
Keep your trigger finger on the pulse! In rhythm shooter ROBOBEAT, you'll play as Ace - a bounty hunter on a mission to capture robot-gone-rogue Frazzer in his ever-shifting lair. Wall run, slide, and shoot to your own beat using the in-game custom music editor, blasting through Frazzer's armies!
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.
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): 0.14/day in the week to Aug 31 → 0.29/day in the week after.
About
Sums Steam only; PlayStation, Xbox, Nintendo, Epic 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 | 1.8Kreviews | 94% | — | $834K |
| $6.99−65% | 39ratings | 77% | — | not modelled | |
Engagement
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Robot beat es tan bueno que aun que lo tengo gratis en la Epic Games, no importa y me lo compre en papi STEAM
⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡟⠛⢛⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠿⠿⠃⠀⠼⢿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⠟⠋⠁⠀⠀⠀⠀⠀⠀⠀⠈⠙⢿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⠟⠁⠀⠀⠀⢀⣠⠀⠀⣤⣄⡀⠀⠀⠀⢻⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⠋⠀⠀⠀⣠⣾⣿⡟⠀⢠⣿⣿⣿⡄⠀⠀⠀⣿⣿⣿⣿⣿ ⣿⣿⡟⠛⠛⠃⠀⠀⠀⠐⡿⠿⠛⠛⠛⣻⠟⠛⠛⠃⠀⠀⠀⠛⠛⢛⣿⣿ ⣿⣿⣥⣤⣤⠀⠀⠀⢠⣴⣷⣶⣤⣤⣤⣿⣤⣤⣤⣤⣤⣤⣤⣤⣤⣼⣿⣿ ⣿⣿⣿⣿⣿⡀⠀⠀⠘⣿⣿⣿⠃⠀⣼⣿⡿⠋⠀⠀⠀⣠⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣧⠀⠀⠀⠈⠙⠛⠀⠀⠋⠁⠀⠀⠀⢀⣴⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣷⣄⡀⠀⠀⠀⠀⠀⠀⠀⢀⣠⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣷⡆⠀⢠⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣥⣤⣼⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿
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.
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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Ukrainian, Portuguese - Brazil, Italian +4 more
| $19.99 |
| 31ratings |
| 86% |
| — |
| not modelled |
| $6.79−66% | — | — | — | not modelled |
| $19.99 | — | — | — | $0 |
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 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Mankind is dead... blood is fue- wait wrong game. If you like rhythm games and fast pace-ish shooters, this is your game. Depending on the song, the game can be really slow or OH GREAT GOD if you are using the custom tracks. SPEAKING OF CUSTOM TRACKSSSS!!! If you have the time, you can import any mp3 files and make your own chart of a song OR VIDEO to play in game. If you are lazy then you can go to the discord and find songs or request people in the #cassette-collection channel Basically Ultrakill but fast and roguelike
This game is the fever dream for all fps osu players, I am looking forward to what this game might become in the future, This game gives me sort of ghostrunner type of vibes, Imagine ghostrunner graphics with this gameplay, and don't get me wrong it's super addictive game, even without the graphics
I think for some people this game can be awesome, but its a niche genre(rhythm game) mixed with a niche genre(roguelike) mixed with a first person shooter(popular but probably not the most overlap with all the other genres) and then boxed in entirely by another niche genre(soulslike). The soulslike genre is the one that seems to fit all the off-putting parts of the game such as clunky controls, punishing parry-based combat with no checkpoints, minimal healing, and no difficulty setting. I do happen to sometimes enjoy all of those things, but rarely if ever would i be in the mood for all of them at the same time, so this game ends up being kind of hard to try and play despite having some pretty cool stuff about it. If you like all those things consistently, then consider this a recommended. I chose not recommended though because its so ultra specific gameplay that isn't entirely clear without researching the game, and its done in such a way that even playing all those sorts of games at times i still often would rather play something less likely to just randomly kill you or something that leans into the music part of the music game more. When you are in the right mood for it or this combo just works for you in general, it can be great fun to jump and dash around like a lunatic while trying to stay on beat. Most of the time though, that fun streak often gets interrupted a bit when ending like the fourth or fifth run in a row with zero lasting progress due to something like moving 1 foot in the wrong direction and touching a trap(or any enemy in any non-dead state), or because you looked at the wrong one of the, usually spawned in pairs, enemies that make a noise then shoot an undodgeable attack at you that can still auto hit you from such a distant spot they're barely even visible. When i say no checkpoints- it resets you to a hub when you die, though i guess since there are kind of different unlocked levels to enter in the hub so maybe people could consider those as checkpoints. However they do not really function as checkpoints to start from a point later in the game. its still a roguelike structure so you have to always start at the first level, it just cuts you off at a point and sends you back initially to unlock a second door which is still the first level but a little harder and with a further cutoff point. Each new level kinda just does that, you get stopped at the end and reset so you can play all the previous levels made harder and with a new chunk added at the end. A lot of the difficulty can change based on song speed, and there's probably like a sweet spot for each person depending on how fast they like to play, so that is a cool bit of variation and might be the closest thing there is to tweaking the difficulty. However, it can't properly do too high or too low BPM. It has a useable range because of how they integrated it with the enemies and how almost everything you do gets heavily nerfed if you didn't hit the button on beat (even parrying). The bosses are also kinda a slog even if some can be easy once you learn their 3 or so attacks, usually the key to most hard stuff in this game is to parry it unfortunately. But if you don't have some high dmg parry weapon or some other combo for seriously higher dmg than normal, it can take like 4-5 minutes of just constantly shooting them while side dashing and jumping, and that gets old way faster than 4-5 minutes. Combine that with the weird but kinda necessary FOV and the i guess intentionally hard to see graphics, and its often hard to vibe to the music at all which was the main draw for me and I imagine others who weren't as informed about parrying being the real main focus of the game in addition to it having no difficulty settings. Another thing that is quite rough is while you are encouraged to parry on time like most actions, the enemies do not follow the music consistently even though they do move faster or slower based on the BPM. So often there are enemies with an audio cue that is generally jarring and plays over the music, which can cover up the beat timing of the song. The real problems though are that on top of that, they almost always spawn two of the audio cue enemies so there's more random noises over the song, with a common homing attack launching enemy playing an obnoxious gong sound very much over the song and not in time with anything. Finally, the attacks they throw out do not launch at a consistent time after the warning sound, so its more of an indication that someone in roughly whatever direction the sound came from is about to hit you.. at some point soon. Which isn't great when parrying wants you to aim at the enemy AND the bullet as well as hit the parry button on beat. You at least have a kind of shotgun range to it so its not super hard all the time to aim at the enemy and bullet, just when the chaos makes it too hard to track all of that or when the enemy attacks almost a full second later than they did the last time you heard the noise. It's really hard to play this and not constantly think "why is parry even a thing?". Maybe they felt they had to to make it challenging, because most of the time the real threats are either the things that almost guaranteed hit you hard if you don't parry it, or random cheap feeling damage from dashing backwards(which is very often necessary) into a trap, extremely long life span homing bullet, or just bumping into any enemy. The normal enemies that don't do any of those things are very often just the guys you ignore while you take out the ones who will cheap shot you or auto-hit, which over time just keeps emphasizing parrying and trying to memorize the rooms so you can still dash backwards without hitting traps at least. However, this sort of game can very much be hard without adding another mechanic that's basically separated from all the other game mechanics but also often drastically more impactful than any shooting or on beat combos can help. It just doesn't fit, i mean what even is parrying a bullet in this? We usually have guns too, do we shoot the bullet back at them? Visually it kinda just shoots a strong shot and deletes the enemy shot(or blocks it if it was melee), but even when you get like a giant laser beam of death from timing and aiming it well, it isn't particularly rewarding because it just erases a chunk of enemies and reduces the amount of shooting and moving you do, which usually are the most fun parts. The music is pretty good though! Even if it would have been even nicer if they let it shine instead of be a backdrop to 'blamblamblam GOOONG blamblam BEEP', some of the songs kick major butt and i don't think there's actually any bad music which is very cool for any game to pull off. It also has the feature of adding your own music but unfortunately its extremely limited. I was going to explain why its super limited but the review was too long so i can't. It's not a horrible game, and i did have a good amount of fun with it. It's just that those fun spots usually ended with losing patience for the parts of the game that don't seem to work well together but are pretty much all mandatory. FPS this does generally well at least, though there's not that many weapons without like finding a bunch of secrets, so it can be very limited at times there. The shooting works pretty good most of the time though, most of the clunkiness comes from the extremely slippery and wonky movement/jumping. The rest comes from the controls in general, just needing to aim and shoot while jumping and dashing constantly and having accessible buttons for parry and two side items and a slide/crouch. That's a lot of different buttons to need in a fast paced game on a keyboard where you also need to stay on WASD all the time.
Я в прервые пишу свое мнение не наиграв и часа. Я РЕКОМЕНДУЮ эту игру поклонникам жанра. А тепероь для тех кто умеет читаь. Эта игра пытается быть совокупностью Mullet Mad Jack и BPM. Она жестко косит в BPM, но не понимакет почему BPM хорош. Тут отличный визуал, отличная музыка м тд. !!!НО!!! музыка тут не при чем, ты ♥♥♥♥ должен правильно стрелять по тому когда экран сказал. в BPM, в PATAPON и тд, йты ориентируешься на звук, но не в этой игре. это отдельная боль ps спустя час, ДАЙТЕ ТВАРИ ЗВУКА!!! я вперыве вижу ритм игру заявязанную не на звуке
Man, I'm not even good at shooters and I love this. It's like a cross between an arena shooter, a rhythm game and a skateboarding game. Hands down the best action montage simulator on the market. Probably unplayable if you can't sync with the beat. Tips: Grind rails Max custom track volume Parry on beat Slide forever Nod your head
Super quick review. Personally I do like the game, but REALLY NOT for everyone. It's a good rhythm FPS. Satisfying. Head-bobbing. Ability to import custom tracks is huge, big even. Roguelike, it's okay. Repetition. Repeat playthroughs largely depend on song choice, in my experience. Mixtapes solves problem, introduces new problem: custom mixtapes, which require player to make it work. More repetition. Now I talk very weak points. Enemy variety, needs more. Boss HP, too much; please lighten. More exciting fights like the Citadel boss, where boss weakness spots and map arena always make it fun. Every other boss, not fun. Always hub reset, not fun. Progress in-game aside from plot only unlocks more options, more akin to playing a Hardcore mode where you get to play through the entire thing again. Needless repetition. If roguelike game unique, not a problem. But problem since lots of games to play, limited time. More QoL for saving progress, please. Okay, not a quick review, but super short points. Niche, must-try the demo before purchase.
4,5/10 перерогалик-недоритмуха, bpm jail где выстрел в слабую долю обнуляет тебе комбо хотя является ожидаемым действием когда отбиваешь ритм. зато враги бпм НЕ соблюдают, снаряды для отражения бпм НЕ соблюдают и догонят тебя в спину даже с высокой мобильностью ДАЖЕ после нескольких попыток отразить их впритык. хил не получишь кста в начале от игры кайф был лютый, но будто бы она слишком сырая если брать за фуллпрайс
ROBOBEEEEEEEEAAAAAAAT ADD WORKSHOP SUPPORT FOR MUSIC, AND MY LIFE IS YOURS.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $339 | 15 | 100% | $0.99 | |
| — | 0 | — | — | |
| $123 | 1 | 100% | $4.99 | |
| $0 | 2.4K | 95% | Free | |
| $3.1M | 2.7K | 92% | $29.99 | |
| $85.9K | 177 | 91% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $833.7K | 3.7K | 99% | $5.99 | |
| $834.8K | 1.7K | 76% | $14.99 | |
| $835K | 6.8K | 85% | $7.49 | |
| $835.1K | 1.8K | 81% | $14.99 | |
| $835.2K | 2.4K | 80% | $15.99 | |
| $832.6K | 1.8K | 77% | $29.99 |