Bullet Candy

Blast hordes of enemies, dodge swarms of bullets and save the last humans in this explosive Twin Stick Shmup! Self-Destruct to cheat death and preserve your power-ups to become Bullet Hell! Tight score attack play, fast combat and online Leaderboards leave you needing just one more go!

20th Anniversary

Bullet Candy collects together 20 years of different versions, spin-offs, bonus games, prototypes, remakes and modern play modes all in one package. Ranging from a pre-release prototype, the original 2007 Steam release, a web spin off re-imagined with new visual effects, a new gameplay mode for 2026 AND MORE!

Features

  • Fast, fun and frantic twin stick action!
  • Multiple game modes
  • Full Controller Support
  • Steam Leaderboards
  • Now on Linux/SteamOS and MacOS!
  • Plays Great on Steam Deck!

Buy a Copy!

You can buy a copy of this game for very little money over at Steam or [itch.io] via one of the widgets below. You’ll get a Steam key for the game either way.

You can also get a free copy of Mini Bullet Candy by signing up to my Newsletter.


Guides

Mini Bullet Candy

Trivia

  • Bullet Candy was the first game I ever had mentioned in a print magazine, which were still a thing back in the time of it’s release. Screenshot here.

  • Bullet Candy was covered in an episode of Consolevania, which I was super excited about. Consolevania was one of the earliest online review shows, predating Youtube by some years, and was clearly the most informed as well as the most entertaining. They went on to do several series of Video Gaiden for the BBC here in the UK and I’m pleased to discover they’ve made a comeback in recent years.

  • Bullet Candy was one of the first handful of indie titles to appear on Steam, alongside some of Introversion’s early works, Garry’s Mod, Gish etc. Here’s a link to the full indie lineup back then which is very sparse compared to today. I remember feeling quite honored to be asked to put the game on the store, and being very surprised they’d even heard of it. If i had to guess where they had heard of it, it would be Manifesto Games, who had been making a huge splash back in that time. Speaking of…

  • Manifesto Games hosted a version of Bullet Candy that was playable online. I have no idea how they managed this (nor any particular memory of them doing it, having discovered this only while researching for this trivia), though given it’s an Internet Explorer/Windows only feature I’d imagine it’s some kind of super insecure activeX feature. Probably don’t click the link!

  • There were many, many subtly different versions of Bullet Candy available in the early days between 2006 and 2009. The indie scene was still pretty young back then and hundreds of businesses formed trying to capitalize on an emerging market. Often, these companies would try to insist on various exclusive features for their version of the game along with terrible royalty rates, pricing rules and other more insidious bits of contract small print. While I was always very careful with the contracts I signed, I did make some subtle changes here and there, add a new game mode or change some graphics around for various different outlets. This made the code base for Bullet Candy extremely difficult to manage and ultimately i ended up rewriting the game around 2010 just so i could understand what it was i was looking at. 90% of these companies are long since gone now, leaving just Steam, itch.io and a handful of others.

  • A 3D remake of Bullet Candy, called Bullet Candy Perfect released in 2009 refined the score system of the game and made the graphics more vibrant. perfect actually started life as an extra mode in Scoregasm, but i felt it got a little too big for that and released it as a stand alone title. The extra mode in Scoregasm was called Bullet Candy Fast, which crammed all of the waves of Bullet Candy into a single 3(>) minute section.