
BPM is a rhythm-action FPS rogue-like where you must shoot, jump and dodge to the beat of an epic rock soundtrack. Delve into a randomly generated dungeon where one missed note can lead to your death. Gain game-changing abilities and loot powerful weaponry to defeat your ancient enemy: Nidhogg.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Portuguese - Portugal*, Russian*, Simplified Chinese**languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This game is so unbearably frustrating right off the bat I don't know a single person I'd recommend it to. More than just balance problems the art style is so difficult on the eyes, the attack tells are extremely unclear, I cannot even understand what damages me.
like the concept but the orange everywhere just hurts my eyes and there is basically only 1 song per area which gets annoying quick and it might just be me but adding your own music is kinda annoying haven't beat it yet but i would like to eventually.
Офигенная игра. Не заметил, как почти цеиком её прошёл (Не в достижениях, а просто пройти за каждого перса до конца)
few minutes in, and it's immediately clear that this just isn't fun it doesn't control well. its mechanics are anywhere from lackluster to obnoxious, and the execution regarding all parts of the game's feel was mishandled. - the rhythm mechanics, movement, and shooting all simultaneously feel unsatisfying to use, while they all somehow conflict with one another. the worst offender being that you can't dash and shoot at the same time, while there are a variety of enemies that require you to suddenly drop everything to dash. - the game blatantly suffers from a number of "roguelike holdovers", most notably the immense limits on healing, that are simply not productive to this game's structure, only there due to tradition rather than intention. - visually, the game has pretty egregious color-coding, as almost everything is drenched in a bright piss-yellow filter. many enemies and highly important attack warnings are, of course, also bright yellow, making them hard to distinguish when going fast. - the majority of the game's mechanics outright aren't available by default, and can only be randomly found during a run. alternative weapons, "ultimate abilities", secondary actions, and (according to the binds menu) activated armor abilities, are all reliant on randomized run items. the way you obtain these items feels awful by roguelike standards, leading me to believe that this game was never planned to be a roguelike from the start, but instead later forced into one for trend-chasing reasons. - you can only hold one weapon at a time, rather than the more usual system of having multiple to switch between. this, coupled with the complete lack of anything else to mix up your rhythm when shooting, leaves the game feeling stale within minutes of firing the same weapon at the same pace with no interruptions besides being forced to dash. the rhythm-based reloading, while neat in concept, still does not mix up the pattern in any way. - when attempting to shoot enemies, your gun will almost constantly output a "TOO FAR" warning on your crosshair. if you aren't within a give range of an enemy that you just fired in the direction of, the game will disable all of your damage. there is no further visual indication for this, as all of the guns have terrible visuals with even worse feedback, including no indication of your bullet's travel path, let alone how far it went. just play metal hellsinger instead, honestly. this one isn't worth your time as a rhythm shooter nor as a roguelike. to hammer home just how much better metal hellsinger executed the concept: metal hellsinger's challenge mission put you in an arena with enemies and some special condition to win. BPM's very first challenge mission is the base game, but they put a massive censor-like pixelated filter over your entire screen. and to also hammer home the point about everything being yellow, every square on that screen is bright yellow, occasionally mixed with a dark grey wall or a black doorway.
The concept of this game is really cool but it just ends up feeling annoying and unfair in my opinion. I have 100%ed every Souls and Souls adjacent Fromsoft game so I have no issue with a challenge, I just get aggravated when I am 20+ minutes into a good run and 2 tiny little imps with bombs that do half your total hp each walk up behind you and just immediately end your entire run from max health in an instant. This is on easy difficulty btw.
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Один из любимейших ритм шутеров! Всем у кого есть слух, рекомендую!
guns go boom
игра норм, тренирует чувство ритма
Vibe hard, kill hard! dope game, i recommend this to everyone that has fun with rythm, shooter and rogue-like games!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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