
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 827 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Стрелять под рокенрол с прекрасно реализованным банихопом, это просто прекрасно, хочу вместо жизни реснуться там пару раз, чтобы своими руками их всех заебашить, и, чтобы у меня рок играл в ушах (я не шучу), уж очень сильно мне эта игра понравилась, да так что пройти только на 1 персонаже адский уровень для меня недостаточно, я пройду на всех, и даже потом, всё равно мне будет по кайфу в неё играть, ведь она прекрасна
начал отрывать свою сердечно-сосудистую систему под бит
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5M | 9.5K | 76% | $19.99 | |
| $4.5M | 5.4K | 71% | $29.99 | |
| $4.5M | 78.8K | 95% | $1.99 | |
| $4.5M | 17.2K | 97% | $9.99 | |
| $4.5M | 10.5K | 95% | $12.99 | |
| $4.5M | 8.7K | 85% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 3.3K | 89% | $19.95 | |
| $372.1K | 1.6K | 82% | $9.99 | |
| $226 | 10 | 100% | $0.99 | |
| $3.1M | 2.5K | 92% | $29.99 | |
| $1M | 3.3K | 86% | $16.99 | |
| $858K | 1.6K | 76% | $24.99 |
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 834 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I actually love this game, I wish I had more time to play it. I am just saying though the best song in the game is Draugr, I know that is a controversial opinion, and I do not care.
EPIC
So much fun, and one of those games that's extremely addictive.
This is the most second-to-second fun I've ever had playing a video game. It's not perfect, it has issues, but if you have a good sense of timing this game is a blast. I've already played it more than most roguelikes I try, and I'm nowhere close to getting sick of it. I'm gonna full-completionist this game, I can already tell, and maybe put 500 hours into after that. I'm writing most of this review for the devs. I'm really hoping they make a sequel, and I have ideas. But, for other players, I will say this. The color-shading really bothered me at first, but after a couple hours I got used to it. I don't like it either, but give the game a chance to win you over. If you like FPS games, roguelikes, and have a half-way decent sense of timing, you should really give the game a chance. The color-shading (as implemented) hobbles this game. Telegraphed attacks and small enemies can be unnecessarily hard to see. When you get close to things everything flares like it's under a spot-light. A couple of the random visual level-modifiers can make it all look even worse. I haven't done any research, and I don't have any proof, but I'm certain the game is made of a lot of different third-party assets and the intense color grading was the Dev's way to make them look decent next to each other. It's not an ideal solution, and it creates more (if more minor) problems than it solves. If they make a sequel, I really hope they dial this in more: less intense color-shading, more colors on screen at once to help enemies and attacks pop, different effects to make the shrines pop out more so they aren't so easy to miss. I also have some gripes with a couple specific enemies. The fly-type enemies specifically. The timing mechanic makes aiming and shooting harder, which makes small, fast enemies more difficult. The flying enemies also have ranged attacks, which makes them a higher priority to kill. And on top of that, some of them are surprisingly tanky. They are the hardest and most frustrating enemies in the game, and I'd tune them down some. Cut their hp across the board, make their projectiles a little slower, at least keep them from flying quite as high. I'm not saying they should hover along at ground-level, but they should stay in the bottom 2/3rds of the room. Or the bottom ten-ish feet if it's a room with a high ceiling. One enemy shouldn't be ending 75% of my runs. I have a lot of MSC gripes too. Some of the playable characters feel kinda bad. Ones that don't start with normal hp or can't gain hp shouldn't be getting healing-item drops from normal chests. That's as much of a nerf as their hp being funky (and the way they compound feels like adding insult to injury). The drop pools should be tweaked depending on who you're playing as. I'd also remove the three-cursed-chests room-event from the first floor. That event is a scam unless you're either swimming in keys or have the skeleton-key, and you almost never have either on the first floor. The same goes for the Devil Shrines. I'd also make both the Angel and Devil shrines destructible. If you don't have the coin or keys to bother with them, you should be able to break the shrine for some little reward so it's not just a wasted room-event roll (it's very frustrating when you have no keys and roll three or so devil shrines on a floor. Feels like the game is punishing you for bad RND). The Binding of Isaac does something similar, but they take that idea even farther in a cool way. In general, the game could feel a lot better if you took a more dynamic approach to room-events and chest contents: healing items less likely to spawn if your health is full, keys more likely to spawn if you don't have any. that kind of stuff. You already do this a bit by handing out more coins and better chests as a reward for keeping your combo multiplier high. This would be less a reward, and more filing down friction-points. RNG is how roguelikes keep themselves feeling fresh run after run, it's important for player retention, but pure RNG can ruin runs and can make the game feel unfair (even if pure RNG is more fair than cooking the books). Frustrations like that are one of the reasons people get tired of roguelikes. I adore this game. I really hope the devs are considering a sequel. I could ramble for a dozen pages about ideas for tweaks, mechanics and ways to integrate story (Groundhog Day style time-loop to explain roguelike repeated runs. Lean into the PC knowing more than the NPCs do), but I’ll hold off all that. If a sequel is going to happen, I’m sure the devs already have their own ideas on how to do it. Mostly, I just want more polish and some kind of a narrative. I know I’m going to get hundreds of more hours out of BPM, and I’m still sad that I’ll eventually have played the tires off it and run out of game.
bullet
Feels Like Playing Doom To A Click Track.
Скучно, графика однотонная и не цепляет, обучения вообще нету, ничего не понятно что делать и как с боссами сражаться. Я ожидал гораздо большего. Вернул деньги за игру.
Really good game ! The music is perfect and the fight are intense. If you like difficulty, music and fps don't hesitate !
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.