
In a silent world where music is outlawed, play as a singer to shatter the strings of fate and sing the melody of freedom in this unforgiving Turn Based Rhythm JRPG.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 3 → 0/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 2,402 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

Keylocker is a Cyberpunk turn based rhythm JRPG inspired by the Mario&Luigi RPG series and Chrono Trigger, in which you play as the singer and songwriter, B0B0. Fuel your moves with the electric power of music in this unforgiving planet by using real-time execution of moves in rhythm game style! Battle the authorities, unlock the secrets of Saturn, play on your own bands' concerts and hack into the network to bring an end to this corrupt system, for better or worse.
Choose your path as a cyberpunk rebel, each with its own unique skill tree and storyline.
Control Electricity with your own music! Transform it into attack or defense as needed, swapping between different movesets and tactics.
Classic Turn Based Combat with a twist: Real Time execution of moves in rhythm game style, aim your shots, time your attacks, parry and block your enemies in this unforgiving planet.
No Random-Encounters; fight your enemies head-on with seamless in world battles inspired by Chrono Trigger.
Befriend the citizens, or betray them: gift them to earn their favor and make choices that change the course of the story with multiple endings.
Play with your band to the friends you made at the Music Show minigame, featuring compositions by Elektrobear (Momodora, Virgo Versus The Zodiac), voiced by Psamathes.
But watch out on the Danger Meter! The all-ears church-police will certainly come after devious denizens who do not respect the Law of Silence.
Completely customize your characters with a great variety of equipment; unlock special Talents using the Keys harvested from enemies you DELETE in combat.
Unique interactions with every object of the world: exploring Saturn can lead to secrets, rewards or entire pieces of knowledge about the planet.
| Saturn, Anno 801. |
| Music is banned for 141 years now. |
B0B0 is one of the Doppelgangers, twins born as perfect human beings fit to obey the purpose of the caste they were assigned to. Her purpose is to serve in the lowest caste for the prosperity of Saturn, but B0B0 doesn't quite agree to that. Amidst a revolution against the Saturnian Satellites, the ultimate form of law, B0B0 hears news of a newfound music robot that'll fit right in her illegal band as a drummer. Rebelling against the corrupt system using music is the only thing she knows how to do well and she only needed a drummer to join her pack of misfits. With every piece in place, she's out to break some laws, and discover the truth behind the essence of music, the Keylocker.
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 publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $10.99−45% | 288reviews | 84% | — | $114.4K |
| $19.99 | 41ratings | 89% | — | 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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A struggling company (Moonana) makes a game about scamming people out of the hard-earned money and about betraying those close to you... Company proceeds to almost go bankrupt and its currently hanging from a thread wondering why their product didn't sell well... What is it with every company making a Cyberpunk game getting hit by a karmic hammer? I love Virgo vs the Zodiac to tears, it´s a modern masterpiece and it belongs into a video-game's museum, and from this place of respect I can tell you why [b]Keylocker[/b] didn't sell well/ was badly reviewed/ was refunded heavily. DO NOT FILTER PEOPLE ON THE TUTORIAL, you big dummies... You based this title on the same combat system of Virgo + the new grid system, you knew people back then had an issue with timed blocks being punishing and had to add accessibility toggles to make it more casual friendly... WHY WOULD YOU REMOVE THIS OPTION AND MAKE THE PUNISHMENT FOR FAILING TIMED BLOCKS HARDER IN YOUR NEXT GAME? 1-Did you think you where as big as Team Cherry that people will be familiar enough with your game that they just want harder gameplay right out the gate?, did you think you where Fomsoft and people would buy your game because its difficulty? 2-Don't look further, you didn't meet expectations on sales because you made the game incredibly hard and punishing on the tutorial. Then you had to add the same accessibility feature post launch after who knows how many refunds, you made the player control a single character for the entirety of the prologue and chapter 1 while dying in 2 hits if not perfect blocked... In a turn-based RPG where the central piece is the narrative... Why focusing so much on difficulty? 3-Story is nice but better fit for a novel, not a video-game. Controlling a character that is manipulated during the whole game and then openly betrayed is an awful felling, add to that that combat has no progression and you can max out your entire skill tree in chapter 1 and have no need to change your gear during the whole game, what did you expect?, Osteoblast is a better game in every regard and its basically a MEME game... 4-My best wishes, but seeing how the Patreon is only making $300 out of the expected $8000 this company is done for. Please don't publish your secret Metroidvania project chasing after the current trend when your expertise is on making RPGs, stop chasing rainbows, the golden age is dead, move on.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Portuguese - Brazil, Simplified Chinese, Traditional Chinese
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great little rpg. The art and the music are amazing and the timing based battles are great fun. The story gets a bit confusing at times but the cast of characters is very good and you get attached to them.
画风和音乐满分,但是老天爷啊哪来这么多没完没了的战斗
Baller art style, engaging combat, charming as hell dialog, and as you'd expect from a game all about music, TRANSCENDENT soundtrack. Game has such a strong identity and it uses the thing excellently
出乎意料的无聊。
Keylocker | Turn Based Cyberpunk Action immediately stands out as one of the more ambitious and stylistically bold indie RPGs in recent years. Set on a dystopian Saturn where music has been outlawed for more than a century, the game uses its premise as both narrative backbone and thematic rebellion. You play as B0B0, a young musician born into a world where artistic expression is a crime and electricity is rationed under the watch of an authoritarian regime. From the opening moments, the game makes it clear that sound, rhythm, and resistance are inseparable. Keylocker doesn’t simply use music as decoration; it treats it as a weapon, a political statement, and a symbol of identity. The cyberpunk setting amplifies this tension through neon-soaked streets, rigid social hierarchies, and oppressive surveillance, delivering a world where the smallest spark of creativity can ignite revolution. The combat system is where Keylocker most decisively separates itself from traditional turn-based RPGs. Instead of passive menu commands, every action requires timed button presses, rhythmic cues, or input sequences that make battles feel like a hybrid of RPG and rhythm game. Successfully timing attacks isn’t just a bonus—it’s essential, influencing everything from damage output to energy management. Because electricity is the core resource powering abilities, the game cleverly merges thematic and mechanical logic: stealing EP from enemies, redirecting currents, and turning charged attacks into shields make battles feel dynamic and purposeful. Positioning matters as well, since the field is grid-based, adding tactical considerations to what could have been a purely reflex-driven system. The resulting combat loop demands attention and precision while still allowing strategic thinking, creating a blend that can feel exhilarating once mastered. Exploration outside of combat reinforces the game’s rebellious spirit. The environments are vibrant, chaotic, and filled with personality: markets buzzing with eccentric characters, industrial zones humming with electronic decay, stark caste-specific districts, and neon-lit back alleys where illegal music still thrives underground. NPC interactions add humor, cynicism, melancholy, and outright absurdity, creating a living world where resistance simmers beneath every fluorescent light. Instead of overly expansively designed areas, the game opts for dense, thematically packed locations, each dripping with visual style. The art direction embraces a mix of sprite-based character models and colorful cyberpunk backdrops, lending the world a retro-futuristic identity that feels fresh rather than nostalgic. The soundtrack—true to the game’s theme—is bold, catchy, and expressive, using synths, rock energy, and punchy electronic beats to reinforce the emotional and thematic stakes at every major turn. The customization and progression systems deepen the experience further. The Skeyll Tree allows you to shape your team’s abilities by using “Keys” obtained from enemies, encouraging experimentation and specialization. Whether leaning into offensive electric combos, defensive manipulation of EP, or quirky utility abilities, the game gives players enough freedom to craft a playstyle that suits their rhythmic skills. Equipment, allies, and optional encounters further flesh out the RPG systems, making progression feel meaningful even when the moment-to-moment gameplay leans heavily on timing and reflexes. These layered systems help the game maintain momentum across its chapters, giving a sense of growth that complements the narrative’s rising tension. However, Keylocker’s ambition also introduces unevenness. The constant demand for rhythmic precision can be overwhelming for players not accustomed to timing-based combat, and missing cues can turn otherwise straightforward battles into prolonged struggles. The density of lore, factions, and political structures—while rich—can feel overwhelming in the early hours, especially when jargon-heavy dialogue arrives faster than the story can establish its foundation. Navigation can occasionally be confusing due to limited mapping tools, leading to moments of backtracking that interrupt pacing. The danger meter, which spawns enemies based on stealth failures or exploration choices, sometimes escalates too quickly, causing sudden bursts of encounters that may feel more disruptive than challenging. Despite these imperfections, Keylocker is undeniably memorable. It captures the rebellious heart of cyberpunk storytelling, not through sleek guns or corporate espionage, but through rhythm, energy, and artistic expression. It paints a world where music is both contraband and salvation, and where combat feels like performance. Its aesthetic confidence, mechanical creativity, and thematic cohesion make it stand out in a genre often saturated with predictable takes on dystopia. For players willing to adapt to its rhythm-driven combat and embrace its loud, defiant personality, Keylocker offers a daring and invigorating experience. It may not be flawless, but it is unmistakably alive—charged with electricity, art, and the spirit of defiance. Rating: 8/10
This game is far from perfect, but it was very enjoyable. The beginning is the hardest part to get through in both story and difficulty, but once you're past the scrapyard zone the game gets more interesting. I also ended up getting the worst of the 4 endings by playing through blind, so if you want to choose your ending take a peek at the walkthrough guide someone posted. Other than that, I faced combat softlocks a few times that required restarting a battle (not a big deal), and three crashes. Make sure to save the game frequently.
Чуваки, поиграйте в эту игру она шикарна This game bring me everething i needed. Thank you Moonana, that's was beautiful!
Keylocker | Turn Based Cyberpunk Action was designed for Nintendo Switch handhelds - the reality is that regardless of the platform order it was released on, it was fundamentally built for the lowest-spec hardware available... a portable gaming appliance. Keylocker is a 2D retro pixelcrap RPG made with GameMaker Studio for the Nintendo Switch (no, it doesn't matter in which order they launched the game on which platforms, it was designed for the lowest common denominator). On top of the mountain of technical defects (this is a Nintendo Switch game, and even the Nintendo Switch can do 3D graphics but the devs couldn't get their head around it so they made a 2D game), we have a mediocre at best Cyberpunk themed RPG with pages of badly written Cyberpunk 2077 fan-fiction interrupted occasionally by badly imbalanced 2D ISO tactical turn based combat. Yawn. There's an overwhelming amount of mediocre Visual Novel/E-book style cutscenes in this game. The developers failed one of the most basic, fundamental requirements of game design.. "Show, don't tell." So you'll spend a huge amount of time not playing the game, but clicking through endless lines of poorly written VN text cutscenes because the developers couldn't work out how to relate their narrative through the game mechanics, and decided instead it would be better to compete with reading a book for your time. We're here to play games, not read through hours of garbage intersituals. Your gaming rig is not a Kindle. On the upside, the game does feature customisable controls and resolution, so at least some of the basic, minimum requirements have been met. Unfortunately there's a number of other technical defects and shortcomings which contribute to the game being difficult to recommend to gamers. Because this is designed for handheld/portable gaming appliances, it carries a number of deliberate design deficiencies. Compromises were made to cater to the low power handheld gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the mobile game developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for low power handhelds forces upon a game. While this might run well on a Steam Deck, we must remember the vast majority of gamers here are gaming on PC. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. While there are options to change the resolution for the game, all this does is scale up the simplistic 2D art assets used to make the game, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Moonana has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical shortcomings push this game below minimum standards for any competently developed modern PC game. Let's talk about price and the value this represents for us gamers. Should you buy this game? Is it among the best the Steam catalogue has to offer? Keylocker | Turn Based Cyberpunk Action has the insane price of $20 USD, for which you could easily get any number of older AAA games. For comparison, the $20 asking price for this game could get you games like "Age of Empires IV", "New World" or "Monster Hunter Rise". Quality, professionally made games like those are frequently on sale cheaper than this. No pixelcrap is worth $20. If developers want to get paid the same kind of money as real game developers who know how to do graphics properly, they need to learn how to do graphics properly.
Delightfully weird TTRPG, Great characters, a fun universe and a punchy combat system. Edit: I've been running in a circle for 3 hours looking for one npc to talk to with no clear direction as to where they are. It feels like a waste of time once you repeat the same battles against the same ennemies 40 times in the same environment.
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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