- Release Year: 2024
- Platforms: Windows
- Publisher: Henteko Doujin, Sanuk Inc.
- Developer: Akiragoya
- Genre: Action
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Shooter
- Setting: Fantasy
- Average Score: 89/100
- Adult Content: Yes

Description
Angel at Dusk is a top-down shoot ’em up game set in a dystopian far-future Earth, where all life has evolved into grotesque, angelic abominations. Players control one of these angels, battling others in a brutal struggle for survival while uncovering the dark lore of a civilization on the brink of extinction. The game features aggressive, high-risk gameplay with no collision damage, encouraging close-quarters combat to harvest power-ups and upgrade abilities across over 150 stages. With two distinct modes—Arcade for varied playstyles and Original for progressive character growth—the game blends intense action with a haunting, H.R. Giger-inspired aesthetic.
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Angel at Dusk Reviews & Reception
horrorgeeklife.com : It’s also because it’s really good.
metacritic.com (80/100): With visuals comprised of pulpy viscera, bones, and teeth, Angel at Dusk is dark and visually distinctive.
nintendolife.com : Angel at Dusk is a strikingly intelligent game, across its design, writing, wit, and understanding of what traditional shooting games are.
eshopperreviews.com : Angel at Dusk is a Shmup with an ‘angels meets bloody body parts’ theme, and that has some really well-crafted game mechanics that make for a truly unique experience within the genre.
steambase.io (99/100): Angel at Dusk has earned a Player Score of 99 / 100.
Angel at Dusk Cheats & Codes
PC
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Angel at Dusk: A Masterclass in Bullet Hell and Body Horror
Introduction: A Dystopian Symphony of Flesh and Fire
Angel at Dusk is not just a shoot ’em up—it is a grotesque ballet of bullets, a philosophical meditation on the nature of intelligence, and a technical marvel that redefines accessibility in a genre notorious for its punishing difficulty. Released in January 2024 by the enigmatic Japanese studio Akiragoya (known for their uncompromising, biomechanical aesthetic), the game thrusts players into a far-future Earth where humanity has transcended its physical form—only to devolve into something far more horrifying. With its H.R. Giger-inspired visuals, a narrative spanning billions of years, and gameplay mechanics that reward aggression like few others, Angel at Dusk stands as one of the most daring and original entries in the shmup genre in decades.
This review will dissect the game’s development, narrative depth, mechanical innovations, artistic vision, and cultural impact, arguing that Angel at Dusk is not merely a great bullet hell game, but a landmark title that bridges the gap between niche genre devotion and broader appeal.
Development History & Context: The Birth of a Skeletal Masterpiece
The Studio: Akiragoya’s Obsession with the Grotesque
Akiragoya, also known as Akira Hut Original, is a studio with a reputation for pushing the boundaries of body horror in gaming. Their previous works, such as Steel Vampire and Fallen Angel, have explored themes of biological transformation, post-humanism, and existential dread, often wrapped in a layer of surreal, eroticized grotesquery. Angel at Dusk is their most ambitious project to date, both in scope and in its attempt to reconcile their signature aesthetic with mainstream gameplay accessibility.
The studio’s name itself—Akiragoya, meaning “bright red house” or “crimson hut”—hints at their fascination with the visceral. Their games are not for the squeamish, and Angel at Dusk is no exception. Yet, beneath the layers of flesh and bone lies a meticulously crafted love letter to the shoot ’em up genre.
The Vision: A Game “Uncompromisingly Skeletal”
The development of Angel at Dusk was guided by a singular philosophy: strip the shmup down to its bare essence, then rebuild it with a grotesque, fleshy exterior. The game’s official description calls it “uncompromisingly skeletal,” a term that applies not just to its art direction but to its design ethos. Every mechanic, every system, and every visual element serves a purpose. There is no fat—only bone, sinew, and the occasional burst of arterial spray.
This philosophy extends to the game’s structure. Unlike many modern shmups that pad their runtime with unnecessary cutscenes or overly complex narratives, Angel at Dusk delivers its story in fragmented, cryptic snippets, rewarding players who piece together its lore rather than forcing it upon them. The focus is always on the gameplay, but the world-building is so rich that it lingers in the mind long after the bullets have stopped flying.
Technological Constraints and Innovations
Developed primarily for PC with a later Nintendo Switch port, Angel at Dusk leverages modern hardware to create a visual spectacle that would have been impossible in the genre’s heyday. The game’s engine renders thousands of bullets, enemy projectiles, and organic debris simultaneously, all while maintaining a buttery-smooth framerate. This is no small feat, especially given the game’s emphasis on close-quarters combat, where the screen can become a chaotic storm of flesh and fire.
One of the most impressive technical achievements is the game’s dynamic difficulty scaling. While Angel at Dusk is often praised for its accessibility, it also features a “Final Extinction” difficulty mode that removes the player’s ability to erase bullets by destroying enemies—a mechanic central to the game’s risk-reward system. This mode is so brutal that it borders on masochistic, yet it exists as a testament to the studio’s respect for the genre’s hardcore fans.
The Gaming Landscape: A Genre in Flux
Angel at Dusk arrived at a fascinating moment for the shoot ’em up genre. On one hand, the genre has seen a resurgence in indie development, with titles like Cygni: All Guns Blazing and Jamestown+ bringing fresh ideas to the table. On the other, the genre remains niche, often dismissed as too difficult or too repetitive for mainstream audiences.
Akiragoya’s approach was to embrace the genre’s core tenets while subverting its most alienating conventions. By removing collision damage and introducing a forgiving life system, they created a game that welcomes newcomers without sacrificing depth. This was a risky gambit—purists might decry such changes as “dumbing down” the genre—but the result is a game that feels both fresh and reverent.
Narrative & Thematic Deep Dive: The Fall and Rise of the Angels
The Plot: A Billion-Year Tragedy
Angel at Dusk unfolds across three broad narrative arcs, each exploring a different phase of humanity’s evolution—or devolution—into angelic beings.
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The Evolution Stage (21st Century – 2.3 Billion AD)
In the late 21st century, humanity achieves a utopian society by eliminating all sources of suffering: hunger, crime, and even desire. The final step is the eradication of intelligence itself, which is deemed the root of all sin. Through genetic engineering, humans transform into “angels”—mindless, immortal beings capable only of experiencing bliss. The entire biosphere is assimilated into this angelic form, and Earth becomes a paradise of eternal happiness. -
The Awakening and Doomsday Stage (2.3 Billion AD – The Angel Wars)
Billions of years later, the sun begins to expand into a red giant, destabilizing Earth’s environment. The neurotoxin gas that suppressed angelic intelligence dissipates, and the angels begin to regain their faculties. With awareness comes pain, fear, and individuality. Society fractures into warring factions:- The Regressionists, who seek to return to the blissful ignorance of the past.
- The Exodites, who embrace intelligence and seek to escape Earth before its destruction.
The conflict culminates in the “Armageddon” battle, where the Exodites launch a ramscoop spacecraft to flee the dying solar system.
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The Cosmic Stage (The End of the Universe)
The Exodites’ journey is one of futility. As they travel at near-light speeds, they witness the accelerated decay of the universe. Galaxies die, stars burn out, and even the fabric of reality unravels. The game’s true ending sees the last surviving angel, Lanmoliwf, merging with the collective consciousness of her kind to become the “Angel of Dusk”—a being that bears witness to the heat death of the universe.
Themes: Intelligence, Suffering, and the Illusion of Progress
Angel at Dusk is a game obsessed with the duality of intelligence. On one hand, intelligence is the source of all suffering—it allows for self-awareness, fear, and conflict. On the other, it is the only thing that gives life meaning. The Regressionists believe that by eliminating intelligence, they can return to a state of eternal bliss. The Exodites, however, argue that such a existence is no better than death.
The game’s narrative is deeply pessimistic, suggesting that intelligence is both a curse and a necessity. The Exodites’ escape is ultimately futile—they flee one dying world only to find that the entire universe is decaying. Yet, their journey is not without purpose. By preserving their knowledge and identity, they ensure that something of humanity endures, even if only as a fleeting memory in the void.
Characters: The Angels and Their Struggles
The game’s cast is composed entirely of angels, each representing a different facet of the post-human condition.
- Lanmoliwf (The Angel of Pain): The protagonist of the game’s Original Mode, Lanmoliwf is a solitary angel who fears fusion and the loss of self. She is the narrator of the game’s story, and her journey from isolation to acceptance mirrors the Exodites’ broader struggle.
- Pyocoletos (The Angel of Evil): A psychopathic schizoplast of Lanmoliwf, Pyocoletos attacks all angels indiscriminately, embodying the chaos that arises from regained intelligence.
- Lanmoliwf-mopopo (The Angel of Eternity): The Regressionists’ champion, a mindless warrior who represents the ideal of eternal, thoughtless existence.
- Klavhula-Velicss (The Angel of Bonds): A massive, multi-armed boss who symbolizes the Regressionists’ oppressive unity.
The game’s bosses are not merely obstacles—they are ideological foes, each representing a different philosophy on the nature of existence.
Dialogue and Storytelling: Fragmented and Cryptic
Angel at Dusk tells its story in a non-linear fashion, with each completed stage unlocking a brief snippet of lore. These snippets are often cryptic, requiring players to piece together the timeline and themes on their own. The writing is dense with scientific and philosophical references, touching on topics like entropy, dark matter, and the heat death of the universe.
The game’s tutorial, narrated by a snarky, almost sadistic instructor, serves as a meta-commentary on the genre itself. It mocks the player’s expectations while simultaneously teaching them the skills they need to survive. This self-aware humor is a rare treat in a genre that often takes itself too seriously.
Gameplay Mechanics & Systems: A Dance of Risk and Reward
Core Gameplay Loop: Aggression as Survival
At its heart, Angel at Dusk is a vertical-scrolling shoot ’em up with a twist: the closer you are to your enemies, the more powerful you become. This is the game’s defining mechanic, and it fundamentally alters the way players approach combat.
- Proximity-Based Power-Ups: Destroying enemies at point-blank range causes them to drop Green Blood Cells, which fill a health bar. Filling this bar grants an extra life, encouraging players to dive into the fray rather than hang back.
- No Collision Damage: Unlike traditional shmups, bumping into enemies does not damage the player. Instead, the player bounces off, allowing for reckless, high-risk maneuvers.
- Charged Attacks and Bullet Cancellation: The game’s secondary weapon is a charged attack that can erase enemy bullets. Mastering the timing of this attack is crucial, as it allows players to carve through dense bullet patterns.
These mechanics create a delightful tension—players are rewarded for aggression, but aggression puts them in the most dangerous positions. The result is a game that feels both liberating and punishing, a rare balance in the shmup genre.
Game Modes: Arcade vs. Original
Angel at Dusk offers two primary modes, each catering to a different playstyle:
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Arcade Mode
- A traditional, score-focused experience with a fixed set of stages and pre-defined ships.
- Each ship has unique weapons and abilities, encouraging replayability.
- The difficulty ramps up quickly, with the “Very Hard” setting serving as the game’s “easy mode.”
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Original Mode
- A roguelike-inspired mode where players customize their ship’s loadout.
- Weapons and upgrades are unlocked by salvaging enemy drops, creating a sense of progression.
- Features a branching “Chronicle” path with over 150 stages, each offering unique challenges and bosses.
The two modes complement each other beautifully. Arcade Mode appeals to purists who want a high-score chase, while Original Mode offers a more relaxed, progression-driven experience.
Character Progression and Customization
Original Mode’s progression system is one of the game’s most innovative features. Players can:
- Salvage weapons from fallen enemies to unlock new abilities.
- Upgrade their ship’s stats, such as health, speed, and item magnetism.
- Mix and match weapons to create custom loadouts.
This system ensures that no two playthroughs feel the same. It also provides a tangible sense of growth, something rare in a genre that often relies on pure skill progression.
UI and Feedback: A Grotesque HUD
Even the game’s user interface is a work of art. The HUD is composed of floating eyeballs, teeth, and chunks of flesh, all pulsing in time with the player’s actions. Health bars are represented by beating hearts, and the score counter is framed by a ribcage. It’s a constant reminder that this is not a typical shmup—this is a game where the very act of playing is an act of violence.
The game’s feedback systems are equally impressive. Taking damage triggers a screen-shaking explosion, while defeating a boss results in a grotesque, over-the-top death animation. Every action feels weighty and impactful, reinforcing the game’s themes of destruction and rebirth.
Innovations and Flaws
Angel at Dusk is not without its flaws. The most notable is the visual clutter that can occur during intense battles. With so much happening on-screen—bullets, enemies, power-ups, and organic debris—it can be difficult to parse the action, especially for newcomers.
Additionally, the game’s hitbox dissonance can be jarring. As the player’s ship grows larger with upgrades, its hitbox remains tiny, leading to moments where it feels like bullets are passing through the player’s ship rather than hitting it. While this is a common trope in shmups, it can be disorienting in a game that otherwise prides itself on clarity.
Despite these issues, the game’s innovations far outweigh its flaws. The proximity-based combat, the lack of collision damage, and the deep customization options make it one of the most refreshing shmups in years.
World-Building, Art & Sound: A Nightmare of Flesh and Metal
Setting: Earth at the End of Time
Angel at Dusk takes place in a far-future Earth that has been transformed into a grotesque paradise. The planet is covered in Meat Moss—a pulsating, fleshy substance that serves as the foundation for the angelic civilization. Cities are built from bone and sinew, and the landscape is littered with the ruins of humanity’s final days.
The game’s stages reflect this dystopian beauty:
- Underground caverns filled with glowing, organic growths.
- Battleship raids against massive, serpentine angels.
- High-tech facilities built from Hyper Steel, a material that defies the laws of physics.
Each stage is a feast for the eyes, blending biological horror with sci-fi grandeur.
Art Direction: H.R. Giger Meets Anime
The game’s art style is a fusion of biomechanical horror and anime-inspired character design. The angels are simultaneously beautiful and repulsive, with features that evoke both human elegance and monstrous deformation.
- Player characters are designed as Cute Monster Girls, with delicate wings and flowing hair made of flesh.
- Bosses are nightmarish amalgamations of bone, muscle, and machinery, often with multiple limbs and exposed organs.
- Backgrounds are a mix of organic and mechanical, with structures that look like they were grown rather than built.
The influence of H.R. Giger is unmistakable, but the game avoids outright imitation. Instead, it takes Giger’s themes of fusion and transformation and applies them to a dynamic, interactive medium.
Sound Design: A Symphony of Suffering
The game’s soundtrack is a masterclass in atmospheric composition. Unlike many shmups, which rely on upbeat, electronic tracks, Angel at Dusk features a mix of thrash metal, free jazz, and ambient synth. The result is a soundtrack that feels both alien and deeply emotional.
- Boss themes are particularly standout, with tracks like the Angel of Eternity’s melancholic battle music conveying the weight of the game’s narrative.
- Sound effects are equally impressive, with the squelch of flesh, the crack of bone, and the hum of Hyper Steel creating a tactile, immersive experience.
The game’s audio design is not just background noise—it is an integral part of the experience, reinforcing the themes of decay and rebirth.
Reception & Legacy: A Cult Classic in the Making
Critical Reception: Praise for Accessibility and Depth
Angel at Dusk has been met with near-universal acclaim from critics, particularly for its accessibility, innovation, and artistic vision. Reviewers have praised the game for:
- Welcoming newcomers to the shmup genre without alienating veterans.
- Innovating on core mechanics while respecting the genre’s traditions.
- Creating a rich, immersive world that lingers in the mind long after playing.
However, the game’s grotesque aesthetic has been a point of contention. Some critics have found the body horror overwhelming, while others have celebrated it as a bold artistic choice.
Commercial Performance: A Niche Hit
While Angel at Dusk is unlikely to break into the mainstream, it has found a devoted audience among shmup enthusiasts and fans of body horror. The game’s Steam reviews are overwhelmingly positive, with a 99/100 Player Score based on over 1,600 reviews. The Nintendo Switch port has also been well-received, though some players have noted occasional performance hiccups in docked mode.
Influence and Legacy: A New Standard for the Genre
Angel at Dusk is already being hailed as a landmark title in the shmup genre. Its innovations—particularly its proximity-based combat and accessible difficulty curve—are likely to influence future games. More importantly, it has proven that shmups can be both deep and welcoming, a lesson that future developers would do well to heed.
The game’s narrative and artistic ambition have also set a new standard for storytelling in the genre. By weaving together hard sci-fi, body horror, and existential philosophy, Angel at Dusk has elevated the shmup from a simple arcade experience to a work of interactive art.
Conclusion: A Masterpiece of Flesh and Fire
Angel at Dusk is a game that defies easy categorization. It is at once a brutal bullet hell shooter, a haunting work of body horror, and a philosophical meditation on the nature of intelligence. It is a game that rewards aggression, punishes hesitation, and forces players to confront the grotesque beauty of its world.
For fans of the shmup genre, it is a must-play, a title that respects the past while forging a bold new path. For newcomers, it is a gateway, a game that welcomes them with open arms (or perhaps open wounds). And for anyone who appreciates ambitious, uncompromising art, it is a masterpiece.
Final Verdict: 9.5/10 – A Landmark Achievement in the Shoot ‘Em Up Genre
Angel at Dusk is not just a great game—it is a statement. It is a game that asks what it means to be intelligent, to suffer, and to endure. And in a genre often dismissed as repetitive or niche, it is a revelation.
Play it. Suffer through it. And emerge, like the Angel of Dusk, as something greater.