Overview
The shoot-‘em-up has spent three decades as gaming’s most beautiful dead end. Gorgeous, mechanically pure, and structurally hostile — a genre that asks you to memorize a fifteen-minute gauntlet, die at minute fourteen, and start over from zero. The audience that tolerates this is small, aging, and fiercely proud of it. Everyone else bounced off decades ago.
Drainus is what happens when a studio that doesn’t primarily make shmups decides to fix that.
Team Ladybug is best known for Touhou Luna Nights and Record of Lodoss War: Deedlit in Wonder Labyrinth — two of the finest pixel-art Metroidvanias of the last decade, both defined by a single elegant risk-reward mechanic wrapped in animation quality that embarrasses studios ten times their size. Published by WSS Playground, Drainus is their pivot into horizontal scrolling, and it carries their entire design philosophy across the genre border intact.
You fly as Irina, a slave’s daughter who steals the Kharlal Empire’s most advanced starfighter with the help of Gehnie, a time-traveling humanoid with an agenda of her own. The mission: save her dying father, and stop the Empire from lighting a galactic war. It’s more story than a shmup has any business carrying, delivered through anime-styled cutscenes between stages.
The market positioning is unusually sharp. At $14.99 on Steam and Switch, Drainus sits above the impulse-buy indie tier and well below a premium release, and it aims squarely at a customer the genre has historically refused to serve: the person who likes the look of Gradius and R-Type but has no intention of memorizing them. A Metacritic average of 81 suggests the pitch has landed.
Key features
- The Reflector: Hold the button and the ship absorbs incoming energy fire for a short window, then discharges a counterattack scaled to exactly how much you soaked up. Enemy bullets stop being a threat to avoid and start being a resource to farm.
- Absorbed Energy as Currency: Everything you reflect fills tanks that fund a genuinely deep upgrade tree — new main weapons, sub-shots, ship enhancements, defensive options. Survival directly finances the build.
- Free Respec, Any Time: Loadouts can be torn down and rebuilt at no cost. Cleared stages can be re-flown with a completely different ship to chase alternate routes and hidden items.
- Graduated Accessibility: Three difficulty levels plus anti-collision assistance that removes terrain deaths — a targeted fix for the single most rage-inducing failure state in horizontal shooters.
- Presentation Stack: Detailed pixel art, animated cutscenes, unlockable modes, 20 achievements, and localization into 13 languages.
Analysis
The Gameplay Loop
The Reflector is not a shield. That distinction is the entire design.
A shield is passive insurance — it absorbs a mistake and vanishes. The Reflector is an active bet. Hold it, eat a wall of pink energy that would otherwise end a run, and the game hands back a counterattack proportional to the nerve shown. Absorb three bullets, get a polite tap. Park inside a mid-boss’s full spread pattern and hold until the window closes, and the release deletes half its health bar.
Compare this to Ikaruga, the obvious ancestor, where absorbing same-polarity fire charges a homing release. Ikaruga’s version is a puzzle: correct polarity, correct timing, correct answer. Drainus is a negotiation. The absorption window is short and the risk scales continuously, so every dense bullet pattern becomes a live question — how much of this can actually be taken? There’s no correct answer, only a greedier one and a safer one, and the design respects both.
What turns this from a clever trick into the game’s backbone is where the absorbed energy goes. It doesn’t just fire back. It funds the ship. Energy fills tanks, tanks buy upgrades, upgrades allow more aggressive absorption next time. That’s a compounding loop, and it’s the mechanism that quietly dismantles the genre’s cruelest habit: the death spiral. In a traditional shmup, dying strips power-ups, which makes the next attempt harder, which makes dying more likely. Drainus inverts it. Progress banks. Each run starts stronger.
Where the Metroidvania DNA Shows
Team Ladybug clearly could not stop being a Metroidvania studio, and Drainus is better for it.
The free respec is the tell. Most shmups treat a stage as a fixed problem with an optimal solution the player is expected to converge on through repetition. Drainus treats a stage as a space to re-enter with different tools. Swap the main weapon, restructure the sub-shots, and a route written off as impassable opens up. Hidden items reward the player who thinks “what if I came back with the piercing shot” rather than the one who thinks “what if I dodged better.”
This is a different verb. Traditional shmup mastery is execution — the same run, performed cleaner. Drainus mastery is substantially preparation — a different run, engineered smarter. It’s a lower skill floor with a real ceiling, and it means the two-to-three hours in the campaign don’t describe the actual time investment any more than a Metroidvania’s critical path does.
Onboarding and Friction
The accessibility work is precise rather than generous, which is the harder and better choice.
Anti-collision assistance is the standout. Terrain death in a horizontal shooter is a uniquely miserable failure — the player wasn’t outplayed by an enemy, they clipped a rock while reading a bullet pattern. Removing it as an option doesn’t lower the challenge so much as remove a category of frustration that was never the point. Three difficulty tiers handle the rest.
Where the design frays is tonal. The story is elaborate — Irina’s father, Gehnie’s time-travel loop, the Empire’s slide toward war — and it is told at length, in cutscenes, between stages. The writing is competent and the art carrying it is lovely. But a shmup’s rhythm is momentum, and stopping a run to read exposition works against the thing the run is trying to build. The narrative doesn’t damage the game. It just occupies a seat the genre didn’t sell a ticket for.
Interface
Clean, legible, and correctly prioritized by design. The energy tanks and Reflector state are built to be readable at a glance during heavy screen traffic — a non-trivial UI achievement when the screen is 60% projectiles. The upgrade menu presents a real decision tree without burying it in submenus.
Visuals & performance
Team Ladybug’s pixel art remains their signature weapon, and Drainus is their densest work yet. This isn’t nostalgic lo-fi pixel art — it’s high-detail sprite work with animation budgets spent in the right places: enemy destruction, boss transformation, the Reflector discharge itself. The Reflector’s release in particular sells the mechanic visually. The amount absorbed is visible, which means the risk-reward math is legible without reading a number.
The environmental art does real narrative work. Imperial hardware looks institutional and mass-produced; the deeper stages get stranger and more organic. The anime cutscenes are the weakest visual element — well-drawn, but static enough that they read as a different, cheaper production sitting inside a more expensive one.
Technically, there’s little reason for concern. This is a 2D game of modest scope, light on hardware, and its demands sit well within what both target platforms can deliver — which matters, since a single dropped frame in a dense pattern is a death. The design’s reliance on precise Reflector timing does put a premium on responsive input handling.
Platform nuances
On Steam, this is the version of choice for anyone who owns a decent arcade stick or a good d-pad controller. The Reflector demands a held button while simultaneously making fine positional adjustments, and that combination rewards quality input hardware. Keyboard is viable — the input set is small — but the analog nature of positioning inside a bullet pattern favors a pad. Instant restarts make Steam the platform for the player who intends to grind routes.
On Nintendo Switch, Drainus makes a stronger case than most shmup ports. Runs are two to three hours end-to-end, individual stages are commute-sized, and the respec-and-replay structure is ideal for short sessions. Handheld play has an inherent cost: the pixel art is dense, and on the smaller screen, distinguishing absorbable energy fire from unabsorbable hazards under pressure is harder. Docked, the problem disappears. Joy-Con d-pad users will feel the compromise; Pro Controller should sit close to parity with a PC pad.
The honest recommendation: Switch if you want to actually finish it, Steam if you want to master it.
Final verdict
Drainus succeeds at something harder than being a good shoot-‘em-up: it makes an argument about why the genre stalled and then builds its systems to prove it. The problem was never difficulty. It was that difficulty in shmups has traditionally been paid for entirely in the player’s time, with no interest. Every death cost you and returned nothing. Team Ladybug’s fix is to make the risk pay — eat the bullets, bank the energy, come back with a better ship. That single structural change does more for the genre’s accessibility than a decade of difficulty sliders.
It isn’t flawless. The story is ambitious past the point of usefulness, and the length-to-price ratio will make some buyers hesitate — a hesitation the respec-and-replay design answers better than the raw runtime suggests, but doesn’t fully erase. Wait for a sale if fifteen dollars for a two-hour campaign stings; that’s a defensible call.
What Drainus offers is a genre’s lapsed audience a chance to discover that the thing they thought they hated was never the bullets. It was the accounting. Drainus fixes the accounting — and that’s enough to recommend it to the right players, even if it stops short of essential.
Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review