reshaping the experience. Weapons shift from a basic water-blast gun to rapid-fire lasers, cannonballs that arc downward, or a close-range shotgun with almost no reach. Hats layer on what the game lovingly calls "Hattributes" - a cat perched on your head that you can hurl at enemies, a fishbowl that absorbs hits like a shield, or a cosmetic wig that wraps your fish in cartoon flames. The absurdist texture here is genuinely funny in a way that earns it rather than demands it. Snorkel-wearing bears, sharks with sunglasses, cats piloting submarines, sentient rear-ends surfing across the screen - the enemy roster reads like a fever dream and the 8-bit sprite work and rotating chiptune tracks, each cut to exactly ten seconds, somehow match that same unhinged frequency perfectly. The core game mode pits you against endless waves of aquatic enemies, broken up by boss encounters that demand sustained pressure across multiple visits since the timer doesn't pause for them. There is also a boss rush mode with a single life on the line, and local co-op for up to four players which adds multiplayer-exclusive modifiers - tethers that yank everyone together, magnetic repulsion, and items that bounce players apart on contact. Co-op is where the chaos peaks in the best way, and several critics noted that the whole experience reads significantly more generously with a second player in the room. That said, the honest picture has friction in it. The item pool numbers around thirty or so upgrades, and once you recognise the icons the mystery shrinks fast. Some items are genuinely punishing - doubled game speed, inverted controls, screen rotation - and a few players find that the randomised shuffle starts to feel like a fixed lottery once the novelty fades. The difficulty curve is gentle enough that a focused player can outpace it quickly, and the solo experience carries a ceiling that a dedicated shmup audience will hit within a few hours. The content that lives past that ceiling is mostly leaderboard chasing and hat collection across the forty-six available, which is either exactly what you want or exactly nothing, depending on who you are. For the audience that clicks with it though, the handcraft shows through the small things. The item descriptions are layered with jokes. The Warioware-style rhythm of shooting and choosing creates a genuine cognitive split that keeps the brain buzzing even when the hands know what they're doing. The whole game knows what it is, aims precisely at that target, and hits it cleanly. For anyone who wants something to drop a couch session into, something that runs on pure absurdist momentum without asking for narrative investment or a long onboarding ramp, Shutshimi delivers that in a tight, polished package that originally surfaced on Xbox Live Indie Games before Choice Provisions helped bring it to wider platforms. Kai, Scout Team

Shutshimi
ActionIndie

Shutshimi

Aug 25, 2015Neon Deity GamesChoice Provisions
GamerScout Says

Ninety percent of Steam players who tried it gave it a thumbs up, and once you spend five minutes with its ten-second chaos loops, the math makes sense.

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About Shutshimi

I opened Shutshimi expecting a throwaway shmup and lost an hour before I even remembered what I sat down to write. That pull is real, and it comes from a single elegant trick: every ten seconds of shooting stops, the game drops three mystery items in front of you, gives you a handful of seconds to choose, and then throws you straight back into the aquatic mayhem with whatever you just grabbed actively reshaping the experience. Weapons shift from a basic water-blast gun to rapid-fire lasers, cannonballs that arc downward, or a close-range shotgun with almost no reach. Hats layer on what the game lovingly calls "Hattributes" - a cat perched on your head that you can hurl at enemies, a fishbowl that absorbs hits like a shield, or a cosmetic wig that wraps your fish in cartoon flames. The absurdist texture here is genuinely funny in a way that earns it rather than demands it. Snorkel-wearing bears, sharks with sunglasses, cats piloting submarines, sentient rear-ends surfing across the screen - the enemy roster reads like a fever dream and the 8-bit sprite work and rotating chiptune tracks, each cut to exactly ten seconds, somehow match that same unhinged frequency perfectly. The core game mode pits you against endless waves of aquatic enemies, broken up by boss encounters that demand sustained pressure across multiple visits since the timer doesn't pause for them. There is also a boss rush mode with a single life on the line, and local co-op for up to four players which adds multiplayer-exclusive modifiers - tethers that yank everyone together, magnetic repulsion, and items that bounce players apart on contact. Co-op is where the chaos peaks in the best way, and several critics noted that the whole experience reads significantly more generously with a second player in the room. That said, the honest picture has friction in it. The item pool numbers around thirty or so upgrades, and once you recognise the icons the mystery shrinks fast. Some items are genuinely punishing - doubled game speed, inverted controls, screen rotation - and a few players find that the randomised shuffle starts to feel like a fixed lottery once the novelty fades. The difficulty curve is gentle enough that a focused player can outpace it quickly, and the solo experience carries a ceiling that a dedicated shmup audience will hit within a few hours. The content that lives past that ceiling is mostly leaderboard chasing and hat collection across the forty-six available, which is either exactly what you want or exactly nothing, depending on who you are. For the audience that clicks with it though, the handcraft shows through the small things. The item descriptions are layered with jokes. The Warioware-style rhythm of shooting and choosing creates a genuine cognitive split that keeps the brain buzzing even when the hands know what they're doing. The whole game knows what it is, aims precisely at that target, and hits it cleanly. For anyone who wants something to drop a couch session into, something that runs on pure absurdist momentum without asking for narrative investment or a long onboarding ramp, Shutshimi delivers that in a tight, polished package that originally surfaced on Xbox Live Indie Games before Choice Provisions helped bring it to wider platforms. Kai, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-510-Second BurstsRoguelite UpgradesCouch Co-opChiptune SoundtrackAbsurdist HumorScore ChasingWarioWare-style4-Player Local

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows XP or newer
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
200 MB available space
Graphics
DX9/Shader model 2.0 required
Additional Notes
Anything since 2007 should be fine

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Reviews & Ratings

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Game Info

Developer
Neon Deity Games
Publisher
Choice Provisions
Release Date
Aug 25, 2015

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What platforms is Shutshimi available on?

Shutshimi is available on PC, Mac, Linux.

When was Shutshimi released?

Shutshimi was released on 25 August 2015.

Who developed Shutshimi?

Shutshimi was developed by Neon Deity Games and published by Choice Provisions.