

DARIUSBURST Chronicle Saviours
Pyramid · 2015 · Shoot 'Em Up, Arcade, Action, Great Soundtrack, Side Scroller
PC
Very Positive83% · 71680Metacritic
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About DARIUSBURST Chronicle Saviours
✦ AI summary
Blast through massive alien sea-monsters across 3000+ branching stages in this arcade-style shooter packed with classic Darius content plus an all-new story mode spanning the series' entire history. Choose from 9 unique ships with distinct playstyles, tackle over 40 epic bosses, and compete on global leaderboards with up to 4-player co-op and support for ultra-wide displays up to 3440x1440.
WARNING!! DARIUSBURST Chronicle Saviours is approaching fast!
DARIUSBURST Chronicle Saviours is the latest installment in Taito's DARIUS series of arcade-style shooting games. Blast hordes of alien sea-monsters, and blaze your own trail through branching environments.
Features:
- The richest content in the Darius series: all the arcade content from Another Chronicle EX (AC), plus the all-new Chronicle Saviours (CS) Mode.
- In AC Mode, you have multiple modes: Original, Original EX, and Chronicle Mode. Original Mode is an authentic recreation of the arcade campaign with its branching levels. Original EX mode is a harder version of the arcade campaign, designed for players that want an extra challenge.
- Chronicle Mode includes a whopping 3000+ stages that can be unlocked by global players. Each time a world is unlocked by a player on your cabinet*, you get access to it too. Race to save them all!
- CS Mode is a single player story mode with 200+ stages, spanning the entire timeline of DARIUS history. Revisit classic Darius ships and music in this ultimate fan experience!
- 9 playable ships to choose from, including Silver Hawk variants from classic Darius games, and a new CS-exclusive ship. Some ships are equipped with powerful Burst weapons, while others have strong base firepower. Pick the playstyle that suits you best, and use your ship’s unique strengths and weaknesses to blast through your enemies.
- Over 40 enormous aquatic-themed battleships including series favorites like "Great Thing" and "Iron Fossil" as well as new CS-exclusive bosses.
- A haunting and memorable Zuntata soundtrack, including classic tracks and entirely new compositions. Play it loud for the full Darius experience!
- Up to 4-player local co-op with unique mechanics like sharable power-ups and Burst weapon combos.
- Graphical settings for a variety of resolutions in 16:9 and 32:9 aspect ratios—up to 3440 x 1440 resolution.
- AC Mode supports dual monitors with a 32:9 aspect ratio, and up to 6880 x 1440 resolution. The 32:9 aspect ratio appears letterboxed on single-screen displays to preserve the appearance of the original game. CS Mode is optimized for single-monitor displays to give a larger picture. No matter what your setup, DARIUSBURST CS is a truly massive visual experience!
- Steam achievements, online leaderboards, and cloud backup saves are supported. Compete to see who can get the best score in each area!
For additional information about Darius lore, game modes, ship types, and more, please visit the Darius website at: http://darius.jp/dbcs/en/
*Here's how the cabinet feature works; when you begin playing DARIUSBURST CS, you'll be assigned a random virtual cabinet. As you complete areas in Chronicle Mode, you'll liberate planets and unlock new areas. Whenever you liberate a world, it will also be unlocked and shared with other players that are in the same cabinet. Compete with other players to see who can clear the most worlds, or see who can get the highest score in each world. It's like a miniature universe that you share with other players!
DLC & expansions
🎁 Complete the collection
Base game + 16 of 16 DLC at today's best prices.
$55.33
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What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
had the game for years. bought off of nostalgia. can barely be bothered to hit 43 hrs so far? the level design is poor. beyond being repetative it comes down to just memorising the "correct" way to beat them, it hardly feels like bullet hell when the only way your succeeding is watching a guide that you timed to 2 seconds in advance so you know where your supposed to be.1 found this helpful
Would not render in the 3D assets, refunded.
Beautiful game. Works on Steam Deck. Some translations in English are missing or wrong.
I love this game. There's so much charm and polish to it. Everything is very well executed. If you're a fan of classic arcade shooters I wouldn't think twice before purchasing this. You'll love it. The design of certain stages reminds me a lot of SQUARE's legendary PSX title, EINHANDER. The only major downside is the cost. It should be more affordable, and this should hold especially true for the DLC. I would like to give props to TAITO's ZUNTATA. They have done a fantastic job with the audio design and soundtrack. They are masters of their craft, takumi, even.
Excellent game, great gameplay and boss fights, suitable for relaxation, but also a challenge... and maybe it's a secret sequel to DREDGE, or not.
✍️ A Theory of Shmup Evolution By: Joseph Salomonsen Gradius → R‑Type → Darius → Toaplan → Cave / Treasure / G.rev 🟨 Foundations — Designed Space Gradius (Konami, 1985) The origin of control: resource systems, checkpoints, and authored space. The player shapes their ship to survive the level. R‑Type (Irem, 1987) The Force system: space becomes weaponized. A slow, methodical philosophy—positioning over reflex. Darius (Taito, 1987) Branching structure and spectacle. The first step toward non-linear shmup identity. 🟥 Line 1 — Density → Pattern → Bullet Hell (Toaplan → Cave) Twin Cobra (Toaplan, 1987) The definitive military shooter. Discipline, routing, survival. (my personal fave) Truxton / Tatsujin (Toaplan, 1988) The birth of the “Mega-Bomb” aesthetic—power as expression. Batsugun (Toaplan, 1993) The bridge to Bullet Hell. Density begins to dominate space. DoDonPachi (Cave, 1997) The system is complete. Patterns become language. Mushihimesama (Cave, 2004) The organic extreme. Bullets form ecosystems, not just obstacles. Deathsmiles (Cave, 2007) A divergence: horizontal design fused with atmosphere. Bullet hell becomes mood, not just system. 🟩 Line 2 …
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