ROBOBEAT

Keep your trigger finger on the pulse! In rhythm shooter ROBOBEAT, you'll play as Ace - a bounty hunter on a mission to capture robot-gone-rogue Frazzer in his ever-shifting lair. Wall run, slide, and shoot to your own beat using the in-game custom music editor, blasting through Frazzer's armies!

ROBOBEAT is a action roguelike, rhythm and fps game developed by Simon Fredholm and published by Kwalee.
Released on May 14th 2024 is available only on Windows in 11 languages: English, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Ukrainian and Portuguese - Brazil.

It has received 1,376 reviews of which 1,317 were positive and 59 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 13.64€ on Steam and has a 30% discount.


The Steam community has classified ROBOBEAT into these genres:

Media & Screenshots

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Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10+
  • Processor: Intel Core i3-4150 | AMD FX-4300
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce GTX 580 | AMD Radeon HD 7870
  • DirectX: Version 12
  • Storage: 3.5 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
A very well developed rhythm based game. Rhythm games are my favorite and i hold them dear to my heart for i have a deep passion of music. The fact that this game allows for you to import any song of your own preference is ever so captivating and made the experience WAY more enjoyable. You can set the BPM (Beats Per Minute) of your songs to sync them to the beats also allowing you to play at the speed of your liking to ride with the rhythm as you play. The mechanics of the game are pretty simple and easy to get used to. If you enjoy music while gaming then I highly recommend this game because you really get to experience the feeling of being immersed into the game.
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Aug. 2024
One of the best games I've played in a while. it's fast paced, there is lots of variety with the weapons, and not to mention the fact you can import your own music from YouTube, spotify ect. The Enemies are well balanced, the guns are great, and no room feels "too hard" or "too easy" (that's just my opinion though), ROBOBEAT has the same kind of vibes as the game "ULTRAKILL" but as a rhythm shooter. Be warned, this game is very addicting so play at your own risk (jk) 10/10 game, would recommend this game 100%
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July 2024
This game is an absolute gem, combining rythm based shooting to a style based frame work akin to Ultrakill. And with the addition to add your OWN music makes this almost infinitely replayable (if different music is enough to keep you coming back). While I do have some gripes with how not all weapons have as many options as some others to style with (heck the Revolver gets a unique 360 multiplier that makes it even better for getting points) I would still recommend this game in a heartbeat
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July 2024
it's fun i like the game overall positive: as someone who played BPM and has couple other rhythm games, I think the rhythmic elements were incorporated well, and the automatic beat placement thing for custom songs worked well enough most times. I adore the thing where you can change the song any time. somewhat negative: I have been having an overall good experience with the game, but design-wise practically every weapon doesn't reward parrying as much as the usual headshot revolver does. As someone who can parry consistently and hit headshots, I often don't see much reason to swap off such as weapon, as the others feel somewhat gimmicky (excluding the sword, it's fun to dodge around with that thing) . For context with the ability to parry, I P-ranked P-1 on Brutal in Ultrakill. (no dice on P-2 so far though lol) When you hit a parry and have the headshot revolver equipped, you can charge it twice and fire to deal a crap ton of damage to nearly every enemy in a considerable cone around your view. It's to the point that I was able to get by through just parrying barrels and the very easy eyeballs, then pressing three buttons to deal with more than half of the wave. Compared to that, every other weapon feels underwhelming; Oftentimes, I'll replace my revolver with something else, only to realize in the very next room that my parries had lost around 60% of their effectiveness. I understand that it is by nature a skill weapon, but why must every other weapon only have a single combo where parry is involved? Their parry combos often deal either middling damage in a larger group or large damage to 1-2 enemies; It feels weak. Maybe include more combos that involve charging before parrying?? Random gripes and suggestions: The dash doesn't seem to recharge often enough to be used on every other beat. ^ Tying into that, please make every cooldown based on beats instead of seconds. For the custom songs, please allow us to group cassettes into albums or something. The way it is, I've got Clustertruck music being mixed up with Crypt of the Necrodancer, which makes it annoying to find the song I'm looking for. ^ Also, put a place where we can describe the BPM, so I don't have to include it in the song title. Something that rewards you universally for having a beat streak. More weapons that offer a greater reward for getting a kill with them. Make the ricochet gun deal comparable damage to the headshot revolver. More interesting shop (perhaps you could purchase minor-ish stat buffs or something???) Guarantee against getting duplicate quick cooldown starting weapons (Two headshot revolvers, for example) Early-game difficult challenge rooms, like the ones in BPM where you pull a lever to summon enemies in exchange for more rewards. More transparency about what it is you're unlocking. While the movement is fine as-is, there are some mechanics that I wish were there: Slide-jumping. (._. please) More transparency on the amount of air-jumps and wall-jumps you have remaining. Some form of B-hopping, like crouch-jumping. Swinging grapple hook instead of just pulling you to a point. Shooting the ground to achieve a higher jump. More apparent stamina bar or removal of the mechanic entirely. If crouch-jumping were to be added, it would be nice if doing it out of a slam gave you a lot of horizontal velocity. Also, I like all the little beat indicators you can pick from. I like the difficulty of using no beat indicator (The Professional) , but it was fun to play around with them. yes im neurodivergent lol how could you tell
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May 2024
This game feels amazing to play, though I really hope development won't stop for a while. The good It's hard to describe how this game feels to play. The game has amazing juice, gives you slowmo when you pull off stylish moves, tons of visual effects to enhance how great everything feels. But somehow, despite all this, it does not lose on visual clarity, I've always felt like what went wrong was my fault. Pulling off some of the add-on combos feel extremely good, especially when you're rewarded with juicy slowmo, so much so that I really wish more weapons felt as good as the revolver does. The songs. Oh good gosh the songs. They're pretty much all killer, and feel amazing to play along with. Doing actions on beat is so so so satisfying, so much so that I often end up also dashing, jumping and slamming on the beat, despite it not being required at all. Movement felt a bit clunky at first, especially the wallrun, but once you give the game some time, your movement options just flow into one another. Really, really solid movement, which I'd argue is probably what's makes this game feel extremely good. It's what splits it apart from Bullets Per Minute, and it does an amazing job at it. The revolver, crossbow, cosmic, and bouncer feel really, really good to use. And so do the Hookshot, Nuke, and Finish utilities. Just, lots of opportunities to be stylish and they're fun to play with. What's missing? At the moment, it feels like I'm playing a vertical slice of what the game could be. There needs to be more viable weapons (or please add more add-ons to the current weapons that feel as good as pulling off the revolver's Aimbot add-on). Either that, or add modifiers that will really make me consider whether or not I should grab a weapon I'm not comfortable with. Force me to go melee because the hammer spawned with some crazy modifier. The flare gun and the Electroshock only exist to be used along with the 2x damage on burning/zapped enemies. The Contact basically just allows you to hit two enemies at once. There's a couple of weapons that really feel unique and good to use, I just wish more of them felt that way. There aren't enough cards to pick from, and a lot of them feel like they don't affect the run much. Grabbing the "Shoot both guns at the same time" card is a no-brainer, and I wish there were more good cards so that we're forced to make actual choices. Some cards also need a bit more info. Having a card force you to alternate between your two guns for more damage is nice and all, but what kind of damage increase are we talking about? I've never really felt like that card did much, even when I picked it twice during a run. The currency used to unlock new items gave a way to heal yourself before bosses, but that's removed while playing a "real" run (the final "path" unlocked). The currency then becomes completely useless, but you're still being given the option to pick rooms that give it as a reward. I'm not asking to bring back the healing stations, but maybe bring in a shop that accepts said currency? Right now, this feels like a big oversight The part where I complain about details I also have some small nitpicks. The second boss feels exactly like the first boss, except it's got two additional attacks that are pretty trivial to dodge. Definitely would like a bit more variety there, but they both feel good to fight against using parries, so really, I'm not complaining too much. I love having to parry multiple times in a row, and wish the bosses would do some stuff similar to the final boss' second phase. Also, when you get unlucky during a run, you can still pretty reliably get through without ever getting good damage options. But that makes the third boss feel like a bullet sponge, and the final boss even more so. It did make for some fun battles of attrition though. Verdict I know I've mentioned a lot of things I wish were better, but these really come out of my love for the game. I feel like this game could shine ten times brighter, easily, like it's a few steps away from becoming a roguelike I'd sink hundreds of hours into. I'm still hella recommending it. If you liked BPM, play this. If you like fast-paced shooters, or you like rhythm games, play this. If you like both of these genres and loved BPM? Why isn't this game in your library already?
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Last Updates

Steam data 20 December 2024 00:46
SteamSpy data 19 December 2024 14:08
Steam price 23 December 2024 12:48
Steam reviews 23 December 2024 11:51
ROBOBEAT
9.1
1,317
59
Online players
46
Developer
Simon Fredholm
Publisher
Kwalee
Release 14 May 2024
Platforms