Main game
3.42 average rating based on 99 ratings
I gave it a go out of curiosity and... Yeah, it's not great.
The concept is nice and it works. You need to shoot and reload following the beat of the music. But every other aspect of the game around it is detrimental to the experience. The style is so blurry and muddy. It's understandable that each area has a defining colour palette but the Devs went overboard. Everything in the first level is slightly different shades of red, which not only makes it terribly uninteresting to look at, but also in close-quarter frenetic combat, the red enemies are very hard to see over the red walls, floor and ceiling.
The roguelike progression system goes also agains the game. Playing similar areas over and over again is fine, but the problem is that after just a few deaths, hearing the same overbearing song on repeat. It would've been much better if the songs were randomised too.
The traversal? Also antithetic to the rhythm. The nature of the game should be always forward. But the maze-like layout of the rooms and the fact that some chests need keys means that you get a lot of back-tracking. This absolutely murders the flow …
I gave it a go out of curiosity and... Yeah, it's not great.
The concept is nice and it works. You need to shoot and reload following the beat of the music. But every other aspect of the game around it is detrimental to the experience. The style is so blurry and muddy. It's understandable that each area has a defining colour palette but the Devs went overboard. Everything in the first level is slightly different shades of red, which not only makes it terribly uninteresting to look at, but also in close-quarter frenetic combat, the red enemies are very hard to see over the red walls, floor and ceiling.
The roguelike progression system goes also agains the game. Playing similar areas over and over again is fine, but the problem is that after just a few deaths, hearing the same overbearing song on repeat. It would've been much better if the songs were randomised too.
The traversal? Also antithetic to the rhythm. The nature of the game should be always forward. But the maze-like layout of the rooms and the fact that some chests need keys means that you get a lot of back-tracking. This absolutely murders the flow of the rhythm as you try to figure out were to go next.
This title is an energetic and highly distinctive fusion of rhythm game mechanics with FPS action. At its core, the game requires the you to perform almost every action, firing, reloading, dashing, jumping, according to the beat of an intense, hard-hitting metal soundtrack. This creates a combat flow that feels almost like playing an instrument: battles become rhythmic patterns to perfect rather than simple firefights. When everything lines up, the game delivers a sense of synergy and momentum that few shooters achieve, making it feel genuinely fresh in a crowded genre.
The experience this game delivers is not unique, but it is a rare one, in a sense of it making you feel like you are using more than 100% of your brain, almost making time standing still with how much focus you need in order to progress through certain challenges. I also said the same thing about some of the bosses in Silksong, but on the case of this particular title, I think it might be due to my limited experience with rhythmic games. Although I learned to play the guitar, and the electric guitar too, I still felt an immense challenge while playing this game, and I even …
This title is an energetic and highly distinctive fusion of rhythm game mechanics with FPS action. At its core, the game requires the you to perform almost every action, firing, reloading, dashing, jumping, according to the beat of an intense, hard-hitting metal soundtrack. This creates a combat flow that feels almost like playing an instrument: battles become rhythmic patterns to perfect rather than simple firefights. When everything lines up, the game delivers a sense of synergy and momentum that few shooters achieve, making it feel genuinely fresh in a crowded genre.
The experience this game delivers is not unique, but it is a rare one, in a sense of it making you feel like you are using more than 100% of your brain, almost making time standing still with how much focus you need in order to progress through certain challenges. I also said the same thing about some of the bosses in Silksong, but on the case of this particular title, I think it might be due to my limited experience with rhythmic games. Although I learned to play the guitar, and the electric guitar too, I still felt an immense challenge while playing this game, and I even performed some live shows myself. I guess my point is that, if you are looking for a challenge, then look no further, BPM will deliver it while making it feel like a punch in your face.
The game adopts a roguelike structure, meaning each run presents different challenges, layouts, weapons and upgrades. This randomness helps keep the experience engaging, especially when the game introduces powerful ability combinations or unique weapon modifiers that significantly change how a run plays. And if you don't like this kind of approach to any extent, I advise staying away from this game because it won't win you over. Multiple playable Valkyrie characters add another layer of variety, with each offering a distinct twist on movement, health, or abilities. Though I got to admit that I mostly played with the first one available since it is the most balanced of them all, and I still had a blast, but you can safely spend a ton of extra time trying to master all of the other ones because they are so unique that it ends up being a love-or-hate situation.
Because of this structure, BPM encourages experimentation and rewards players who gradually internalize patterns, enemy behaviors, and rhythmic timing. And since I mostly relied on using the most balanced character, I had to maximize this immensely because I had no substantial advantage. Visually, the game stands out with its bold, stylized aesthetic, frequently using a limited color palette that gives each world a strong identity. And as much as I loved the art-style, I had to lower the level of saturation through all the levels because it can make enemies hard to spot. Combined with the soundtrack, mostly composed of fast, metal-inspired tracks, the atmosphere is both intense and cohesive.
The game feels like it was built around its music, which elevates even simple encounters into dramatic rhythm-driven set pieces. I can't stress this enough when I say this game has one of the best OSTs I've ever experienced, and it is expected since this is a rhythm game after all. I'm biased since I'm a metal-head myself, but I can safely say this will please other audiences since it's songs are not really very hardcore, and especially because they have no vocals, which can make-or-break when it comes to the Metal genre. One thing is certain, it'll be one of those games that you have a playlist to listen to from time to time, or even to add to your "gaming" playlist, for example.
However, BPM’s strengths can also be barriers. The requirement to act strictly on the beat may frustrate players who aren’t comfortable with rhythm-based gameplay. Missing even a couple of beats can interrupt combat flow or leave you vulnerable, and some weapons have timing windows that take patience to master. The difficulty curve is steep, especially in early hours, and runs can end abruptly due to small mistakes. Fortunately it has some nice accessibility features such as turning the rhythm mechanic completely off, or making it more loose when it comes to it's detection, and also four different difficulty levels. I advise trying to get the hang of it in the "Practice" difficulty level, it doesn't matter if you are familiar with either shooters or rhythm games, trust me, this title will crush you to pieces.
On top of that, while the procedural generation offers variety, it does not entirely mask the limited pool of enemy types and room variations, which can start to feel repetitive after prolonged play. By far the randomness is the number one factor that can help you with a successful run, I advise exploring as much as possible in the early-to-mid level maps, focusing on healing and life-steal items. Narrative elements are almost nonexistent, so if you are looking for story-driven motivations or world-building will find little beyond the thematic Norse-inspired backdrop. BPM is totally focused on gameplay mechanics, challenge and repetition, rather than lore or cinematic moments.
Overall, this game is a bold and memorable experiment that succeeds best with people who enjoy mastering systems, learning patterns and embracing difficulty. Its blend of rhythm and shooting creates a rare feeling of being fully synchronized with the game’s world, even if that experience comes with a steep learning curve. For fans of rhythm games, fast-paced shooters, or challenging roguelikes, BPM offers something unique, stylish and rewarding. People seeking narrative depth, relaxed pacing or traditional FPS gameplay may find it less appealing, but those open to its hybrid identity will discover a fast, thrilling and highly replayable experience. This is one of the best games that I've played through each and every genre it is trying to convey, a must-play if you like any of them to any extent.
It got an update that allows you to add in your own music, with your own rhythm so you can change it up if you are tired of the same song. The many different characters add a great challenge, as well as the actual challenges. When I first started playing, the color and lighting of the rooms was a bit intense, but they have great setting so that you can change each individual room to your preference. I love how the different weapons have their own "rhythm" to them. Last thing to mention is that the games sense of actual rhythm is far better than any other rhythm shooters I've seen. They've added a lot to this game recently to enhance the experience.
I really wanted to love this game, I don't even like it. -- Only one track ++ It'a good track ++ Rhythm based shooter; sounds like a cool ide -- Restrictive movement combined with a first person perspective and small arenas ... you will be bumping into things -- The monsters are all from bundled assets, they are visually incoherent and mechanically boring. -- The weapons are very meh, especially the starting ones.