Compare Steel Vampire prices across trusted key stores and find the best deal. Developed by Akiragoya. Published by Henteko Doujin. Released on 11/16/2018. Available on PC. Genres: Action, Casual, Indie.

A doujin vertical shooter that tells you to ram your massive warship directly into enemy faces, and somehow makes that feel like genius design rather than a bug.

I spent an embarrassing amount of time just staring at the opening menu of Steel Vampire, which presents exactly two options: Tutorial, and Very Hard. No Normal. No Easy. The audacity of that screen alone tells you everything about the spirit of this thing, and I mean that as a compliment. Akiragoya, the tiny doujin circle behind this, built the entire game around one counterintuitive idea: your ship does far more damage the closer it gets to enemies, and colliding with enemy craft does not hurt you at all. So the correct play is to dive headfirst into the chaos, park on top of your targets, and blast them off the screen before they fire. It sounds chaotic. It is chaotic. But it has an internal logic that reveals itself over repeated runs in a way that genuinely surprised me. The mechanical architecture here is denser than the casual tag on Steam suggests. You have a primary fire that keeps chip drops flowing, and a sub-weapon that slows your movement for harder bullet-dodging but cuts those same drops off. Your VoBurn bomb absorbs incoming bullets and deals burst damage, which is enormously satisfying, but using it lowers your rank. That rank, climbing automatically over time and spiked upward by red rank items and downward by green ones, governs enemy aggression and point multipliers simultaneously. Managing it becomes the real game inside the game. On top of that, Very Hard mode layers in an RPG-ish weapon drop system: defeated enemies can leave behind one of three weapon variants, including rare and legendary tiers, and grinding these out opens up meaningfully different builds. Six stages of four parts each might clock in fast, but the reward loops push you back in. The honest warning: the first two or three runs feel like being dropped into a blender. The ship hitbox is enormous by genre standards, there is no difficulty below Very Hard in the base flow, and accidentally picking up a red rank item at the wrong moment can spike the bullet density into territory that borders on unreasonable. Screen shake during heavy VoBurn use in the later loops is relentless and, as of this writing, cannot be toggled off. Players who want to graze enemy fire and dance through tight corridors of bullets, the way CAVE shooters invite you to, will find Steel Vampire resists that approach. This game wants aggression, not finesse. What keeps it lodged in my memory, though, is how cohesive the whole package feels for something this small. The soundtrack carries real energy without overstaying its welcome, and the pixel work on the enemy ships has a grim industrial texture that suits the absurd blood-sucking machine mythology perfectly. Akiragoya knows exactly what kind of game they made, and they committed to it. For players who want a shmup that rewards the kind of berserk close-quarters pressure normally only found in fighting games, Steel Vampire is quietly one of the more original entries in the doujin STG scene. Kai, Scout Team

Steel Vampire

Steel Vampire

Nov 16, 2018AkiragoyaHenteko Doujin
GamerScout Says

A doujin vertical shooter that tells you to ram your massive warship directly into enemy faces, and somehow makes that feel like genius design rather than a bug.

PC
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €3.24

GamerScout Verdict

Best for shmup players who want their comfort zone shattered by a doujin shooter with real mechanical depth under the madness.

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Price History

Historical low
€3.2422 Jun 2026
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€2.99€3.16€3.33€3.507 Jun18 Jun29 Jun10 Jul21 Jul
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Screenshots & Media

About Steel Vampire

I spent an embarrassing amount of time just staring at the opening menu of Steel Vampire, which presents exactly two options: Tutorial, and Very Hard. No Normal. No Easy. The audacity of that screen alone tells you everything about the spirit of this thing, and I mean that as a compliment. Akiragoya, the tiny doujin circle behind this, built the entire game around one counterintuitive idea: your ship does far more damage the closer it gets to enemies, and colliding with enemy craft does not hurt you at all. So the correct play is to dive headfirst into the chaos, park on top of your targets, and blast them off the screen before they fire. It sounds chaotic. It is chaotic. But it has an internal logic that reveals itself over repeated runs in a way that genuinely surprised me. The mechanical architecture here is denser than the casual tag on Steam suggests. You have a primary fire that keeps chip drops flowing, and a sub-weapon that slows your movement for harder bullet-dodging but cuts those same drops off. Your VoBurn bomb absorbs incoming bullets and deals burst damage, which is enormously satisfying, but using it lowers your rank. That rank, climbing automatically over time and spiked upward by red rank items and downward by green ones, governs enemy aggression and point multipliers simultaneously. Managing it becomes the real game inside the game. On top of that, Very Hard mode layers in an RPG-ish weapon drop system: defeated enemies can leave behind one of three weapon variants, including rare and legendary tiers, and grinding these out opens up meaningfully different builds. Six stages of four parts each might clock in fast, but the reward loops push you back in. The honest warning: the first two or three runs feel like being dropped into a blender. The ship hitbox is enormous by genre standards, there is no difficulty below Very Hard in the base flow, and accidentally picking up a red rank item at the wrong moment can spike the bullet density into territory that borders on unreasonable. Screen shake during heavy VoBurn use in the later loops is relentless and, as of this writing, cannot be toggled off. Players who want to graze enemy fire and dance through tight corridors of bullets, the way CAVE shooters invite you to, will find Steel Vampire resists that approach. This game wants aggression, not finesse. What keeps it lodged in my memory, though, is how cohesive the whole package feels for something this small. The soundtrack carries real energy without overstaying its welcome, and the pixel work on the enemy ships has a grim industrial texture that suits the absurd blood-sucking machine mythology perfectly. Akiragoya knows exactly what kind of game they made, and they committed to it. For players who want a shmup that rewards the kind of berserk close-quarters pressure normally only found in fighting games, Steel Vampire is quietly one of the more original entries in the doujin STG scene.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayercloud-savestier:sub-5Close-Range CombatRank ManagementWeapon DropsVoBurn BombDoujin STGReplayabilityAggressive PlaystyleScore AttackUpgrade Grind

System Requirements

Minimum

OS
Windows 7, 8, 8.1, 10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
Integrated Graphics Chip
Processor
Core i3 or more
Sound Card
Integrated Sound Chip

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Game Info

Developer
Akiragoya
Publisher
Henteko Doujin
Release Date
Nov 16, 2018

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Frequently asked questions about Steel Vampire

How much does Steel Vampire cost?

Steel Vampire pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Steel Vampire available on?

Steel Vampire is available on PC.

When was Steel Vampire released?

Steel Vampire was released on 16 November 2018.

Who developed Steel Vampire?

Steel Vampire was developed by Akiragoya and published by Henteko Doujin.