
The NecroDancer's back in an all-new rhythm game! Dragged into a strange new world, Cadence must engage in musical combat with monsters surging through the Rift! Face pulse-pounding Rhythm Rifts where every beat is a battle, all set to an original soundtrack by Danny Baranowsky & friends.
Modeled estimate, not a reported figure. How we estimate →
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.
Same day: best RU #80, worst CA #100 · 3 markets collected
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.
About
The NecroDancer's back in an all-new rhythm game! Dragged into a strange new world, Cadence must engage in musical combat with monsters pouring through the Rift! Each monster has unique behaviors—like bats that shift lanes when attacked—and tougher foes take multiple hits to dispatch. Learn the pattern of each new fretful fiend to keep the music flowing!

Showstopping Music: Brand new soundtrack with 40+ Rhythm Rift tracks by Danny Baranowsky, Jules Conroy, Alex Moukala, Josie Brechner, Sam Webster, and Nick Nausbaum with more on the way!
Difficulty that Scales with You: Four intensity levels for each Rhythm Rift - EASY, MEDIUM, HARD, and IMPOSSIBLE.
Race to the Top: Climb your way to the top of global leaderboards!
Custom Music: Create your own custom beat maps with the actual developer tools our designers use!
Endless Replayability: Once you’ve conquered our hand-crafted levels, challenge your sight-reading with Remix Mode.
Remix Mode throws a fresh beatmap your way every playthrough while retaining the original level's rhythmic design.
Remix mode also makes DAILY CHALLENGES possible, by changing up the circumstances for each song. Play the same random seed as every other player that day and see how you rank on global leaderboards!

Go head to head against five fearsome foes in rhythm-based boss battles!

Immerse yourself in Cadence and friends’ modern misadventures through five quirky, slice-of-life rhythm minigames. Take a boppin' yoga class, help a friend with a part-time job, and more!
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99−65% | 6.2Kreviews | 94% | — | $966.9K |
| $19.99 | — | — | — | 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.
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 335 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is perhaps my favorite rhythm game and one of my overall favorite games of all time. While it's easier to pick up than the original Crypt of the Necrodancer, it is so much harder to master. The skill ceiling is so high that after a year and a half of near daily play, I'm still somehow managing to improve my personal records consistently. Some would call it a Guitar Hero clone, but it's so much more than that. What sets Rift apart from other rhythm games is that you literally have to think several steps ahead. It's not just about rhythm, it's about predicting WHERE the notes will be when you hit them. In that sense, it's almost as much a puzzle game as it is a rhythm game, and it really scratches a certain itch in my brain. There are few things I can think of that are more satisfying than finally cracking a song after you've struggled with it for hours, and when you really get a good combo going, it feels amazing. The base game's alright on its own, but the true beauty is in the workshop. That's what keeps me coming back every day. If today the workshop suddenly stopped in its tracks, you'd still have literal thousands of songs to play, and a lot of it is just as well-charted as the official content! It's quite possible that we may never run out of content for this game, and it is super fun to work your way up the leaderboards, or even just go for all S-ranks. If you like music and you want a game that makes you think and that you can strive to constantly improve at, you owe it to yourself to play Rift of the Necrodancer.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 2.71/day in the week to Jul 30 → 6/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.
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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 337 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Wish I'd felt up to trying this game in the return window. But not because the game is bad. I do recommend this game, but I can't actually play it myself very easily. Despite having several colorblind options the beginning slime enemies are two close in color for me personally to tell them apart, especially when they're paired together. So I unfortunately can't even pass the first failable level mostly because I can't tell them apart. Still, the music is fun and it's very satisfying to take out the enemies I can reliably. I just can't expect to make any progress in it without a nearly perfect run up until my pain points.
Rhythm games can be difficult in two ways. Mechanical complexity, and chart difficulty. Mechanical complexity is the degree to which the core mechanics of the game are challenging to learn, and become competent with. Chart difficulty is the more straightforward definition of "♥♥♥♥♥♥♥♥♥ that's a lotta notes to hit". The best rhythm games understand that the more satisfying (and far more versatile) of the two is chart difficulty. Guitar Hero. Dance Dance Revolution. Osu!. Stepmania. ADOFAI. These rhythm games couldn't be simpler. "Press the right button at the right time, and here's a visual indicator of when each button needs to be pressed." Guitar Hero is the most complex of these because of HOPOs, taps, open notes, and even then it's dead simple to learn. The catch is that it's bloody impossible to master. And making the game easy as pie to learn at first allows new players to immerse themselves in the game without needing to study it beforehand. Doing this unlocks a genuinely infinitely high skill ceiling. Look at some of the best rhythm game players on the planet. The things they are capable of doing is mindblowing; and anyone can look at their gameplay and understand to a degree how impressive their performance is, because everyone understands how the game works. Rift of the NecroDancer is the other side of the coin. The game is inherently not new-player-friendly, because before you can PLAY Rift, you have to STUDY Rift. You have to learn what each monster does, how it behaves, what is expected of you when each monster appears. You have to understand that NONE of them telegraph their properties ahead of time. It is impossible to get into a flow state when playing Rift because you have to actively engage your brain to fill in the gaps the game itself refuses to. You can't take the notes coming toward you at face value; you have to look at each individual note, and in the span of time between it appearing on screen and it reaching the strikeline, you have to construct a mental model of how the chart SHOULD look, adapting on the fly to repeat notes, double time repeat notes, notes moving to other lanes, notes triggering earlier than others, later than others; and this needs to be done for each note, individually, without pause, for the entire duration of the chart. There's no other way to put this: a rhythm game that shows you one chart but effectively expects you to play another is a bad rhythm game. I do not want to perform mental backflips to solve the ongoing puzzle of "what is the chart I ACTUALLY have to play?" since the game refuses to be straightforward with me. It is not fun to try and unravel unnecessary layers of mechanical complexity to get to the game I actually want to play. Where other, better rhythm games embrace simplicity in design as the foundation allowing for absolute insanity at high levels of play, Rift of the NecroDancer bafflingly forgoes this in favor of making the game too complex to enjoy at any level. P.S. Also they don't have an option to remove DLC tracks I haven't purchased from the songlist. So I have to dodge unplayable advertisements so I can find the tracks I'm actually allowed to play in the game I already paid for.
oh my god i love this game its so good dude I love it so f***ing much PLEASE BUY THIS GAME PLEASE PELASEPLEASPLEEPALSPLAPLALPALPALEPWALEPALPELA
i try to not to leave reviews that are negative, but this was a game i was really excited to play that i unfortunately ended up having to refund. i’m not new to the rhythm genre, and i played a decent chunk of the other necrodancer game on deck. i find this game really difficult to read, honestly. i understand that a lot of its appeal is the fact that there’s different monsters that do different things, but i feel like there’s just *too* much going on. i only played for about an hour and a half but every time i played i was stopping in a mood much worse than when i started. it’s hard to “sight read” like one usually does in a rhythm game, and it honestly felt more like a “memorize the pattern for this song” kind of game? i had a lot of frustration with off-beats, too, since the game is so focused on hitting *on* beat. i’m definitely not locking myself out of buying it again or trying it again in the future, but for now, it’s a game that just left me frustrated trying to have a good time. it has a demo, try it out! i tried the demo and deliberated on it for a while before buying. i can for sure see why people love this game, but it can be frustrating for a lot of people, too.
This game is a game I actually have enjoyed playing and will continue to enjoy playing. The issue I have with it is that the devs have switched from being focused to releasing new songs for the people who bought the game, and are instead focusing on releasing new DLC packs for people to waste more money on. It feels like a slap in the face, since workshop accomplishes everything you could need. For example, every Undertale song is available and charted really well on steam workshop, but the DLC pack for undertale officially only has a handful of songs, and some new portraits. Additionally, some of the DLC packs (celeste is the main one) have charting that just doesn't feel good imo. Idk, just feels like the game is being kept interesting for me purely off of the playerbase creating workshop charts. Either way, I'll keep playing occasionally, but I would really like if there were more songs from Crypt freely added to the game.
this game is literally godsent from above, every aspect of it is perfect and is, in my opinion, the best rhythm game out there right now. it is a bit challenging at first but the flow of each level feels exactly on the beat and makes it feel like you're actually playing the song instead of playing over it. overall, would 100% recommend getting this game.
<3
Just try the demo to see if it's your cup of tea. From a mechanics standpoint, this is really awesome. Ignore people complaining about difficulty, there is plenty to do leading up to the actual madness (I have 20 hours and I can’t even consistently beat intensity 14-15 levels). The game has a rather lacklustre tutorial/intro. I think if you’ve played the predecessor before (that game is so good omg), it makes complete sense, but if this is the first of the two you play, it’s quite confusing. It’s a bit funny they kept the awkward submenu to access the individual monster tutorials in between the games, haha. I recommend just starting on Easy and working your way up, try to play the story on Medium, see where it goes. You can always go up to Hard and see if it kicks your ass. In regards to the story (something I only realised this had 4 hours in), I think that it’s pretty bad. Like, so bad it circles back to being hilarious (is that on purpose?). I was very entertained. Just don’t think about any of the implications. The visuals are nice! I don’t know how I feel about any of the DLC, personally I prefer not making a lot of separate purchases after my initial one, so I doubt I will get any more of the paid DLC unless it’s something special to me.
Too much of the library is DLC. Not personally that into the included music.
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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