CYGNI: All Guns Blazing on Steam - User reviews, Price & Information

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An unrelenting onslaught of eye-popping visuals, ear bursting soundscapes and mind-melting action makes CYGNI the vanguard for the next generation of shoot-em ups. Outgunned, outmanned and out on your own, plunge into a sky full of hell in a last-ditch battle for survival.

CYGNI: All Guns Blazing is a action, shoot 'em up and indie game developed by KeelWorks and published by KONAMI.
Released on August 05th 2024 is available only on Windows in 13 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Spanish - Latin America and Traditional Chinese.

It has received 301 reviews of which 198 were positive and 103 were negative resulting in a rating of 6.3 out of 10. 😐

The game is currently priced at 29.99€ on Steam, but you can find it for 15.99€ on Instant Gaming.


The Steam community has classified CYGNI: All Guns Blazing into these genres:

Media & Screenshots

Get an in-depth look at CYGNI: All Guns Blazing through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: AMD R5 1600 / Intel i7 4790
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX Nvidia 1060 / AMD Radeon RX 580 (4GB+ of VRAM)
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 25 GB available space
  • Additional Notes: 16:9 recommended

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2025
While the criticisms of CYGNI in other reviews are generally valid, I feel that there's still a good shmup here, well worth playing. I won't go in to too much detail on the negatives as those have been extensively covered elsewhere. The main issues stem from the rough start and lack of guidance, paired with a progression system that rewards a particular style of play. On the upside, once you figure out how it works, it doesn't take too long to power-up and start enjoying the game. The controls are pretty intimidating at first, as you have control over quite a few ship functions - at a minimum the player is expected to balance weapon and shield energy, and use air to air and air to ground weapons appropriately. You also start out with the ability to launch missiles , which are powerful, but come with two drawbacks - one of which isn't very obvious from the outset. Missiles draw from your weapon energy reserve, reducing the potency of your primary weapons. To power your weapons, you must manually re-allocate energy from your shields - so far so good, there's a risk-reward here. Balancing your energy means a little bit of extra work in order to manage your ship, but you get used to the rhythm. Energy pickups from destroyed enemies give power to your shields, and they're fairly common. The hidden catch is that the energy pickups also form the currency to buy new upgrades - but they only count as such if your shields are fully powered. This means that missile spam can be counterproductive in the early game when your other weapons haven't reached their potential. That being said, tactical use can result in better pickup gains if it means you can clear more waves. After beating stage 1 (I seriously recommend swallowing your diehard shmupper pride and beginning on easy) and having farmed a bit of energy in the process, it's time to start upgrading your ship. You can repeat cleared stages in order to farm more energy as many times as you like... for better or worse. I quite like the upgrades. They range from side-grades such as alternate firing patterns for your main gun, to flat upgrades to your missiles, additional behaviours for your AtA and AtS weapons such as options drones, and entirely new weapons (which in my opinion aren't that impressive, but they have their place). A lot of the upgrades increase the complexity of the controls - for instance, you have six slots for firing patterns that can be switched on the fly - which wouldn't be much trouble if the immediately available patterns weren't limited by your current weapon power. If you put your favourite pattern in the 6th slot, whenever you fire off a missile salvo, you then have to switch back to it after power is restored. It's a bit of a headache at the start, but does lend to some strategic planning and is something you get used to. Once your ship is suitably powered up, it's time to actually play the game - and this is where CYGNI shines. The experience is a bit like a mix of Radiant Silvergun and Ray Force or Kamui . Should I be focusing on ground targets or air targets? What weapon pattern is best for this situation? Should I switch homing shots on or off? When should I use missiles? That warning klaxon sounds bad, better shift power to my shields - oh no, I spent it all on missiles! CYGNI has some really great boss battles (although i wish there were more - stage 1 has three, but the others only seem to have one boss), and the stages themselves can be quite challenging. The enemy patterns can sometimes be a little bit over-used, but the attention required to control the ship and the moment-to-moment tactical decisions mean that it never gets boring. It never quite reaches the same level of nail-biting tension as something like Radiant Silvergun, but perhaps that bar is a little bit high. At the end of the day, CYGNI may be flawed, but I think it's worth the time of a shmup fan willing to give it time. It's trying something a bit different and mostly works, here's hoping it gets a patch at some point, though.
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Sept. 2024
I went from "I wonder if I should return this" after the first half hour to being glued to my chair and finishing the whole campaign in one sitting. Now that's a dramatic turnaround! At first, Cygni is crazy confusing. There are a bunch of different shot type mechanisms at play, and 100% of the time your screen is absolutely screaming with enemies, bullets, and explosions. It's one of the most chaotic games you'll ever see, so it's really difficult at first to figure out what in the hell is going on and how to best use your different weapons and aiming modes. So, here's the thing: Swallow your pride and knock it down to Easy for now. I know, I know, the horrors. I never play on Easy, it's a thing of pride having played arcade and arcade style games since the 1970s. But once I did, I had a little more leeway to understand and for trial and error. So once I did learn when to use the air gun, when to use the ground gun, when to use lock-on vs. manual aim and so on, the game took off like a rocket and now I'm itching for the harder difficulties. And hey, you get an achievement for beating the campaign on Easy anyway, so why not? Also, once you finish the campaign you unlock the arcade mode, which is a significant portion of the game including leaderboards and persistent ship upgrades. On the downside, the campaign is on the short side and even with an i9 and 4070ti, I had to tinker a bunch to not get frequent framedrops below 60fps (the game's max) at 4K Ultra. For me it was turning off v-sync, MSAA, and turning screen percentage down to 80%. YMMV. Some people might get turned off from Cygni because it doesn't follow the tried and true shmup formula, but the genre could use some new ideas for a change even if not all of them work. It's a wired, white-knuckle experience, the screen constantly on fire with explosions and bullets and hundreds of enemies. If nothing else it's a hell of a spectacle. 8/10
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Sept. 2024
I went into the game unprejudiced, never having heard of Cygni AGB before. Neither did I know about its development history, nor did I read any marketing promises before buying it on a whim... and I had fun. Cygni is not an Arcade Shmup (or Japanese style STG), it is closer to a Computer Shmup or "Euroshmup". Think Raptor: Call of the Shadows . Typical for a Computer Shmup among other things Cygni: [*] Has seven levels that are longer than your usual Arcade Shmup level. A full run takes about 1.5 hours and there is saving in between - once beaten - selectable levels. [*] Has a power management mechanic with shield and weapon levels that allow you to tank hits and change damage output. [*] Has enemies with lots of health, especially on the ground and long waves of the same “patterns”. [*] Has purchasable permanently unlocked upgrades. [*] Does not rely that much on bullet patterns or learned ideal paths. [*] Is not meant to be playable with an arcade stick. It is a twin stick Shmup with analog controls that allow you to move as slow or fast as you wish and to slightly angle your shots independent of your movement. [*] Favors highly detailed, cinematic 3D graphics with a 16:9 top-down perspective over stylized graphics in a tate aspect. With these attributes listed, it becomes clear why “core Shmup Fans” may dislike Cygni. It is a different type of shooting game than what would live in an Arcade and that got meticuously balanced around a distilled core mechanic. What the game does not have that would be typical for a Computer Shmup is inertia and a pixel perfect hit detection. There is no stopping inertia and the ship immediately moves as fast or slow as you tilt the analog stick. I find the controls to be a lot of fun. They are more precise and versatile than with an arcade stick. Likewise the hitbox of the player ship strikes me as larger, but not pixel perfect. Still I get it, because I love my Aleste , Tiger Heli , DoDonPachi , Blazing Star , Ikaruga , Darius , Crimzon Clover , Andro Dunos II , Gunvein , Drainus , Devil Blade Reboot , etc. I am no stranger to Danmaku and will get out my home built Brook based Arcade Stick with Sanwa parts for them. But knowing that Cygni is more of a Computer Shmup than an Arcade Shmup, I don’t care as much about carefully crafted bullet patterns, memorizing the best path, not getting hit or even high scores. The game has gorgeous 3D graphics with a fitting soundtrack and sound design, as well as lots of options to upgrade your ship. Cygni is fast and frantic, sometimes makes you though it through the time it takes to take out extremely bullet spongy ground units, just to go back into a frantic onslaught of airborne enemies. I enjoyed the level designs and found it all diverse enough to not get boring. The graphics and amount on screen was never too much for me and just right to be thrilling. Here is how to play Cygni: Play the Tutorial first, then start on Easy and, while experiencing the game for the first time, collect some currency in passing to upgrade your ship. Then beat the higher difficulties with or without upgrades, that’s up to you. Is it perfect? No. Besides some imperfections in design there can for example be rare stutters (Ultra Settings on a 3080TI with a Ryzen 9) and apparently there are performance issues in high difficulty, which I have not encountered yet myself. But so far nothing has hindered my enjoyment. It is a good Computer Shmup. Is Cygni a casual game or even akin to a mobile game? That’s a loaded and irrelevant question. Here is a better one: Are you having fun with the game? I am. Just like I am having fun with Arcade Shmups, but for different reasons. I am glad Cygni exists, because a decent Computer Shmup makes for something refreshingly different. Just like I might want an orange once in a while after having had apples for a week. Have fun!
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Sept. 2024
This game is fire. Where the hell is the cross between DonDonPachi Resurrection Black Label and a graphics overhaul like this? The genre needs a revival. This I think took that step.
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Aug. 2024
I'm only giving this a thumbs up because as a shmup gamedev myself I find it incredibly difficult to actually hit that negative review button. Cygni in its current state is simply not worth your time. I did not beat the game at the time of this review, but some of the issues are so apparent from the getgo that I do not feel it's necessary and I honestly just do not have the motivation to play much more of it. If I play more of it and find I was mistaken on some points, or the game gets updated I'll try my best to remember to edit this review. This game had so many eyes on it so it was my hope that it would bring new fans into the genre. If the developers are reading this, please understand I'm sharing these critiques because I want this game to be at least decent. It's hard to make a game and I'm not trying to take a piss all over your hard efforts. I've never had this many friends messaging me about a new shmup asking if it's good or not. There's more people paying attention to this game than any other shmup in the past decade. I looked up the credits to the game and the root of all problems with Cygni became immediately apparent to me. Of the ten people on staff and the nine contractors, only two of them are listed as game designers. Both of which had other roles on the team which I can only imagine were significantly stressful and time consuming endeavors based on the fantastic end results of those elements. As far as I understand, Cygni had no one putting all of their time and effort into the gameplay department. And it shows. It really REALLY shows. There is little to critique in the art and sound department. It's all incredible work. The art style and music aren't to my liking but that's just a personal taste thing. No such thing as right or wrong there. Menus are a bit confusing but I figured them out. That's about it. Already going into it knowing the game takes several hours to complete, I know this will not be a game with the core vision of being a competent arcade-style game. That's fine, there's longer progression based shmups out there and some of them ARE fun despite what genre purists will argue. But even looking at the game through these lens, it is hard to say it's done well. First off, let's talk about the difficulties. There's Easy, Medium and Hard. Pretty standard fare. The game defaults to Medium. I spent about an hour playing stage 1 on Medium, dying and restarting thinking maybe I just wasn't understanding something. It turns out without any upgrades you literally cannot kill some of the enemies and bosses before they time out. Why does the game not only let me play an unwinnable scenario at the beginning, but also DEFAULT to it? Once I switched to Easy I felt like I was playing a real game, and this really feels like the difficulties should be changed to something like "Normal, Hard, and Very Hard" with Hard and Very Hard being unlockables after the player has gotten some ship upgrades. Next, let's talk about how the upgrades work. In the age of roguelites, gachas and Vampire Survivor clones, there is no shortage of games available to study incredibly engaging and addicting progression systems. It should be hard to get this stuff wrong. Cygni requires you to complete a stage in order to receive upgrade currency. This isn't exactly a horrible decision, however the first level took me 17 minutes to finally complete once switching to Easy. So for the first hour or so of playing the game, I made no progress on ship upgrades. And here's when the game gave me the biggest middle finger ever: I didn't even have enough currency to unlock anything. There was a way I was playing that caused this, but it brings to light perhaps the most frustrating design flaw of Cygni: Cygni features a pretty unique mechanic where you can trade shields for firepower, and you can trade firepower for missiles. It's a bit clunky but it is kind of fun to keep filtering the shield pickups into more damage. The way I had the most fun interacting with the game was staying very low on shields and constantly spamming missiles. So here's the thing, the shield pickups are also your upgrade currency. But ONLY if you have your shields maxed out. This is how I cleared stage 1 with no upgrade currency. So understanding this, I now have to make a decision: do I play the game in "action mode" and use all of my tools at my disposal to win? Or do I play the game in "farming mode" and make sure I harvest as many resources as possible so I'm stronger for the next stage? It's not a fun decision to be presented with, and actively encourages the player away from interacting with the most interesting element of Cygni. There's just a complete lack of synergy here. So how are the upgrades once you can finally get them? Honestly pretty underwhelming. It doesn't feel like I'm getting stronger, it feels like I just started with a handicap and slowly get back to a moderate power level. So much so that some of the upgrades are explained in the tutorial before I can even use them. This created a feeling of confusion and disappointment when I tried to use these tools for the first time only to not have access to them. It then also ruined the sense of excitement I would've had from unlocking them. All of that stuff is easily fixable, except for maybe making the upgrades more punchy. Now there's some issues that I'm not sure can be fixed. My biggest personal gripe with this game is the inability to play with an arcade stick. Even Capcom and Namco understand when making a fighting game that part of the fun of a genre born from the arcades is playing on an arcade stick. To many, playing a shmup on a controller feels like playing Guitar Hero on a controller. Sure you can do it but it doesn't feel right. And it's not even the pseudo-twin stick controls that get in the way (although that is a problem and being able to aim with such limits feels pointless). It's the fact that I have to use more than 8 buttons to be able to do everything in the game which means no standard arcade stick will feel good with this game. It just kind of feels disrespectful to the history of the genre, especially when the requirements of a controller or keyboard+mouse doesn't really add much to the game. And coming from a game published by Konami, it feels like a game ashamed of its own legacy when it should be incredibly proud. (word limit reached, continued in comments)
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Frequently Asked Questions

CYGNI: All Guns Blazing is currently priced at 29.99€ on Steam.

CYGNI: All Guns Blazing is currently not on sale. You can purchase it for 29.99€ on Steam.

CYGNI: All Guns Blazing received 198 positive votes out of a total of 301 achieving a rating of 6.30.
😐

CYGNI: All Guns Blazing was developed by KeelWorks and published by KONAMI.

CYGNI: All Guns Blazing is playable and fully supported on Windows.

CYGNI: All Guns Blazing is not playable on MacOS.

CYGNI: All Guns Blazing is not playable on Linux.

CYGNI: All Guns Blazing offers both single-player and multi-player modes.

CYGNI: All Guns Blazing includes Co-op mode where you can team up with friends.

There is a DLC available for CYGNI: All Guns Blazing. Explore additional content available for CYGNI: All Guns Blazing on Steam.

CYGNI: All Guns Blazing does not support mods via Steam Workshop.

CYGNI: All Guns Blazing supports Remote Play Together. Discover more about Steam Remote Play.

CYGNI: All Guns Blazing is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for CYGNI: All Guns Blazing.

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Last Updates
Steam data 22 April 2025 08:09
SteamSpy data 22 April 2025 12:15
Steam price 23 April 2025 20:49
Steam reviews 22 April 2025 15:45

If you'd like to dive deeper into the details about CYGNI: All Guns Blazing, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about CYGNI: All Guns Blazing
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck CYGNI: All Guns Blazing compatibility
CYGNI: All Guns Blazing PEGI 7
6.3
198
103
Game modes
Multiplayer
Features
Online players
0
Developer
KeelWorks
Publisher
KONAMI
Release 05 Aug 2024
Platforms
Remote Play
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