Uncut
Curated by taste and lineage

Every hit feeds the same gauge. Spend it all in one Burst, and the whole screen of bullets is simply gone.

A side-scrolling shoot 'em up developed by Bikkuri Software, a four-person doujin circle out of Osaka working on it around their day jobs, and published by Henteko Doujin and Sanuk Inc. Two rival pilots, Shizuku and Akane, fly the Revolgear fighters Pheasant and Dove against an invading force called Xeno, building a shared energy gauge, the Megabit System, through a boomerang-style Bit Shoot that grabs energy and items at range, then spending every point of it at once in a Burst that erases the bullets on screen and slams a finishing hit into whatever survives. Its creator, Nekobi Shirogane, named Taito's 1996 arcade shooter RayStorm a 'decisive influence' in a solo interview with Tech-Gaming, and separately credited DoDonPachi II's energy mode as the direct model for that gauge, an evolution of the grazing system the studio first built in Graze Counter GM. Seven stages across four difficulties, a 30-stage mission mode, more than 2,000 equipment combinations, six endings, and local co-op fill it out, alongside the bonus game God of Cats. It is Very Positive at 98 percent over 129 reviews, and while outlets from Tech-Gaming to GameRant have already reviewed it, only about a third of those reviews are in English so far.

Published 2026-07-11

01First, the one feeling

02Who this is for (and who it is not)

For you

  • You want a developer-confirmed heir to Taito's RayStorm and to DoDonPachi II's energy-gauge design, built by a four-person doujin circle around a single gauge you can hoard for damage or dump for survival
  • You want deep build variety with a story to match: two playable pilots, seven stages across four difficulties, a 30-stage mission mode, more than 2,000 equipment combinations, six endings, and local co-op, plus the bonus game God of Cats
  • You want to catch a small Japanese doujin circle's release while the wider West is still only starting to notice it: Very Positive at 98 percent over 129 reviews, already praised by Tech-Gaming, DualShockers, and Video Chums among others

Not for you

  • You want a slow, careful shooter you dodge by hand; the Megabit System is built around the gamble of when to spend the whole gauge at once, and it is a paid, fully launched title, not free and not in Early Access, with no AI-generated assets and nothing sexual by Steam's own descriptors
  • You want a game the West has never touched at all; Tech-Gaming, DualShockers, Video Chums, WayTooManyGames, Game Critix, Gazettely, Co-Optimus, and GameRant have all already covered it, so calling it fully undiscovered would not be honest. What is true is that only about 34.1 percent of its 129 reviews are in English so far, and most of its support still reads Japanese

03The roots of this taste

98% positiveonly 129 reviews — yet almost no one has found it

Revolgear Zero Buried gem

A side-scrolling shoot 'em up in which two rival pilots, Shizuku and Akane, fly the Revolgear-class fighters Pheasant and Dove to defend their home world from an invading force called Xeno, developed by the four-person Osaka doujin circle Bikkuri Software and published by Henteko Doujin and Sanuk Inc. Its core is what the developer calls the Megabit System: a boomerang-style Bit Shoot throws an orb out to scoop up energy and dropped items at range instead of flying in for them, and once that shared gauge fills, Burst spends every point of it at once to erase the enemy bullets already on screen and slam a heavy hit into whatever is still standing, a system its creator, who goes by Nekobi Shirogane, built as an evolution of the grazing system from the studio's earlier Graze Counter GM. In a solo interview with Tech-Gaming, Shirogane named Taito's 1996 arcade shooter RayStorm a 'decisive influence' on the game, and separately credited the energy mode of DoDonPachi II as the direct model for the Megabit System's own gauge. Two playable pilots, seven stages across four difficulty levels, a 30-stage mission mode, more than 2,000 equipment combinations, six possible endings, and local co-op play round it out, alongside a mystery bonus game, God of Cats; the four-person team, all working other jobs, built it in sessions of roughly two to three hours a day. Per Steam's own listing it released February 18, 2026 (some Japanese outlets, including 4Gamer and Famitsu, list a release date of February 19, a one-day gap we note here rather than resolve outright), and it sits at Very Positive, 98 percent, per Steam's own store page (127 of 129 reviews positive per Steam's review API). It is voiced entirely in Japanese, with English, Simplified Chinese, and Traditional Chinese available as text; a paid title at ¥1,480 in Japan, not free, fully launched and not in Early Access, with no AI-generated assets and, per Steam's own content descriptors, nothing sexual (ids: none, notes: none). Outlets including Tech-Gaming (91/100), DualShockers (8/10), Video Chums (4/5), WayTooManyGames, Game Critix, Gazettely, Co-Optimus, and GameRant have already reviewed it, yet only about 44 of its 129 reviews, roughly 34.1 percent, are in English so far, so this reads less as a game the West has never touched and more as a small one a slice of its indie shmup audience has already quietly found.

Give it your first pass

RayStorm The origin

The influence Bikkuri Software's own developer names directly: RayStorm, a vertically scrolling shoot 'em up developed and published by Taito, which powered up Japanese arcades in 1996 as the sequel to RayForce. Rendered with 3D polygon enemies over scrolling backgrounds, it is best known for its lock-on laser, holding a button to paint a reticle across several enemies at once and releasing it to fire a spread of homing lasers that erases them in a single strike. The 1996 arcade original has no standalone Steam release; its only current PC form is Ray'z Arcade Chronology, a 2023 collection developed by M2 Co., Ltd. and published by Taito that gathers RayStorm with RayForce and RayCrisis in HD. In a solo interview with Tech-Gaming, Bikkuri Software's Nekobi Shirogane named RayStorm a 'decisive influence' on Revolgear Zero, and separately credited DoDonPachi II: Bee Storm, developed not by the series' usual studio Cave but by IGS, for its energy mode as the direct model for the Megabit System, the gauge-driven burst that Revolgear Zero builds its whole design around.

Give it your first pass

04Make this gem shine

If it speaks to you, check it on Steam and give it your first pass. Your push is what makes a buried gem shine.

See it on Steam

05The bloodline of this taste