
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.
Reviews, worldwide (the counter carries no country): 3/day in the week to Sep 15 → 8.2/day in the week after.
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% | — | $972.8K |
| $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 355 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
bruh if i press practice i hope to god i see a pre set up for the practice settings instead of making me wait through a count down and 4 beats of song
super fun rhythm game. ive been HOOKED on this for the past couple of days. and man is it fun. every song here is a banger. trying to get better ranks and trying harder difficulties is definitely a challenge, but a fun one at that. story mode is solid, although the story is very basic, and it teaches you alot about the game. the workshop support here and the dlcs are what make this game. ive spent so much time just playing workshop songs. and i also got the undertale dlc and those songs are really good and fun to play. overall a very enjoyable experience and i will be playing it even more. 8/10
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.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 357 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
极其极其豪丸,时长可以证明,来发评论只是因为游戏内标题界面的标题被改成中文了,个人感觉英文标题好看一些/(ㄒoㄒ)/~~能不能改回来啊,或者在设置里面可以选择,看着太不得劲了
Very good game if you take the time to learn the notes. Played through hard getting mostly Cs just to find out you should get accustomed to play with both hands. May come back some day and learn this ancient technique. Story mode is a nice addition. Usually these types of games are just notes flying towards you but ROTN has a nice twist.
안보여요
Only criticism I got is why would you make the next chapter's main characters viewable in the play menu? Like, I didn't wanna know yet who's the main character in the last chapter!
kurła jak pachnie
有點難評價。屬於有認真做但我認為(我認為)對大多數玩家來說很容易不好玩的遊戲。 建議購買前不要當成音樂遊戲看待,享受挑戰而不是「被加工好的趣味」的玩家應該會很喜歡。 - 音樂遊戲中「打擊點」的作用,其一是將純粹是聆聽用的音樂轉為玩家能夠共同參與/進行互動的特殊媒體。在這個觀點下,為喜愛的音樂製作譜面,放進音樂遊戲中進行遊玩,是玩家以自身/額外的角度進一步理解或感知該音樂整體或部分的方法/選擇之一。 然而,打擊點在大多數音樂遊戲中具有額外的意義,這個意義不必然會與音樂本身相關;例如有些是為音樂做出第二次詮釋、有些是強化了音樂的節拍。 「打擊點」+「分數」+「生命值」這個組合,會將打擊點提升到遠比樂曲本身還要高的位置——因為玩家能否通關,取決於玩家是否有穩住生命值,而玩家能否穩住生命值,取決於是否沒有錯過打擊點;又,玩家能否拿到高分,也取決於玩家是否沒有錯過打擊點。(FC) 也就是,在這個組合下,遊戲的終極目標圍繞著「打擊點」展開,不過僅僅只是說到這邊,還不能說到底打擊點在玩家的「感官/意識」上是主角、還是音樂才是主角。 我認為傳統音遊的獨特趣味之一是許多高難度的譜面都會產生一種流動性,彷彿玩家隨著譜面敲打,就演奏出了這樣的一首歌。這樣的譜面設計通常仰賴於將打擊點指向音樂本身帶給玩家的感官/律動感,打擊點雖然是遊戲邏輯中的主角,但在玩家感官(遊戲回饋)中卻是配角或是工具,是隱去自身邊界、去強化主角的。 本作的機制雖然特別,卻帶出了一個矛盾情況:當打擊點(譜面設計)和樂曲本身的割裂越小,玩家反而越難抓住打擊點的編排位置;當遊戲越是照著音樂本身的音樂性去設計譜面,在玩家感官上的割裂感反而越嚴重。 本作將打擊點賦予了不一樣的特性(=怪物/單位),有些需要連按兩下,有些需要按—停—按,有些按了之後會跑到別的格子,有些在視覺上會暫留、有些在視覺上會躍進、有些會斜著走、有些需要按三次、有些會產生額外的打擊點(怪物)。 而這些打擊點作為一個單位,[b]還能在其基礎上再被賦予不同的特性,[/b]例如變成半拍、或是跳過一個格子、或是跨行。 這首先讓譜面變得極為不直觀,頭腦不夠好的玩家(我)從中級或是部分歌曲的簡單難度開始就有略微/許多背板的需求。這些打擊點已經失去了音符的本質,而是真真正正的作為一個有其獨特性質、一個完整的單位出現在譜面上,是「主要的」、「強調的」、「需要被處理的」、「自恰的」、「封閉的」單位,而玩家只能「攻擊」,玩家只能攻擊,玩家沒有閃躲的選項。 很可惜的是本作還強調了回合制:本作將音樂中的節拍明晃晃地套上了回合的框架,但是卻又在遊戲內加入了半拍與隨機拍的概念(作為打擊點的修飾符),這讓本作在「強調節拍」和「演奏音樂」間飄移不定。 傳統音遊在視覺表現上多是動態移動放大縮小淡入的,但本作的移動表現是回合制的,打擊點(怪物)在視覺上會不斷瞬移。這讓玩家在遊玩過程中不僅僅不能依賴視覺,玩家還必須將精力全數聚焦在「這個打擊點本身被賦予的特性,去確認這個特性該如何處理」。 至此,本作的主要遊戲體驗已經完全圍繞打擊點展開了,但我認為本作的打擊感並不好,這也可能是因為本作是音遊的設計,甚至不能(不能)加入凍結幀。 簡而言之,做了一個很大膽的嘗試,試著組合進的元素在許多層面上反而妨礙到遊戲去詮釋出自己的獨特價值。當成一個宣傳用的小遊戲我覺得很不錯,但是是否能發展成一個獨特的遊戲類別,我認為有待觀察。 在音樂遊戲中發生那種,感覺自己在絲之歌裡一個人打三隻小怪,然後三隻小怪輪番攻擊的體驗很有新意,但我覺得或多或少違背了音樂遊戲本身的初衷?抵銷了這個領域/這個遊戲類型中的獨道之處? 儘管作為不同的遊戲類型的融合,我認為本作是成功的,價格也不貴;只是在實際的遊戲體驗的部分,我認為我較不容易給予好評。 另外本作的設計又與現實中音樂本身打擊/摩擦/共鳴發出聲音的邏輯違背,就這一部分的美學設計上我覺得也蠻可惜的。 (換個角度解釋:本作是以各個怪物/角色作為發聲點,然後打擊以使其發聲;不過這樣看來這遊戲應該走向的風格是「阿卡貝拉」才對,但不是…) 不過,由於遊戲本身支援模組,本作在自訂性上的可玩性(湧現的空間)遠比傳統音遊還多。雖然DLC很多,但遊戲本體非常超值。我認為這款遊戲的機制絕對屬於高難度的級別,但微妙的地方就在於它不是廉價的難,而是被一堆有用心的機制拼裝起來的難,這個難主要是要求玩家背版、反應力以及細緻的操作。
P~C~!
Нормально
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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| — | 0 | — | — |
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