Psyvariar 3 Announced [BananaBytes Software]

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Your Favorite Psyvariar?

Medium Unit
1
2%
Revision
11
27%
Delta
8
20%
Soyvariar 2
12
29%
I Do Not Play Shmups
9
22%
 
Total votes: 41

The_Trooper49
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by The_Trooper49 »

xEbb1993x wrote: Thu May 21, 2026 8:24 pm So get this on Switch 2 or PS5?
Yeah PS5 is likely the way to go, I've been playing on switch 2 this evening after moving away from the terrible switch 1 port, and it all seems to work fine but input lag is still present and occasionally the game hangs for a split second mid-gameplay which is weird. Not a polished experience, but there is definitely fun to be had there, and the price is low enough to forgive some rough edges.
The_Trooper49
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by The_Trooper49 »

Oh and a tip for anyone struggling with bullet visibility in this game - the options include the ability to reduce background brightness. Clearly the developers realised this was needed, but rather than changing the design to make everything clearer, they hid it in the options!
xEbb1993x
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by xEbb1993x »

The_Trooper49 wrote: Thu May 21, 2026 9:07 pm
xEbb1993x wrote: Thu May 21, 2026 8:24 pm So get this on Switch 2 or PS5?
Yeah PS5 is likely the way to go, I've been playing on switch 2 this evening after moving away from the terrible switch 1 port, and it all seems to work fine but input lag is still present and occasionally the game hangs for a split second mid-gameplay which is weird. Not a polished experience, but there is definitely fun to be had there, and the price is low enough to forgive some rough edges.
So be it. I also need to know if I should get FZ: Formation Z on Switch 2 or PS5.
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Faith
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by Faith »

The_Trooper49 wrote: Thu May 21, 2026 9:10 pmOh and a tip for anyone struggling with bullet visibility in this game - the options include the ability to reduce background brightness.
This is the worst in I think Area 04 because that damn stage have those bright vertical lines that keep zooming down that is part of background... every time brain will register it as line of bullets (and to be fair to me that is like the most common style of bullet coming out of every enemy in this game lol)... with background darker it can help with that a little bit >.<!!!~

Also: anyone know how the Neutrino Rate in this game work? Sometimes my Neutrino Rate go into very low and then GG level up slow and die because cannot get level up shields X_X"...

This game is really ultra routing heavy. So far only have a good route for Stage 00 lol but really struggling after that @_@"...

Edit: finally have a bit of a working route for Stage 01 too... and Faith realize if you not playing this game in Extreme then you are playing this game wrong lol... really need all those extra bullets in screen to do ultra mega graze and chain level up!! Things slowly coming together and finally "get" this game... just need to figure out why sometimes Neutrino Rate drop!!~
<3 Faith <3 1CC's STG Never Die
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qmish
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by qmish »

PC Engine Fan X! wrote: Thu May 21, 2026 6:12 pm Apparently, today 5/21/26, the Steam port of Psyvariar 3 has a 1.4gb update -- am not sure what it entails but seems like quite a substantial update nevertheless.
Maybe yes, maybe not.

Nowadays they often keep files inside large size archives in games, so even if update is 30 mb size, it still need to replace the 1 gb file containing it.
TerminalInternet
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by TerminalInternet »

I've been seen and watched those videos, Because i don't have any enough from my money balance and never get to buy the new game, I'll enjoy to watch Psyvariar 3, It's worth to playing and game itself quality was average and ok, I'll let it past.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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Weak Boson
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by Weak Boson »

Faith wrote:Also: anyone know how the Neutrino Rate in this game work? Sometimes my Neutrino Rate go into very low and then GG level up slow and die because cannot get level up shields X_X"...

The rate changes on its own based on the stage section or boss attack. Additionally (like Psyvariar 2) there are enemies that effect it. The main ones are little red circles who suppress the gauge - there's two of these after a few waves in Area 0, for example. There are also blue versions of these enemies which supercharge the gauge. They're kind of hard to spot sometimes but they should be routed around accordingly.

I've also noticed some of the larger "midboss" type enemies will effect the gauge. e.g., there is one with three rotating protrusions and destroying them successively improves neutrino gain.
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Faith
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by Faith »

Weak Boson wrote: Fri May 22, 2026 10:03 amAdditionally (like Psyvariar 2) there are enemies that effect it. The main ones are little red circles who suppress the gauge - there's two of these after a few waves in Area 0, for example. There are also blue versions of these enemies which supercharge the gauge.
Thank you for info!!~ This explains so much >.<"... yes, I did also notice that mid-boss when destroying its parts around it my rate go up. So... basically then... red circles prioritize to destroy and blue circles keep them alive so they help boost rate? Did not realize them in Area 0 because anyway my current route I usually reach level 30 by end of Area 0 lol. But I will try and notice it next time I play!~
<3 Faith <3 1CC's STG Never Die
FlyingFinn
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by FlyingFinn »

Which mode are you playing, arcade or arrange?

Seems ok so far, I recently swapped ro buzz mode, first try ended at level 18, so I am clearly learning.

I hope in later revisions (pun intended) they add option to have only one credit in arcade mode. It is rather annoying to countdown credits before next game.
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Faith
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by Faith »

FlyingFinn wrote: Sun May 24, 2026 5:36 pm Which mode are you playing, arcade or arrange?

Seems ok so far, I recently swapped ro buzz mode, first try ended at level 18, so I am clearly learning.

I hope in later revisions (pun intended) they add option to have only one credit in arcade mode. It is rather annoying to countdown credits before next game.
Arcade! For countdown just spam shot and buzz key and it will count down very fast!~

I actually recently wrote Steam review for this game, which have some tips and my experience so far! Best advice other than my info in review is: for first "stage" (Area 00) you should be able to very easy consistently reach level 30+ by first difficulty selection screen with Buzz type. I am now at point where really need to focus on practicing bosses from Area 03 onward @_@"... so will probably wait for patch to fix stupid practice mode (it is quite broken now, biggest problem is it reset difficulty on restart so waste a lot of time going back to main menu to restart). And it is also a bit unstable overall.
<3 Faith <3 1CC's STG Never Die
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kid aphex
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by kid aphex »

The game has a surprisingly decent production quality in some respects - better than I thought it was going to have considering the lack of pre-release media - but the ship/enemy ship/background design is strikingly ugly.
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Weak Boson
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by Weak Boson »

New update is live!

Most notable updates are:

1) Shield damage no longer scales off of level, so you don't have to worry about nuking bosses before you can buzz them.
2) The roll button no long slows you down to a crawl and doesn't cancel the speed boost from leveling-up.
3) The buzz area is increased (at least for Maeda, I have only used this one ship)
4) Glitches fixed and leaderboards reset

I'm pretty happy with these changes. Especially the shield damage - this was an issue as previously a good strategy was to skip scoring on some levels to get a bigger payoff in the Stage 5 boss, whereas now you want to get as many levels as possible, as it should be.

The extra speed also increases the skill ceiling for optimizing buzz in the stages. One downside is that some micro dodging in boss fights might become harder, but it's probably worth it overall. I still prefer the system of Psyvariar Revision which let you have three speeds by releasing/tapping/holding the roll button, but now it seems to work exactly like Psyvariar 2 which is OK.
TerminalInternet
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by TerminalInternet »

I watched those videos, The gameplay itself was mediocre, balance, solid, physically, fast-paced and even features, Cotton appears in the game from the her series, Overall it's average and worth to play, I usually have to go favorite game sequel mecha shooter Psyvariar 2 cult-following all the way.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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BareKnuckleRoo
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by BareKnuckleRoo »

TerminalInternet wrote: Fri Jun 05, 2026 5:15 amThe gameplay itself was mediocre
I don't think that's the word you intended
TerminalInternet
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by TerminalInternet »

My bad, I was thinking and examine watch those videos.
Shmups DEV Studios Personal Project > Gunner Blade Media Series (Gunner Blade 1: Tales of Landscape) | 3 Action-Pack of Short Animation Film: RayForce 1.5 R-Gear Project, Who Framed Miku Gacha Life Series and Platypus Colonel Alliance
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Weak Boson
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by Weak Boson »

Speaking of videos, I got the 1CC!

I think I've spent enough time with the game now to say that it is, in fact, good. As with Revision and 2, the unique mechanics mean it's not going to be for everyone, and those games might be better intros to those mechanics, but it's still a fun game that delivers the buzzing gameplay I crave. Not without its flaws and rough spots, but it also has some new ideas of its own. I'm looking forward to seeing how much further it can be optimized.
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EmperorIng
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Re: Psyvariar 3 Announced [BananaBytes Software]

Post by EmperorIng »

All right, I took the plunge and picked this up. The movement and change to the rolling system does take some serious getting used to but so far a positive first impression especially with the amount of bullets onscreen for Xtreme difficulties. I've credit fed up to stage 3 or 4 with a few of the characters.

Soyvariar 2 heads like myself will no doubt catch the many, many references in bullet/stage design. Perhaps stage 1 is supposed to be the Gorge City destroyed in Psyvariar 2's stage 1?

It is a little weird playing a shmup where I don't have a lot of replays on hand to help get the hang of things and learn a little bit - the curse of the new!
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