
Rhythm Journey is a story based, hardcore 2-buttons rhythm game.
Modeled estimate, not a reported figure. How we estimate →
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 Sep 4 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 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 2,400 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
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.19−30% | 114reviews | 81% | — | $10.7K |
| Free | 542ratings | 79% | — | $38.5K |
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 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's good! It's very good! Very similar to A Dance of Fire and Ice, but with more buttons and lyrics. Really good tunes and beats!!! In the future I would like to see a level editor and Steam Workshop, of course! Pie in the sky but I would also like to see an option to refactor the levels to just be two wall instead of four walls. That probably won't happen. But a guy can dream. I don't like the four wall thing because it doesn't seem to match the music in any kind of way, it's purely visual and in my mind the ideal rhythm game experience is based on listening to the music more than looking at the screen.
I think the maingame of this is very, very good. It's a neat concept to primarily follow the drums and the bouncing/pathing representation is actually pretty intuitive. I wish the game did more with different directions earlier on - it's not until like level 14 that they start going wacky places with it - and the sustain mechanic is... not good, both the start and end of sustains feel weirdly inconsistent compared to everything else. Then the postgame starts and everything devolves into rapid-fire hits that go against the spirit of a "two button" game. You start missing the sustains because now you're expected to play the fills, which are too fast to reasonably or consistently be hit in a two-button scheme, so your options boil down to: 1. switch to a four-button control scheme that's completely new, very unintuitive, and wasn't even remotely close to needed before the postgame or 2. quit. And considering that this change in charting style has completely killed the fun, I'm going to choose 2. This is a baffling decision that could so easily be fixed by just... not, charting the notes this way. If they were alternating notes it'd be FINE. I'm not playing a real or even fake drumkit here. Bleh. Has potential but completely flubs the ball on the postgame, if you stick to the maingame it's fine I guess. Oh also the vocals are really bad. I feel fine saying this because they're clearly a vocaloid and there's even foreign language tracks in the post-game that sound way, way better, I wish they had just kept the original language w/ subtitles instead of trying to translate the vocals too because it's not like I can even understand them anyways. Minor gripe, the music itself is solid enough but god those vocals. Anyways yeah no just go play a dance of fire & ice instead it doesn't make the same mistake this game did.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Korean, 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
Gameplay is pretty good but i do have a critique, please hire a good translator if you can. This isnt meant to be an insult to you but the dialogue is pretty clunky rn and it hurts the story for me. i know its not really the main focus (hence why im giving a positive review) but i do think it could improve the game significantly.
This game is nice in concept however has 2 major flaws holding the game down and both are in the controls. firstly the game was advertised in one of the trailers as a 2 key rhythm game and has an appearance like so but does require 4 keys to play properly in some songs. Secondly the game doesnt support custom keybindings, i felt as though if this was fixed i wouldnt have nearly had as much problem with the first issue i brought up. All that aside it has a really good timming window and flow to it. This game is so close to being another enjoyable 2 key game but it needs some control options added to work with its flow better.
Having played for 1.5 hours, I have certain criticism. I will further update when I finish the main story of the game. As of now, I'm at about 50% of the story. First off, the game is decent enough for a rhythm game. The music is mediocre but good enough especially with the snare kick giving you the feels of the rhythm. However, there is several issues: [h1] Criticisms [/h1] [h3] Calibration [/h3] The calibration system feels so off. I had to check if it was my keyboard. So I tried many other keyboards and many other rhythm games and concluded something is just wrong with the calibration system of the game, making me having difficulties to All Perfect the songs. [h3] Controls [/h3] While this game advertises as a 2-keys rhythm game, and indeed, the game can be played with 2 keys, it feels unintuitive as the controls for the left right walls and when the walls are 180 degrees is not based off which coloured side the wall is, but which direction the wall is. So it is MUCH better to play with 4 keys aka directional keys. I'm sure its better advertised as 4 keys. [h3] Gameplay [/h3] Hold note sucks. It feels very inconsistent. [h3] Difficulty [/h3] The difficulty increases far too exponential when you go from the first song to the second song onwards. I think for any beginner rhythm gamers, they might get stuck very easily. Seriously, that is TOO fast to be introducing marginally complex rhythm. Even 3☆ Osu! isn't as complex of a rhythm as the 2nd song onwards. This game loves to introduce lots of semiquavers-quavers rhythm everywhere. Also, at track 11, why [spoiler] introduce streams [/spoiler], that got to be a very huge difficulty spike and the visual for this is very bad. I think a wider space between the top and bottom wall will make it easier to read [spoiler]streams[/spoiler] [h3] Story [/h3] Cringe, kinda, but I honestly don't care. It's just a mediocre simple story line. But I do have one thing to say (spoilers): [spoiler] Why so damn dark after the first 50% of the game? Damn. That was a sudden mood change [/spoiler].
look, its a good game concept, tapping a direction to the beat/when the ball bounces on a wall but the execution itself isnt very good and the game isnt that fun in general
Really enjoyable game up until the bonus levels, where charting seems to take a nosedive based on the first two I've played: constant spam of annoying speed changes that catch you off-guard and also destroy all the visual sense of flow. In "Le Train", there's also dense stream of notes going upward being obscured by the judgement text that you can't turn off which makes it even less fun. I'll try to play it a bit more, but without practice mode to set your start and end points playing it further would likely be just an exercise in frustration. Fun game to spend a couple of hours though.
Dude, some of these stories got too real at times. Nice
그냥 얼불춤이랑 콜라보 했다고 해서 샀는데 뭔가 구림;;
Took me around 3:30 hours to beat the main game. I have experience in music and other rhythm games so it would take the regular person more time. It was a lot of fun playing. Short and sweet. would recommend if you've played ADOFAI.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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