
The God of Rock has gathered the universe’s greatest musicians to clash for musical supremacy. Battle to the beat by hitting notes in rhythm and unleash harmonic attacks against opponents in this competitive rhythm-fighting game hybrid.
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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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Let's talk about motion inputs. The basic concept of a motion input in a fighting game is to define a move's use case. A quater-circle forward or a Dragon Punch motion requires you to push your control stick forward, making the move a risk to use in close quarters. A charge input can be performed by blocking or crouching, allowing a character to turn defensive pressure into offensive rewards. 360's require you to press jump, meaning that the move often needs to be buffered - and consequently makes opponents fear those buffered options. It's all in service of adding to the mindgames, encouraging play patterns that translate into a complex loop of offense and defense where you’re constantly predicting and reacting to each other, finding openings and punishing mistakes. So clearly we need to slap unrelated joystick inputs into a genre that doesn't require any of these things, loudly interrupting its own gameplay loop to demand that you memorize complex and often nonsensical input patterns for the sole purpose of making the game needlessly complicated, while also throwing full-difficulty rhtyhm game charts that require all of your focus to maintain. It's a shame. I loved the concept when I first heard about it. But you managed to skip everything that makes each genre good and wound up with the worst of both worlds. How do you screw up such an interesting pitch so badly?
Worst of both worlds smashed together. Play a rhythm game or a fighting game instead.
I won this game for winning a local tournament of it. (It was a side bracket at my local FGC.) This game is actually really well made and I am surprised more people haven't bought it/aren't playing it. It's really fun, but it is for a niche group of people who like fighting and rhythm games like me. I'd say it's more of a rhythm game than a fighting game but I think it's creative how they added fighting game inputs for the specials and how they're implemented. The game is pretty difficult, but really fun and rewarding in my opinion. The sideways scrolling is weird at first, but I'd imagine you can get used to it. I think the UI works better horizontally than it would vertically for this game because it allows the information such as the opponent's specials to be visible to you while playing and not force you to look all the way across the screen. Honestly, I think that people should just get better and more used to the side scrolling and stop complaining about how they think it should be vertical. It feels like it's a genuinely good underrated game that the devs worked really hard on. $30 may still be a pretty steep price point though... I'm not too sure.
if they put the notes vertical it would save the game <3
DISCLAIMER: I know my hours are low currently, but I put a lot offline over the weekend at Combo Breaker where this game had local setups, as well as on another steam account that has the game shared from this one. This game does not deserve the mixed reviews it has received. God of Rock does exactly what it sets out to do in combining fighting game elements into a competitive rhythm gaming experience. Many of the criticisms listed in the negative reviews for this game can honestly simply be reduced to skill issues. The game has a bit of a learning curve to it, as getting used to a horizontally scrolling note highway can be jarring to people who have played other rhythm games in the past, but it is nothing that's impossible to adapt to. I come from a background in StepMania, osu!Mania, and other 4-key rhythm games, and was able to perfect combo through some of the harder songs within a few hours of play time. The gameplay actually feels extraordinarily satisfying. The charts are wonderfully made, the sound design is excellent, and each character feels unique in the uses of their special moves. The special move inputs can be somewhat frustrating at times, as sometimes you drop your inputs when trying to keep track of the notes, but again, this is something that will just take time to get used to, as is with learning any game. After speaking with the team that represented the game at Combo Breaker, they seemed very passionate about the game and said that they are actively working to fix the issues that many users have expressed. If you currently do not feel compelled to try this game (which I strongly suggest you to give it a try, it really is a great time), I would say to at least keep an eye on its future, since patches have been implemented regularly since release. This is a mix of genres that I've been wanting to see for a very long time, and it really is the first of its kind. I sincerely hope that one day this game receives the attention it deserves, or that someone sees the game and makes something similar. I would love to see this game get more players, so if you have any questions about the game, please feel free to reach out to me with questions about it.
Online no longer works but the remote play is flawless if you have a good connection.
[h1] Даже при скидке 90% довольно сомнительное приобретение и только для фанатов подобных ритм игр [/h1] Притом даже по скидке 90% игра стоит 269 руб. Про полную цену вообще молчу. А если говорить про игровую составляющую, то это зубодробительная ритм игра без особых изысков. Из нормальных ритм игр можно вспомнить AVICII Invector, где удивительным образом создали баланс между всеми элементами игры - там нажатие кнопок не так сильно отвлекает от созерцания визуала и даже удалось выбить все достижения. Здесь же даже на тренировке требования завышены. Также в этой довольно современной игре не смогли добавить облачное сохранение, в результате чего поиграть на разных устройствах в одном профиле не получится из-за отсутствия синхронизации прогресса.
Unfortunately the game is dead. Also this is not a fighting game its a rhythm game. Its only a fighting game in presentation not mechanics. Its just too busy. Theres too much going on all at once. You have to focus entirely on the keys, all the extra mechanics like reversals and 3 levels of special moves and ex and ultra moves are too much to pay attention to. you also hardly ever get to actually watch the animations. There isn't enough space with the horizontal scrolling to see enough oncoming notes. The default binds for the controller are also pretty bad, its borderline unplayable with controller. You just cant use the directional pad for the notes you will run into multiple conflicting inputs. You need to rebind extensively. Its a really great and inventive premise its just not executed well. Maybe if you sunk a ton of time in, you could actually engage with the systems but it isn't what it should be - an easy to pick up casual experience. Unfortunately it is very hard and frustrating to engage with.
Didn't try it for long before realizing it was not as fun or exciting as it initially seemed. You are just too focused on the rhythm inputs that you can't even look at your fighter or the moves he/she is making on the enemy. The music is good, but not enough to carry the whole game and the special moves are really hard to make while you are trying to get the timing of the inputs. As a side note, the game runs just fine on the steam deck however the text is really small.
Cool concept mixing rhythm gameplay with fighting mechanics, but the controls seriously fight against you sometimes. Horizontal lane inputs feel awkward and inconsistent, especially during faster sections, which turns losses into frustration instead of hype. There’s fun buried underneath all that, and the soundtrack helps carry it a bit.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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