
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 11.4Kreviews | 90% | — | $4.5M |
| $29.99 | 171ratings | 84% | — | not modelled | |
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
Reviews
Themes across 824 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Started BPM thinking it was DOOM with extra steps. It is. – Every bullet, every reload, every jump = must be on the beat – Missed the rhythm once and got humbled by a flying skull – Reloading to the music is fun until you forget the tempo and die like an idiot – Enemies don’t just kill you, they judge your sense of rhythm – Spent 2 hours on one boss because I can’t count to 4 – Felt like Guitar Hero, but instead of applause I got exploded – Soundtrack slaps so hard my neighbors now worship Odin – 10/10, the only game where being tone-deaf is a death sentence BPM isn’t an FPS. It’s a Viking rave where failure = instant funeral.
Crypt of the Necrodancer, but a First Person Shooter. Attack and dodge in sync with the beat, or suffer. Fun, but way too hard for me. Struggled like crazy to finish it on the easiest difficulty. Later levels get way too chaotic and you take damage from everything, everywhere. While fighting a few regular enemies is ok, later levels mix several kinds of enemies at once, requiring you to pay attention to too many variables at the same time. Only managed to finish it a few times by exploting a broken combo with an infinite ammo minigun with % damage, which ironically meant that I could ignore the whole rhythm mechanic and just hold down the fire button. Music is good, but it gets repetitive after a while and they start to blend together. There is so many variations of metal that you can play before they blur into noise.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Genres
Stats
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
| $29.99 |
| 147ratings |
| 82% |
| — |
| not modelled |
| $5.19−74% | 103ratings | 80% | — | not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 831 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ты попросил биты помедленней 140 bpm Теперь трясешься пиздoс, но Питер — мой Вифлеем Eбaный ты бомж, тебе здесь пиздeц Лишь взобравшись на мой хер, ты покоришь Эверест
[h1][b] TLDR: While some fun is to be had if you prefer FPS rhythm-based games, there’s too much of a focus on skill-based gameplay with no reward aside from achievements, instead of an enthralling roguelike.[/b] [/h1] [h1]PROS: [/h1] ➕Custom music option ➕Completely random character (Run) that adds some fun replayability [h1]NEUTRALS: [/h1] 🔹Can be very difficult, even on Easy 🔹Flys are the most annoying enemy ever [h1]CONS: [/h1] ➖Weapon range dumb and unfun ➖Art style can make it difficult to see ➖Severe lack of information and description on everything ➖Music can get very repetitive ➖Useless drops for certain characters (health drops on characters with 0 health) This game is very similar to Metal: Hellsinger (MH), as such, I’ll be making numerous references to it. Here is my review for MH: https://steamcommunity.com/id/Synikx/recommended/1061910?snr=1_5_9__402 [h1] [b] Content (Game world/Narrative) – [3/10] [/b] [/h1] The game world is generally very boring. It’s just a randomized series of square rooms with a random assortment of: enemies, chests, shop, blacksmith, gambling. I also unfortunately failed to notice any sort of secrets - breakable walls, hidden pathways, ect, which further makes the levels themselves a bit boring and unfun. The repetitive art style does not lend any favors to randomized rooms. There is no narrative, this is a pure roguelike. This is a shame, because there is clearly some pantheon influence in the characters and zones you visit. [h1][b] Gameplay (Mechanics/Difficulty) – [5/10] [/b] [/h1] BPM leans heavily into the roguelike elements, there is very little power that carries over between runs, and most of the characters you unlock come with severe negatives alongside their benefits that the player must work around, further adding to the skill-based mechanics. Essentially, like most roguelikes, you go through a randomized dungeon, get randomized items to incorporate in your build, and see if you can make it all the way through to the final boss. There are about ~8 dungeons before the final boss, each with their end boss having some unique mechanics like dodging specifically on beat. The items can be hit or miss. There are a few items (infinite ammo, minigun) that will snowball you into a victory no matter what, which makes me question the balance of other aspects of the game focused on player skill. When a couple items can carry you through an entire run, they should be nerfed and others should be buffed. Last thing I want to note is the strictness of item obtainability. One of the most powerful items I’ve gotten is the skeleton key. There are a ton of chests that are locked and you are drip-fed keys. You’ll have to make many choices that can make-or-break runs since a select few items are so powerful. I really didn’t like the key/locked chest element because of this. Locked chests seem like a hindrance that blocks the player by saying you can only have x amount of fun where x = keys. One thing of note, this is a very difficult game. You only get about 4 or 5 hits before you die and some of the unlockable characters are even less, or having 0 health and only armor. Even on easy mode, I found myself dying multiple times in the first dungeon. [h1] [b] Graphics (Quality/Technical) – [3/10] [/b] [/h1] Somewhat similar to Mirror’s Edge, the art style in BPM is almost obnoxiously oppressive. Everything is the same shade of orange or green or red. It can be hard to see enemies, or even just stat upgrades against a wall. I’m really not a fan. Graphically, nothing is very impressive. Technically, I encountered no bugs or issues. i9-13900KF | RTX 4090 | 64GB RAM | 1440p @ 240hz | Windows 11 installed on SSD [h1] [b] Audio – [5/10] [/b] [/h1] You’d imagine in a music-focused game, that the music would be good. It kinda/sorta is. The song variety is fairly dismal which leads to a lot of repetition. Especially early on with dying a lot and being stuck in the starting stages, it starts to get a bit annoying. Even more unfortunate, unlike Metal: Hellsinger, I never once got the adrenaline rush that comes when a song peaks during intense action sequences. Thankfully, the devs found a lazy way around this by shifting the onus to the user by allowing you to use custom music. [h1] [b] Replay Factor (Longevity) – [6/10] [/b] [/h1] Fairly good, and probably BPMs best aspect is its ability to just jump right into a run and start blasting. I also really like one of the characters (Run), how every part of them is randomized, so you can start off with a completely random character in addition to whatever else you pick up. Could use some sort of online component though - leaderboards, daily runs, something like that. The only option is Challenges which seem a bit barebones and pointless. [h1] [b] Final Verdict – [4/10] [/b] [/h1] BPM: Bullets Per Minute (BPM) is a rhythm-oriented FPS game where you must shoot your weapon to the beats of the music to make it through randomized dungeons in a roguelike experience. To start with my negatives, the biggest for me is the repetitive music, restrictive player power and lack of any sort of in-game descriptions. When you have a game built around music, the first priority should be an excellent soundtrack, this is something to me that BPM doesn’t succeed on. Yes, you do have the option to use your own custom music, which is great, but I am a firm believer that in musically-oriented games, the onus of a good soundtrack should fall on the developer. I do not get the same adrenaline rush of shooting to the beats like I do with other FPS music games like the excellent Metal: Hellsinger. As for the player power, I think the game can be somewhat restrictive with player power locked behind keys needed for chests primarily, but the other issue is the guns. For a game that literally has “Bullets Per Minute” in its title, you would find it surprising to find the answer to that question to be quite low. Between pistols, revolvers, and slow-firing launchers, the projectiles per time frame are generally going to be on the lower end unless you find something crazy like a minigun. Lastly, the lack of in-game descriptions is just absurd and lazy. None of the characters even have ANY of their stats or their abilities displayed, the item pickups often have between 2-5 WORDS of description, and even the stats tells you nothing specific other than a simple point system - what is the difference between damage +1 vs ability +1? Who knows? Actually, the wiki does. Prepare to spend a bunch of time going through the BPM wiki because the game, for whatever reason, is absurdly vague. Learn from Slay the Spire here. As for my positives, I would say that the replay value of just jumping into a run promotes the skill-based presentation of the game. There are very little powers available to the player that carry over through different runs, combined with the lack of preparation means you can just pick a character, jump into the game, and start shooting. Not having to worry about any sort of deliberate choices can be a positive as there is no fluff to stop from jamming to the beats while shooting things. Overall, I think that BPM is okay. It’s hard to recommend when Metal: Hellsinger exists AND even has a roguelite mode. I think that everything BPM does, MH does better. I would only recommend BPM if you already played MH and want more rhythm FPS action OR you prefer skill-based roguelikes against a game that is narrative focused with roguelike gameplay being an afterthought. Otherwise, go play MH. [h1] [b] Recommend? [Y/N] [/b] [/h1] [h1]No[/h1] You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
[h1]Rating[/h1] 3/10 [h1]Intro[/h1] I don't think I've ever gotten this upset at a game. There are bad games that just suck at a basic level, but then there are the ones that also suck that clearly have potential. Perhaps they should've focused only on making the rhythm FPS aspect the focus, since this was the first game to my knowledge to come up with it. I might give it another shot sometime, but this is a hard pass for now. Pick up Metal: Hellsinger instead. [h1]Positives[/h1] + Great soundtrack. + Great enemy variety. + Weapons have good impact. + You don't necessarily have to look at the user-interface to see if your shots are matching up with the background music. [h1]Negatives[/h1] - Some enemies can blend in with the color palette of the levels. - Winning a run is highly dependent on the weapons you get. Which is based on luck. - Some enemies are capable of a cheap 'area of effect' attack that's near-impossible to dodge. This is especially irritating when I've to redo the whole run because of that. - Most weapons require multiple taps of the reload key to reload while also being surrounded by several enemies. Why not just implement a Single-Tap Normal and a Double-Tap Perfect reload? - Some enemies lead their shots. Seriously, indie developers, STOP DOING THIS! There's nothing more irritating than circle strafing constantly, only to still get hit by a projectile shot ahead of me.
This doesn't feel like a finished game. A lot of the mechanics I encountered while playing it just don't even seem to work, or seem like place holders. "Hit F on this chest but when it opens there's nothing inside and no visual prompt to suggest you've actually done something" I ran into things like this in basically every room.
please make update to this game
Сложная, ВЫРВИГЛАЗНАЯ, поебетeнь. Не имеющая нормальных механик или банального текста для введения игрока в курс дела. Нет модификаторов для облегчения или усложнения забега. Каких-нибудь интересных событий во время забега, тоже нет. Музыка однообразная и надоедающая. Нету, на то скудное количество, взаимодействий между механиками или предметами игры. Враги сливаются с комнатой. Постоянно застреваю в неровностях стен. Прыгать за секретами не удобно, а возможность пригнуть к спрятанному сундуку редкая. Боссы дeрьмо. Сложно было постараться над проектом и добавить в него хоть что-нибудь?
I think this game is awesome, but I'd like it a bit more if the second boss was nerfed. His death beam attack that has a 40% chance to cause my GPU to shut down is a lil OP IMO. Meta stuff like that is fun but in smaller doses.
거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 거미 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아 방패 ㅆㅂ아
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 3.3K | 89% | $19.95 | |
| $372.1K | 1.6K | 82% | $9.99 | |
| $339 | 15 | 100% | $0.99 | |
| $3.1M | 2.7K | 92% | $29.99 | |
| $1M | 3.3K | 86% | $16.99 | |
| $574.1K | 1.1K | 77% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 9.5K | 76% | $19.99 | |
| $4.5M | 3.4K | 92% | $29.99 | |
| $4.5M | 17.6K | 72% | $8.99 | |
| $4.5M | 5.4K | 71% | $29.99 | |
| $4.5M | 78.8K | 95% | $1.99 | |
| $4.5M | 17.2K | 97% | $9.99 |