BULLETHELL
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“How quick can a top-down shooter be before breaking the gameplay?”
BULLETHELL is an experimental, retro-hardcore, barely playable, ultra-fast-paced arena top-down shooter.
With the classic WASD+Mouse controls (UBERMOSH, QUICKERFLAK), the match starts with a duel that may be resolved in the first second. It gets progressively harder with more contestants entering the fight.
It can go endless, but each second is a victory that you can track with your personal best time and rank, scoring “SSS” in 30+ seconds.
Players can expect a hard-boiled gameplay experience with responsive controls, complex enemy AI, isometric pixel art, and awesome original music.
Welcome to BULLETHELL!
Steam User 2
BULLETHELL bears a lot of similarities to UBERMOSH, a classic of Walter Machado.
It does have a few key differences. Enemies can kill each other, the map is much smaller, and well, the AI is different and the game plays a LOT faster.
There are three classes, one that has a powerful gun with no blade, one that has a powerful blade with no gun, and one that has both a normal gun and blade. Your goal is to survive at least 30 seconds to achieve that elusive SSS rank.
It is quite difficult, and very RNG dependent in most cases, but you get what you paid for, the game is advertised as "barely playable" after all.
Overall, if you want a more luck-based and fast-paced UBERMOSH then this is definitely a game to pick up!
Steam User 1
BULLETHELL, developed and published by Walter Machado, is an unapologetically brutal and chaotic arena shooter that embraces excess as both its design philosophy and its identity. From the moment the player steps into its violently pulsating world, it becomes clear that this is not a game for casual enjoyment—it is a relentless endurance test that pushes reflexes and perception to their breaking point. Described by the developer as “barely playable,” BULLETHELL wears its punishing difficulty as a badge of honor, offering a stripped-down experience where every second survived feels like a monumental achievement. It is a distillation of the arcade shooter ethos, boiled down to pure mechanical tension and visual madness, where survival is not measured in minutes, but in fleeting moments of precision amidst chaos.
The presentation is deliberately overwhelming. BULLETHELL’s aesthetic is a sensory onslaught—an abstract storm of neon light, blood splatter, flickering particles, and rapid motion that constantly teeters on the edge of visual collapse. Every encounter is a spectacle of controlled disorder, where bullets streak across the screen in unpredictable patterns, enemies swarm with manic aggression, and the environment becomes a mosaic of destruction. The color palette alternates between searing reds, electric blues, and deep shadows, creating a sense of depth within its minimalist pixel art style. Rather than offering clean lines and calm readability, the visuals dare the player to decipher order from chaos. The result is hypnotic: death and motion blur together until survival becomes a trance-like state, a rhythm of instinctive movement rather than conscious control.
Gameplay is as raw and direct as the visuals. Each session begins with the player dropped into a confined arena with no exposition, no hand-holding, and no gradual buildup. Enemies spawn immediately, moving with erratic speed and unleashing intricate bullet patterns that fill the screen in seconds. The objective is simple: stay alive for as long as possible. Yet the simplicity is deceptive—BULLETHELL’s intensity comes from how quickly it escalates and how little room it leaves for error. There is no health bar to buffer mistakes, no forgiving checkpoint system. Death is instant and absolute, resetting progress in the blink of an eye. Every duel feels like a gamble against inevitability, where lasting even a few seconds longer than before brings a sense of triumph. The tension between futility and mastery drives the experience; the player is constantly learning to read enemy behavior, dodge more efficiently, and make split-second judgments that separate survival from obliteration.
The combat design emphasizes fluidity and control under pressure. Movement is tight and responsive, with every dodge, dash, and shot requiring careful timing. Enemies come in various forms—some rush directly, others maintain distance while blanketing the arena with projectiles—and learning their patterns is key to survival. The core loop thrives on repetition and memorization, much like classic arcade shooters, but at a hyper-accelerated pace. The player’s skill ceiling is defined by their ability to adapt to overwhelming visual stimuli while maintaining precision. Surviving for five seconds can feel like a victory, and surviving for thirty seconds can feel almost godlike. It’s the kind of game that transforms failure into progress, conditioning the player to chase improvement through sheer determination.
True to Machado’s signature design philosophy, BULLETHELL thrives on intensity and brevity rather than extended progression systems. There are no elaborate unlock trees, leveling mechanics, or story elements to dilute the experience. Instead, the game’s longevity lies in its mastery loop—players return not for narrative rewards, but to surpass their previous records. A leaderboard system reinforces this, turning survival into competition and inviting players to measure themselves against others who have endured the same digital storm. The developer’s previous works, such as the Ubermosh series, laid the foundation for this minimalist approach, but BULLETHELL pushes the formula even further. It strips away any pretense of accessibility, leaving behind a raw core experience defined entirely by skill and reflex.
Despite its singular focus, BULLETHELL’s design can alienate those not prepared for its severity. The visual density, while part of its aesthetic identity, can border on disorienting, especially when screen effects and debris begin to stack. The lack of gradual difficulty scaling means that newcomers may find themselves overwhelmed almost immediately, and the absence of progression systems may limit long-term engagement for players who prefer structured advancement. Yet these qualities are also what make the game distinct. Its extremes—its punishing speed, its abrasive art style, its defiance of conventional pacing—create a kind of purity that few modern shooters attempt. It demands complete attention, punishes hesitation, and rewards absolute focus.
BULLETHELL is not a game about winning—it is a game about surviving, about testing the limits of reflex and patience within a maelstrom of flashing lights and instantaneous death. Its beauty lies in its chaos, in the way every run feels like a brief confrontation with inevitability. Each attempt is a meditation on failure and persistence, where mastery is measured not in how far you go, but in how much you endure. It is a punishing but strangely exhilarating experience, one that captures the essence of bullet hell shooters while distilling them into their most primal form. For those who thrive on high-stakes, high-speed challenges and appreciate games that blur the line between art and punishment, BULLETHELL stands as a fiercely uncompromising testament to arcade purity in its most unfiltered, electrifying state.
Rating: 8/10
Steam User 0
Bullethell is awsome i brought it on sale and because it was raining and i wanted a new game and I ADORE IT its so fun literally standing still is never an option
Steam User 0
It's kind of one of those deliberately unfair games so it's hard to complain about the fact that it's broken, but there is one basic rule you need to know to win, and that rule is that you always want to be strafing around the map because the enemies will one hit kill you. You only need to survive for 30 seconds, but around the 20 second mark the enemies start going berserk and attack from all angles so this will likely take several hours to complete. There are three classes that are guns, swords and a mixture of the two. The swords are way better because they can deflect the projectiles and if you circle around the map you will be less likely to die. If you try to play this fair and square by attacking the enemies head on you will lose immediately.
Steam User 2
It's like if Quickerflak and UBERMOSH got a son: endless spawning enemies in a fixed single screen environment and enemies are out for your ass.
And then that son got into cocaine.
Sure, there's 3 classes and a good run might last you 20 seconds. But good luck getting there! The most intense and replayable 20 seconds on Steam.
Steam User 0
Literally the best game I have ever played. I am addicted to the sword mode
Steam User 0
The carpal tunnel and needing a new mouse was worth it for 100%