
Silver Bullet
Van Helsing versus a puppy-napping vampire: the premise is absurd, the Cabal-style shooting underneath it is stone-cold serious. One for score-chasers who still dream in quarters.
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About Silver Bullet
I have a soft spot for the kind of game that fits its entire soul into a single fixed screen, and Silver Bullet from 1CC Games earns that affection fast. It plants you behind Van Helsing on a side-scrolling gallery stage, waves of bats, ghosts, spiders, and zombies pouring in from all directions, and then quietly informs you that you cannot move and fire at the same time. That one rule, borrowed directly from the Cabal and Wild Guns lineage, is what separates the curious from the committed. The opening stage eases you in, but the difficulty curve sharpens quickly: Van Helsing takes a single hit before losing a life, and only three continues stand between you and a restart. Learning each screen's enemy patterns stops being optional within the first world. The mechanics layered on top of that core tension are surprisingly rich for a game this compact. Van Helsing carries a crossbow by default but can pick up a spread shot, a shotgun, and a rocket launcher as they appear at fixed points during stages. A dash doubles as a ground-level parry against close enemies, and a stationary parry deflects incoming projectiles when timed well. The real texture, though, comes from Silver, your loyal bloodhound, who can be launched at enemies as a special attack. Enemies caught in Silver's path convert into score items, and the quality of those items scales with your active accuracy meter, turning the canine special into a high-stakes investment: fire it when your meter is high and enemies drop gems; misfire on a screen of scattered shots and you collect candy. It is an elegant little feedback loop that rewards the disciplined. The stages themselves range from a haunted mansion opener to fog-shrouded graveyards, an eerie ghost train, dusty pyramids, and a final graveyard packed with Thriller-referencing zombie enemies. Macabre bonus mini-games break up the shooting at regular intervals, and a skeletal shopkeeper between stages lets you spend collected gold coins on power-ups like the Bullseye, which steepens both the accuracy gain and loss curve, or the Dogenstein, which lets you summon Silver twice per special bar fill. These shop decisions carry real weight in later stages. A separate unlockable Terror Blocks mode, a falling-block puzzle with a shooting twist, extends the game's life beyond the main run and gets its own online leaderboard alongside the arcade mode's global rankings. The presentation is quietly stunning for a one-person-studio-scale release. The pixel art reads like a Halloween cartoon, colorful and clean against dark backdrops, cartoonish rather than grim. The soundtrack runs through a YM2612 chip synthesizer, meaning the spooky synth-pop bops carry that warm, slightly-buzzy 16-bit timbre you cannot fake with a modern VST. One stage remixes Bach's Toccata and Fugue in D minor, and it works, both as a knowing nod to old arcade DNA and as a genuinely good piece of game music. Sound effects, from the percussion of rapid crossbow fire to the off-screen ghastly cackle warning you of an imminent flank, do a lot of atmospheric work. The one genuine friction point reviewers have flagged is the control scheme tension: twin-stick aiming offers more precision but conflicts with the accuracy meter's design, which was built around the classic single-stick method. Switching between the two mid-session creates a mental overhead that purists may find irritating, and players who prefer modern twin-stick comfort should expect a period of recalibration before the scoring system clicks. Casual players who bounce off the difficulty spike past stage two will not find much scaffolding. Silver Bullet is unapologetically a score-attack game first and a casual spooky romp second. If you come for the premise and stay for the leaderboard, it will treat you very well. If you want a horror game you can switch off your brain to, look elsewhere. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7, 8 or 10
- Memory
- 1 GB RAM
- DirectX
- Version 11
- Network
- Broadband Internet connection
- Storage
- 100 MB available space
- Graphics
- 512 MB VRAM
- Processor
- 2.5 GHz Dual Core
Reviews & Ratings
No ratings available
Game Info
- Developer
- 1CC Games
- Publisher
- Flynn's Arcade
- Release Date
- Oct 30, 2025