
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
Honestly, pretty disappointed in this game. Loved the first one, and was very excited to see a sequel. I don't mind the shift to a more straight forward rhythm game, but I cannot in any sincerity say that this carries an interesting enough story or original enough gameplay to really make it stand out. I'm not a rhythm game expert so maybe others will have a better time with how shallow the game, story, and visuals seem to be than I do. On top of that, the DLC prices are ridiculous given that the total price for the DLC song packs add up to about $50 and add very little. That they keep adding little five dollar dlc packs over and over makes the whole thing feel like a set up for an easy endless cash grab, and it's just disappointing to finally play this game after how creative and repayable the first one was only to see it lose all of that. The first one had, without any dlc, at least ten characters that all played very differently with multiple free soundtracks to cycle through, and then they added dlc that added even more. This game didn't need to n reinvent the wheel to impress me, but considering how many other games are creating free updates that add substantial new elements or paid dlc at similar prices that add hours of new content or ways to play, including the game that came before it, this just feels like a lazy cash grab to me. Play it if you like rhythm games I guess, but don't expect anything especially unique. Couldn't even get voiceacting for most of their cutscenes I mean come on...
Media

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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
Playing this game on hard or insane with a gamepad is...an experience to say the least and one that hurts my thumb allot but in such a goooood way I just cant help it. I Won't make any S+ ranks anytime soon, but why care when its this much fun getting better~ (';3
Its kinda ridiculous that the game has gotten progressively worse after release, everything in the game at that point is still really really good. Every volume 1 song and beatmap, the story, minigames, bosses and especially the art. The first couple of dlcs were fine, Super Meat Boy was free at least, but I'm not a big fan of the music and the beatmaps were not fun. Celeste has really nice music but its paid, the free beatmap wasnt fun and the other beatmaps are not worth a single cent of mine. This trend kinda went on for every single dlc following (there are wayyyy too many) I'd suggest playing the demo and seeing if you like the style of rhythm game, if you do then the base game will be really good, just stay away from the dlcs, those actually suck so much.
- Love how female characters aren't sexualised and have as much love put into them as the male characters. - Minigames are funny, actually fit the theme of the game and are quite a refresher in the story. - Love the unlockable, gives incentive to actually play the story. - I love how each enemy does a different mechanic. Colour coding them actually helped a bunch with figuring out mechanics as well. - Mixing fast mechanics with slow mechanics makes for a good challenge. Wouldn't recommend doing DLC before main story.. as it throws everything and anything at you.
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.
This game is mad fun and has a banging sound track. Also, I appreciate the way this game does calibration. Its very user friendly and was fast and easy. Trouble is, its hard. Really hard. But not so hard that it ruins the fun. I recommend this game!
Spent 2 years on the demo tracks, now I finally bought it and I am enjoying every second of it <3 will probably purchase the DLCs in the future, but for now I have enough content with the vanilla version and the mods I'm coming across, hope they don't crash :D
A very unique spin to a game that looks like a VSRG but is not. Your traditional rhythm game experience does not carry over, and it will take time to learn mechanics and pattern memorisation. The story, characters, and minigames are fun with some great original music that matches the scenarios well. It is short and sweet with adjustable difficulty. The mixed part is that because your traditional VSRG skills don't translate over, it’s harder to drop in a play when you feel like it, decreasing replay value due to the type of rhythm game and memorisation required rather than reactivity. You play rhythm games when you feel like it and can warm up fairly quickly to get back in, but with Rift, there are so many different enemy types, enemy patterns, and gimmicks that it’s a mess when returning. This idea is great and works well till medium difficulties, anything past that it becomes an unreadable mess with visual clarity being the worst offender. It turns into a memorisation game rather than a rhythm game at that point and breaks your immersion when really enjoying a song, only for an offbeat or gimmick enemy to break that flow, and then it’s hard to recover. Overall, it’s a mixed feeling towards this game, but the base game is worth it for the content and enjoyment at difficulties you are comfortable with, but you have to be willing to learn enemies more than anything. The free DLC song from each pack is a nice addition and something other rhythm games should be doing, seeing how the genre thrives on DLC song packs. The Steam workshop has custom songs, and you can create your own charts, but these are hit or miss with the usual issues arising from community-made charts. Try the demo before committing, and preview the DLCs before buying packs, as chart quality does differ.
[spoiler]they really pulled an evangelion reference at the end[/spoiler]
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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