- Release Year: 2016
- Platforms: Linux, Macintosh, Windows, Xbox 360
- Publisher: ForepawSoft
- Developer: ForepawSoft
- Genre: Action, RPG
- Perspective: Diagonal-down
- Game Mode: Hotseat, Single-player
- Gameplay: RPG elements, Shooter
- Setting: Fantasy
- Average Score: 62/100

Description
Chasing Styx is a 2016 bullet-hell shooter with 16-bit adventure game aesthetics, developed by Forepaw Studio. Players take on the role of Cerberus, the three-headed demon dog guarding the Underworld, who must chase down and expel a group of bunnies that have infiltrated the land of the dead. The game blends shooter mechanics with exploration, featuring a large level map, RPG elements, and intense dodging gameplay. With a unique shield system using Cerberus’s additional heads and a mix of projectile combat and special moves, the game offers a challenging yet whimsical take on the shooter genre.
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Chasing Styx Reviews & Reception
horrorandsons.com : Chasing Styx is a 2016 ‘bullet hell’ shooter with 16-bit ‘adventure game’ aesthetics.
steambase.io (84/100): Chasing Styx has earned a Player Score of 84 / 100.
niklasnotes.com : Overall, ‘Chasing Styx’ is well-received for its challenging gameplay, nostalgic art style, and great soundtrack, but it faces criticism for control customization issues and its short playtime.
mobygames.com (40/100): Average score: 2.0 out of 5
Chasing Styx: A Retro Bullet Hell Masterpiece or Forgotten Indie Gem?
Introduction: The Last Great XBLIG?
Chasing Styx (2016) is a game that defies easy categorization—a bullet hell shooter wrapped in the trappings of a 16-bit adventure, starring Cerberus, the three-headed guardian of the Underworld, on a mission to evict adorable bunnies from Hell. Developed by the obscure indie studio ForepawSoft, it arrived as one of the final releases on Xbox 360’s defunct Indie Games Marketplace (XBLIG) before finding a second life as a free-to-play title on Steam. Its premise is absurd, its execution polished, and its legacy… complicated.
At first glance, Chasing Styx appears to be a nostalgic throwback, but beneath its pixelated surface lies a game that cleverly subverts expectations. It’s not just a shooter—it’s a hybrid of Zelda-style exploration, Gradius-inspired bullet patterns, and Crystalis-like progression, all wrapped in a mythological narrative that’s equal parts whimsical and macabre. Yet, despite its critical acclaim in niche circles and a “Very Positive” Steam rating (84/100), it remains largely overlooked in broader gaming discourse.
This review aims to dissect Chasing Styx in exhaustive detail, examining its development, mechanics, narrative quirks, and cultural footprint. Was it truly the “last great XBLIG,” as theXBLIG proclaimed, or a charming but flawed experiment? Let’s descend into the Underworld and find out.
Development History & Context: The Rise and Fall of XBLIG
The Studio: ForepawSoft’s Obscure Legacy
ForepawSoft is a name that barely registers in indie game history. Founded by developer lights out party (a pseudonym), the studio’s output is minimal, with Chasing Styx standing as its most ambitious project. The game was built using MonoGame, an open-source framework derived from Microsoft’s XNA, which was famously used for indie hits like Bastion and Stardew Valley. This choice was likely pragmatic—XNA was the backbone of XBLIG, and MonoGame allowed for cross-platform compatibility (Windows, Linux, Mac) after the Xbox 360’s marketplace shuttered.
The studio’s motivations seem rooted in passion rather than profit. Chasing Styx was priced at $1 on XBLIG and later released for free on Steam, with optional “pay what you want” support. This aligns with the ethos of late-era XBLIG, a platform that, by 2016, was a ghost town compared to its early 2010s heyday. ForepawSoft’s decision to embrace retro aesthetics and bullet hell mechanics suggests a deep appreciation for classic arcade and console games, particularly those of the 16-bit era.
Technological Constraints & Design Philosophy
The Xbox 360’s Indie Games Marketplace was notorious for its limitations:
– No achievements (unless Microsoft approved them, which was rare).
– Strict file size caps (150MB for XBLIG, though Chasing Styx clocked in at a mere 212MB on PC).
– No online multiplayer (hence the local co-op focus).
ForepawSoft leaned into these constraints, crafting a game that feels intentionally retro:
– 2D diagonal-down perspective, evoking Zelda II or Crystalis.
– Pixel art visuals with a muted, eerie palette fitting its Underworld setting.
– MIDI-inspired soundtrack, composed in a style reminiscent of Castlevania or Mega Man.
The Steam version, however, received subtle enhancements:
– Higher frame rates, making bullet patterns even more relentless.
– Smoother animations, though the core aesthetic remained faithful to its 16-bit roots.
The Gaming Landscape in 2016
Chasing Styx launched into a crowded indie scene dominated by:
– Roguelikes (Enter the Gungeon, The Binding of Isaac).
– Metroidvanias (Axiom Verge, Ori and the Blind Forest).
– Bullet hell revivals (Jamestown, Crimzon Clover).
Yet, it carved a niche by blending genres. While games like Nuclear Throne mixed shooters with RPG elements, Chasing Styx stood out by:
1. Mythological storytelling (a rarity in bullet hell games).
2. Non-linear level design (unlike most shmups, which are linear).
3. Co-op focus (a dying feature in an era of online multiplayer).
Its release on XBLIG was bittersweet—the platform was months from closure, and Microsoft’s shift to ID@Xbox left many indie devs stranded. Chasing Styx became a swan song for an era where small teams could experiment freely.
Narrative & Thematic Deep Dive: Bunnies in Hell
Plot Summary: A Mythological Farce
The premise is delightfully absurd:
– Cerberus, the three-headed guard dog of the Underworld, falls asleep on the job.
– A herd of woodland bunnies hop into Hell, distracting the damned from their eternal torment.
– Hades, furious at this disruption, orders Cerberus to round up the bunnies and toss them back across the River Styx.
This setup is a masterclass in tonal whiplash—the game oscillates between:
– Dark humor (e.g., the bunnies are “too cute” for Hell, undermining its horror).
– Mythological gravitas (Hades is a legitimate threat, not a cartoon villain).
– Self-aware silliness (the gelatinous cube and talking skull side quests).
Characters & Dialogue: Minimalist but Effective
Chasing Styx’s cast is small but memorable:
1. Cerberus – The player character, silent but expressive through animation.
2. Hades – A looming, disembodied voice (never seen), embodying bureaucratic fury.
3. The Talking Skull – A tragic figure seeking to reassemble its stolen body parts.
4. The Gelatinous Cube – A gluttonous, amorous blob that wants to eat the body parts.
The dialogue is minimalist, delivered in short, punchy text boxes. The skull’s lines, in particular, drips with melancholy:
“I was once whole… now I am but a memory. Bring me my bones, and I shall reward you.”
The cube, meanwhile, is pure comic relief:
“Ooooh, a femur! I could gnaw on that for days!”
Themes: Responsibility, Redemption, and Absurdity
Beneath the bullet hell chaos, Chasing Styx explores:
1. Negligence & Consequences
– Cerberus’ failure to guard the Underworld mirrors real-world themes of accountability.
– The bunnies aren’t evil—they’re innocent interlopers, making Cerberus’ mission morally ambiguous.
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The Banality of Evil (and Hell)
- Hell isn’t fire and brimstone—it’s a bureaucratic nightmare where Hades complains about “distractions.”
- The damned are more annoyed than tormented, adding a layer of existential humor.
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Choice & Agency
- The skull vs. cube side quest forces players to pick a faction, with no “correct” answer.
- This mirrors classic RPG morality systems but in a far more subtle, consequence-free way.
World-Building: Hell as a Playground
The Underworld is divided into six distinct stages, each with its own aesthetic and hazards:
1. Haunted Forest – A gothic woodland with floating specters.
2. Hades’ Castle – A labyrinth of traps and undead soldiers.
3. Path of Graves – A graveyard where tombstones shoot bullets.
4. Sucking Swamp – A murky bog with slow movement mechanics.
5. Campanile of Pain – A clock tower with vertical scrolling sections.
6. Chasm of Doom – A final descent into lava-filled pits.
Each zone feels handcrafted, with hidden paths and secrets encouraging exploration. The non-linear progression (players can tackle stages in any order after unlocking them) is a rare feature in shooters, borrowing from Metroid’s design philosophy.
Gameplay Mechanics & Systems: Bullet Hell Meets Adventure
Core Gameplay Loop: Shoot, Dodge, Upgrade
Chasing Styx’s gameplay is a hybrid of genres:
– Bullet Hell Shooter (à la Touhou or Ikaruga).
– Action-Adventure (à la Zelda II or Crystalis).
– Light RPG (with soul collection and ability trees).
The loop is simple:
1. Enter a stage from the River Styx hub.
2. Shoot enemies while dodging bullets.
3. Collect souls to level up.
4. Defeat the boss to rescue a bunny.
5. Return to hub, spend souls on upgrades, repeat.
Combat & Controls: A Dance of Death
- Primary Attack: Cerberus’ main head fires a steady stream of projectiles.
- Secondary Heads: The two floating heads act as shields, absorbing bullets.
- Special Move: A head-spin attack (think Mega Man’s shield) that deflects projectiles.
- Dash: A quick dodge on a cooldown meter.
The bullet hell mechanics are brutal but fair:
– Enemies fire patterns (spirals, walls, homing shots) that require constant movement.
– The screen fills with bullets in later stages, demanding precision dodging.
– Death is frequent, but checkpoints are generous (especially in “Pretty Puppy” mode).
Progression & Upgrades: The Soul Economy
- Souls = XP, earned by killing enemies.
- Multiplier: Chaining kills increases soul yield (resets if no kills for ~5 seconds).
- Ability Tree: 18 upgrades split into three branches:
- Offensive (faster fire rate, homing shots).
- Defensive (larger shield heads, health boosts).
- Utility (longer dash, soul magnet).
The skull vs. cube choice unlocks unique abilities:
– Skull Path: Focuses on precision and power (e.g., piercing shots).
– Cube Path: Emphasizes chaos and area control (e.g., explosive projectiles).
Boss Fights: Bullet Hell’s Greatest Hits
Each stage culminates in a multi-phase boss battle:
– Haunted Forest: A giant spider that webs the screen.
– Hades’ Castle: A skeletal warrior with sword slashes that fill the arena.
– Campanile of Pain: A bell that rings, summoning waves of ghosts.
Bosses follow classic bullet hell tropes:
1. Pattern Recognition: Each attack has a tell (e.g., the spider rears back before firing).
2. Phase Shifts: At 50% HP, bosses change tactics (e.g., the bell starts summoning homing skulls).
3. Screen Filling Attacks: Later bosses cover 80% of the screen in bullets.
Co-Op: Double the Heads, Double the Chaos
- Local co-op only (no online).
- Both players control Cerberus, with shared health but separate ability loads.
- Teamwork is essential—one player can shield while the other attacks.
Flaws in the System:
– No friendly fire, which trivializes some encounters.
– Camera issues in co-op (the screen doesn’t always center well).
Difficulty & Accessibility
- “Pretty Puppy” Mode: Easier enemy spawns, more checkpoints.
- “Hell Hound” Mode: The “intended” experience—brutal but rewarding.
- “Demon Dog” Mode: Unlocked post-game, with new enemy patterns.
Criticisms:
– Keyboard controls are clunky (the game is controller-first).
– Visual clarity issues—some bullet colors blend into backgrounds.
World-Building, Art & Sound: A Retro Nightmare
Visual Design: 16-Bit Hell
- Pixel art with a dark, muted palette (heavy on purples, greens, and blacks).
- Enemy designs range from skeletal warriors to floating eyeballs.
- Bosses are grotesque yet charming (e.g., the gelatinous cube’s wiggling animations).
Strengths:
– Distinct stage themes (the Swamp’s murky waters vs. the Castle’s gothic spires).
– Fluid animations (Cerberus’ head-spin is satisfyingly weighty).
Weaknesses:
– Some bullet colors are hard to see (e.g., dark purple on black backgrounds).
– Low resolution (intentionally retro but may alienate modern players).
Sound Design: MIDI Mastery
- Composer: Uncredited, but the soundtrack is a standout feature.
- Style: Chiptune with orchestral flourishes, evoking Castlevania: Symphony of the Night.
- Tracks:
- River Styx Theme: A melancholic, looping melody.
- Boss Battle Music: Fast-paced, adrenaline-pumping.
- Haunted Forest: Eerie, with echoing synths.
Sound Effects:
– Gunfire: A satisfying “pew-pew” (reminiscent of Contra).
– Bullet deflects: A metallic “clang” when heads block shots.
– Death: A comical “yip” from Cerberus.
Atmosphere: Whimsy Meets Dread
The game’s tone is unique:
– Hell is bureaucratic, not horrific.
– The bunnies are innocent, making Cerberus’ mission darkly humorous.
– The soundtrack and visuals create a dreamlike Underworld.
Reception & Legacy: The Game Time Forgot
Critical Reception: A Cult Classic
- Steam: 84/100 (Very Positive) from 99 reviews.
- theXBLIG: Called it “the last great XBLIG.”
- Horror And Sons: “HIGHLY RECOMMENDED” for retro fans.
Praised For:
✅ Challenging but fair gameplay.
✅ Stellar soundtrack.
✅ Unique blend of genres.
Criticized For:
❌ Short playtime (~5-8 hours).
❌ Clunky keyboard controls.
❌ Visual clarity issues.
Commercial Performance: A Free Gem
- XBLIG: Sold for $1, likely minimal sales.
- Steam: Free with optional donations—downloads in the tens of thousands.
- No major awards or nominations.
Legacy: Influence & Obscurity
Chasing Styx’s impact is subtle but notable:
– Proved that XBLIG games could be polished (even as the platform died).
– Inspired later indie hybrids (e.g., Chasing Static, Blasphemous).
– Showcased MonoGame’s potential for small teams.
Yet, it remains overshadowed by bigger indie hits. Its free-to-play model and niche appeal ensured a dedicated but small fanbase.
Conclusion: A Flawed Masterpiece Worth Chasing
Chasing Styx is a hidden gem—a game that defies expectations at every turn. It’s:
– A bullet hell shooter with adventure game depth.
– A mythological epic about bunnies in Hell.
– A retro love letter with modern polish.
Final Verdict: 8.5/10 – “Excellent, but Niche”
– For fans of: Touhou, Zelda II, Crystalis, Gradius.
– Avoid if: You dislike difficult games or retro aesthetics.
Where It Shines:
✔ Innovative genre-blending.
✔ Memorable soundtrack and art.
✔ Local co-op chaos.
Where It Stumbles:
✖ Short length.
✖ Some control and visibility issues.
Legacy: Chasing Styx may never be remembered alongside Celeste or Hades, but it deserves a place in the indie hall of fame as a bold, creative experiment. If you’re a fan of retro games, bullet hell, or mythological humor, this is a must-play—especially since it’s free.
Final Thought: In a world where Hell is overrun by bunnies, Chasing Styx is the perfect storm of absurdity and skill. It’s a game that shouldn’t work but does—brilliantly.
Now go forth, Cerberus. The bunnies await. 🐇🔥