
Save patients with your rhythm mastery! Rhythm Doctor is a rhythm game where you heal patients by defibrillating in time to their heartbeats. Learn each patient's unique heartbeat and defeat boss viruses trying to sabotage your rhythm, all set to heart-pumping, soul-soothing music.
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.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
Reviews, worldwide (the counter carries no country): 4.29/day in the week to Aug 25 → 6.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 1009 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
if you think you're a good musician, play this game. it'll humble you.
这游戏真有意思,嗨,真有意思。
지금 5장까지만 깼는데 상당히 만족스럽습니다 리듬게임 좋아하시는 분이 아니더라도 추천해드려요
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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*, Simplified Chinese*, Traditional Chinese*, Korean, Spanish - Latin America, Portuguese - Brazil, Japanese, German, Polish, French*languages with full audio support
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
-2/±2 Toxic 作者可能懂游戏,也可能懂音乐,但是显然不懂音乐游戏。 关于我对这个游戏的所有不满都可以总结成一句话:看看节奏天国是怎么做的。好的音乐游戏不需要专门用文字/语言指导玩家练习节奏型;在游戏内也不会出现无预警的节奏型切换。其实有预警,但是这个预警会和上一段落的游戏内容重合,导致根本无法有效识别,这里识别指的不是“知道需要切换节奏了”,而是“进入下一个节奏型的状态”。由于这点微妙的差别导致这个游戏变成了普通的背板游戏,不是跟随音乐打节拍而是在音乐开始前就已经预想好了——在某个段落开始我就需要突然切换到下一个节奏型。也许真实的乐器演奏是这样的,因为音乐家的职责就是通过不断的练习最终来为听众呈现完美的演出。但玩家的义务并非如此。再加上在演奏的同时进行剧情演出的设计,也体现了作者理念的问题,怎样的玩家能在演奏过程中关注剧情对话?当然是在同一关中反复练习已经无需再花费精力在游玩上的玩家。但是很遗憾的,和市面上流行的商业音游相比,不够复杂的谱面(毕竟只需要按一个键)又不能提供反复练习后完美收歌的成就感和观赏性。 所以这是一个既失去了音乐游戏的本味(即以节奏天国为代表的单纯的应和节拍的乐趣),又没有新人类进化快乐(即市面上绝大多数以高难谱面为卖点的音乐游戏的乐趣)的“音乐游戏” 具体到关卡设计也有很多令人不爽的部分。我只打到2-3,但已经有几处无法忍受的设计,包括第一幕boss的网很卡效果。当然节奏天国也有类似设计,在很多章节中的某个部分会关掉视觉提示让你纯粹凭音频打点。但对于节奏天国来说这是强化了游戏“音乐游戏”的一面,而在这个游戏里网很卡效果会同步影响音乐,打乱玩家对节奏的感知,这进一步强化了上面提到的“让游戏变成背板游戏”的效果。既然最佳解是直接不听音乐自己打拍子,那这个游戏音乐在哪里呢?包括第二幕的室上速章节,需要在每4拍里打2、4拍,但是,在变体里第3拍响2下的场合,第一下是比第三拍的时间点早的,也就是说如果是听音打拍子第4拍必定打早。本来音乐的作用就是让玩家校准自己的节拍,那故意把音乐做成不在拍子上意义何在?可能对于乐曲本身来说这是合理的,但对音乐游戏的音乐来说这就是犯罪。更不要提那段突然爆速的二拍子段落…… 总结来说,我想不到任何理由不玩节奏天国玩这个。这个游戏的缺陷不是技术或设计上的失败(当然也有),而是从底层理念开始就有问题,水平大约相当于促使节奏天国诞生的咚奇刚节奏游戏,以上。 - 打了2-3,人声提示ready get set纯粹是无效提示 纯傻逼游戏 - 打了第二幕boss,气笑了,之前还看到有评论说这个boss会给人带来惊喜,到底什么人会喜欢这种让人看不清判定中没中的演出啊,小学生吗?本来这个ready get set已经是无效提示了,在这种到处乱闪的场合来改节奏型除了背板有什么办法打中? 现在我对这个游戏的理解就是除了读谱难度异常之外完全就是低于平均水准的音乐游戏,我不知道为什么这么多人喜欢。对音乐的选择感觉就是随机的流行音乐,完全不符合节奏游戏的需要和音乐游戏的调性。靠着花里胡哨的演出和莫名奇妙的剧情来掩盖游戏基本要素的粗糙。 - 3-1 3-2 这不就是退化成了一种只需要按一个键的下落式音游么,除了故意和引导线比例尺不一样的判定线让人目押之外,我不知道这样的关卡有什么意义。 - 3-3 终于有有意思的一关了,我觉得只有这种设计才算是作为节奏游戏的价值所在。我甚至愿意为了这一关给游戏加一分到-1 - 3-x 我乱打的,根本没打中几个也完成了,这关是不是没有过关要求?作为叙事曲目还行,中文配音非常贴近生活大大加分。
runs on a toaster AND peak story AND window dancing??????????? ily 7bg
并非节奏天国,甚至并非我认知里的音游,更像背板节拍游戏,数数比享受音乐和铺面的占比更大; 有的关卡没法/几乎没法目押,有的关卡我甚至看不清什么时候出现心跳,护士的提示音也有容易干扰节奏; 而且校准与否非常影响游玩,但是又不好判断是否精准校准;
Amazing difficult but really fun rhythm game. Runs well even on an older laptop which is absolutely necessary for the precision built in. There are also plenty accessibility options to adjust your experience, and none fully remove the challenge entirely, which I absolutely love!
[h1]特别好评!![/h1] 这可能是我近年来玩了那么多音游中最优秀的一款了,不管是从剧情还是音乐还是美术还是关卡设计。很难想到制作组公布的宣传pv居然完全是实机演示 可以说游戏中的每一个关卡中的演出和它的音乐都很适配,很有意思。对我来说,这与常规的节奏游戏不同的是它的踩音取舍,所谓的“在第七排按下”,这下我在游玩时有很多机会去看制作组在关卡中设计的表演和小巧思 作为一个表演占多数的游戏,制作者和谱师在引导这方面也融合的很好,变速改变拍子有语音和音效提示,用关卡中的表演来暗示拍子什么时候要按下。和音乐完全不冲突,甚至导致我在听游戏原声带的时候没有护士的“get set go”和咚咚咚的拍子声音总感觉少点什么 对于第一次玩音乐节奏游戏的玩家也不用担心上手难度,制作组在设置里甚至有更改判定区间的选项,但是这并不意味着简单,我被夜班模式打爆了总之,, 游戏本体还放出来关卡编辑器,玩完了还能去逛社区,玩社区大神制作的关卡,到底有多爽?! 一定要玩到最后,最后一个关卡太惊艳了,我可能这辈子都忘不掉吧😭
Melhor jogo de ritmo que existe, musicas perfeitas, personagens fodas, uma pena que eu sou ruim
被好评率给骗了。 没仔细看这些给好评的人到底有没有玩到大后期,有没有所有曲子全S加的。 剧情和游戏玩法新颖是没得说,但是当你深入玩下去以后就觉得这游戏特别想让你砸键盘 一些做成都需要S+成就的问题就是,总有某一个断节奏的地方一定会搞你一下 甚至第一章第二章的一些曲子,我需要切换到快速模式我才能拿到S+,普通速度就不行。 光是校准偏移我都调了半个小时,无解。 不知道究竟是哪一步有问题,难度甚至也选到了“按一下就对”,整个游戏所有曲子还是会有几率miss。 当你信心满满的按下去的时候,永远会有一个卡你说你快了or慢了
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
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| $0 | 39 | 95% | Free | |
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