
An adorable musical robot named Melobot, created to preserve harmony, awakens on a strange, silent planet consumed by a mysterious dark matter. Now, Melobot must embrace a role it was never programmed for: the role of a hero.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−60% | 32reviews | 94% | — | $6.9K |
| $12.49−50% | 20ratings | 84% | — | not modelled | |
Engagement
Reviews
A weak recommendation as the game plays and looks good, but has short playtime (4h for 100%) and some core design aspects that are not as frictionless as one would hope. [h1]What worked great[/h1] * [b]The core mechanic[/b] - it is fun to learn the varied mini-songs for each plant on all the different instruments. I enjoyed practicing my note ear, and by the end of the playthrough I was able to do some of the songs first try * [b]The simple combat[/b] - While 'random encounters' are a bit pointless, the increasingly complex boss battles went from "alright, let's dispatch you again" to actually enjoyable. The chords for the attack/heal feel a bit awkward on keyboard (attack specifically) but nothing you can't get used to * [b]The World[/b] - The game uses a simple concept of melodic plants and builds a pretty world off of it. It's not big, it's not complex, but it feels right, as long as you're not bothered by "dark matter" in the game being different to "dark matter" in real life [h1]What Didn't Work Great[/h1] * [b]Expeditions[/b] - I have a vague memory of the gameloop being slightly different back in an early demo I played, and while improvements were made I think some design elements stuck around, being small annoyances here and there, like a pop-up box of whether you want to start an expedition that is largely meaningless, and being sent back to ship after each boss and then having to walk back to the boss area to heal plants there. * [b]The 'in-betweens' of game design[/b] - So while every element feels great, it feels like they don't fit perfectly well together, kind of like they're puzzle pieces that are just slightly off, but close enough to not realize it. Repeating the song is great (core mechanic), and then assigning a song to a plant is also great (gives it more meaning than if it were to appear only once), But at the same time, with multiple plants per zone you start to need to memorize multiple patterns, or ask every new flower to re-play its song. There is a lot of small situations like that which make what should be fun a little bit tedious or repetitive at times. * [b]The difficulty selection[/b] - I cannot imagine this game being a good experience if you try and play it on normal. At that point sure, it's still the cute and pretty game it is now, but it loses the core identity and becomes a rhythm game so simple, it would barely be a single easy chart if you combined all the plant songs together. I think overall the difficulty could've increased the toughness of combat-related things, while assigning of keys to music could be an in-game mechanic (e.g. at the botany table in the ship you could mark note sequences for each song, using the note notation from the tutorial, and they would then appear on the notes themselves. Then each plant would over time change from being a by-ear repetition to a reading of 'sheet music'. On top of that it would provide a reason to go back to the ship, and could even improve on the ending experience (not gonna spoil how, but whereas the ending is great if you've got a musical ear, it can fall flat if you need to repeat stuff due to not being a maestro just yet) Overall this is a slow and simple game which I would probably recommend to younger audiences moreso than adult rhythm fans. It is still extremely different to anything else, so if that's what you want go for it. Though maybe wait for a sale as the price is a bit steep for the playtime available
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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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, Simplified Chinese, Korean, Japanese, Portuguese - Brazil, Russian
| $12.49−50% |
| 5ratings |
| 80% |
| — |
| 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 33 reviews with recorded playtime.
Melobot is a cute little cozy game. I 100% completed it in around 5 hours - so think about that if you consider buying it. It's not a huge amount of content but I like the idea of using music to heal the world around me nice and I haven't really seen or played a game before which does that. Yes, there are other rhythm-games of course, but the ones I know just have you running a pre-programmed path and you hit keys to the beat. I think the graphics are quite beautiful, the music and melodies of each level set a nice atmosphere and there story while simple gets quite emotional - and some of the task were tougher than I thought. I can see that people would feel the price is too high for the amount of time the games takes to complete, so maybe wait for a sale if you feel that way. Overall I had a good time playing and don't regret my purchase.
Do not recommend this game. I had a game breaking glitch on loading and it’s been a nightmare trying to get support for the issue. (1) No one connected to development is reading the discussions on steam. (2) I joined the discord and asked for help there, and they told me to email the microids support email. (3) I did and I t has now been at least 3 weeks since I had the issue and every reply takes 2-3 days to come and it is clear that the “support” is being outsourced to something akin to a call center but for emails. Extremely disappointing because I played the demo and loved it, but now that I’ve payed for the full game it not only is unplayable but there is no support for it. I love the concept of the game and it’s clear from other reviews that some people have been able to play it, but let me say buyer beware. I think I’m past the refund deadline, so I’m trying to tough it out with their support process but it’s a nightmare and I do NOT recommend.
A Last Song is a nice chill game. Contrary to almost all musical games out there the focus of the gameplay is not the rhythm but instead the melody (you will play a mini-instrument with 9 notes mapped on the keyboard). It took me around 6-7 hours to 100% on the hard setting, with the later biomes providing a satisfying challenge. I imagine the playtime could vary quite a bit depending on your musical background. Personally I don’t play an instrument (only piano a long time ago) but I listen to a lot of music. For someone with more musical experience I can see the playtime drop to around 5 hours. On the other hand, if you rarely engage with music, it might take you 10+ hours with the need to set the game on easy. Overall I recommend the game, particularly if you want to try something melodic based. And particular mention for the third biome that I greatly enjoyed.
Neskutečně příjemná hra. Příjemná grafika a hlavně úžasná hudba. Hrajete za malého robůtka, který se spolu s člověkem ([spoiler] posledním na světe[/spoiler] ) snaží zachránit přírodu na planetě. Každá květina má svoji melodii a vy ji po ní musíte opakovat, aby byla znovu zdravá. Hra má dva mody. V prvním jen mačkáte klávesy (celkem 9), které se Vám objeví na displeji ve správný čas a ve správné délce. Druhý mod (doporučován vývojáři, protože takto původně hru pojali) je obtížnější. Tam si totiž musíte na správné klávesy přijít sami. Hrála jsem v tomto těžším modu a užila si každou minutu ze zhruba 7 hodin průchodu hrou. Konec byl smutný (což jsem čekala), ale zároveň optimistický s nadějí do budoucnosti. Rozhodně doporučuji!!!
暗黒物質に食い尽くされた世界を救うため、音楽好きのメロボットちゃんが音楽を奏でて植物を元気にしていくリズムゲーム+ADV。ちょっとだけ戦闘もあります。 植物毎に好む音楽があり、お手本を聞いてからその通りに奏でていくという耳コピ音ゲーです。 絶対音感がないので毎度最初の音を探さなきゃいけませんでしたが、どの音かな~と探りながら演奏するのが楽しかったです。 オプションで押すべきボタンを表示してくれるモードも選べるので、音当てが苦手な人もご安心ください。 全部で6ステージ+1箇所。ステージごとに楽器が変わり、音色に変化があって良かったです。 6つめのステージの曲がどれもエモくて好きです。 戦闘は敵の攻撃を避けながら隙を見て衝撃波を当てる、というシンプルなもの。 ボスを倒す毎にメロボットの強化素材が手に入ります。強化ナシで戦ったステージ1が一番つらかったかもしれません。 メロボットちゃんがかわいいし、耳コピ音ゲーというのがなんだか珍しくて面白いし、色んな植物のある景色は綺麗だしで、のんびり楽しめる良いゲームでした。BGMもよかったです。 -- コントローラーに部分対応していますが、わたしの環境だとゲームを起動した状態でコントローラーを接続→切断→接続としないと反応しませんでした。(無線のXboxコントローラー) なんだか変な解決方法なので再現性はないかもしれませんが、一応書いておきます。
Interesting idea - super cozy game that has you heal plants with music. Love the different worlds and instruments.
Melobot – A Last Song is a rhythm-adventure experience that approaches its premise with equal parts warmth, melancholy, and curiosity, inviting players into a musical journey that feels more meditative than mechanical. Developed by Anomalie Studio and published by Microids, the game casts you as Melobot, an endearingly designed musical automaton waking up on a dying planet where flora has fallen silent and ecosystems have collapsed into eerie stillness. From the opening scenes, it becomes clear that music is not just an aesthetic touchpoint but the lifeblood of the world itself, and the game leans heavily into the idea of melody as both a healing force and a means of understanding the planet’s past. The visual style immediately sets the tone. Each biome is painted with vivid contrasts—lush greens battered by decay, shimmering deserts haunted by the remnants of dead vegetation, and deep caverns lit by remnants of bioluminescent growth. These environments feel crafted with purpose, each telling a fragment of the world’s story even before you uncover its written lore. Melobot’s animations and expressive movements soften the game’s environmental sadness, offering a hopeful presence in a world struggling to breathe. Sound design is perhaps the game’s most defining feature: everything from ambient notes to rhythm cues and melodic feedback has been shaped with care, turning exploration into a quiet duet between player and environment. Gameplay centers around interacting with the world through sound. Scattered throughout each biome are Meloplants—strange, inert flora that must be coaxed back to life by echoing their forgotten songs. Each plant presents a short rhythm or melody sequence, which you repeat using button inputs or timed prompts. The system is intentionally forgiving, aimed at accessibility rather than precision, and players who are familiar with rhythm games will find the musical puzzles soothing rather than challenging. More demanding encounters appear in the form of Guardian battles, where rhythm prompts blend with basic action mechanics, requiring timely attacks, defenses, and reactive input patterns. These encounters punctuate exploration with small bursts of tension but are still designed to maintain the game’s overall gentle pacing. The narrative uses familiar environmental themes—industrial exploitation, planetary decay, and the quiet consequences of scientific overreach—but does so with sincerity. Through collectible data logs, faint memories, and atmospheric setpieces, Melobot slowly uncovers the story of what befell the world and why music became its lost heartbeat. The storytelling is understated, avoiding heavy exposition in favor of glimpses that allow the player to reconstruct meaning. The emotional impact comes not from dramatic twists but from the accumulation of small truths: learning how the world fell silent and why restoring its song matters. The result is a story that feels more reflective than urgent, encouraging players to inhabit its tone rather than rush toward its ending. Yet the game’s strengths also outline its limitations. The forgiving rhythm mechanics, while welcoming, lack the complexity that longtime rhythm-game fans might expect. Many songs reuse similar note patterns, and even with dozens of plants to rejuvenate, the musical interactions begin to repeat. Some players may find the ease refreshing, but others will wish for more layers—alternate note charts, progression in difficulty, or new rhythmic twists—to keep the experience varied. The action-oriented sequences against Guardians are more dynamic, though they too remain simple, serving more as narrative punctuation than as deep gameplay systems. Minor UI issues, vague tutorials, and a general lack of mechanical escalation further reinforce the sense that Melobot prioritizes atmosphere over depth. Despite these shortcomings, Melobot – A Last Song excels at crafting an emotional and visually enchanting rhythm journey. It is a game best approached as a sensory and thematic experience—a meditative adventure where music revives a fading world and where moments of harmony matter more than mechanical mastery. For players seeking a tranquil, heartfelt game with a strong artistic voice, Melobot offers a memorable few hours of exploration and melody. Those looking for intensive rhythm challenges or complex action systems, however, may find it a bit too gentle. Still, when embraced on its own terms, Melobot delivers a beautifully composed tale about restoration, connection, and the fragile song that binds life together. Rating: 8/10
qwe,asd,zxc를 사용하는 음악게임입니다 개인적으로 패드는 추천하지않습니다 패드 플레이는 가능하나 동시입력 될 경우 노래를 다시 해야되기 때문에 저도 키보드 플레이로 도중에 바꿨습니다.. 부스터 업그레이드가 가능하긴 하지만 최종 업그레이드시 50%정도 사용게이지가 차야 최고 속도가 나기 때문에 이동속도를 최대로 내야하면 계속 부스터 게이지에 신경을 쓰게됩니다 문제는 이겁니다 나는 최대로 강화를 찍어놨는데 부스터 게이지에 신경을 써야한다는 점입니다 이거떄문에 계속 맵 구경할 생각도 안들고 최적의 경로를 생각하느라 계속 맵을 봐야하고 스트레스만 좀 늘어나는것 같습니다 가장 큰 문제점인 적의 보스를 잡으면 강제로 기지로 귀환을 하게되는데 이게 굉장히 스트레스입니다 저는 맵을 다 탐사하고 나머지 식물들을 치료해야되는데 그냥 적을 죽였다는 이유로 강제로 기지로 송환되어버리죠 왜 내가 기지로 이동해서 인간과 대화를 하면 안되는겁니까? 그렇다고 매번 강력한 이득을 얻는것도 아닌데 텍스트 몇글자 듣자고 이동경로 꼬아버리니까 너무 불편합니다 이런 문제점 때문에 아까 말했던 부스터 문제가 또 강조되는겁니다 음악 난이도의 경우는 손이 꼬이긴 하는데 여러번 해서 적응 하거나 정 안될 경우 두손을 쓰면 되는 문제니 더 말하지는 않겠습니다 이동이 빠르거나 맵을 보는 뷰가 넓다면 달라질수 있겠습니다 그 이외에는 힐링게임입니다 적과의 보스전은 로스트아크 보스전을 조금 생각하게 하는데 피자 장판이나 특정 오브젝트를 공격해야 데미지가 들어가는 등 일반적인 보스랑은 좀 다르게 느껴졌습니다 이동이 좀 힘들거나 맵 보는게 힘들지만 추천할만한 게임입니다
This game is very cute! The artstyle is adorable. I think it would be very fun to play with a child as the fun aesthetics and relatively simple storyline should be child appropriate (but do try it out first to reach a decision). Some of the controls feel a little unintuitive at first but they are relatively easy to pick up. The gameplay concept is very fun and well executed.
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