ROBOBEAT on Steam - User reviews, Price & Information

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 16 languages: English, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Ukrainian, Portuguese - Brazil, Italian, Polish, Spanish - Latin America, Turkish and Filipino.

It has received 1,546 reviews of which 1,476 were positive and 70 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 19.49€ on Steam.


The Steam community has classified ROBOBEAT into these genres:

Media & Screenshots

Get an in-depth look at ROBOBEAT through various videos and screenshots.

System 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

User reviews & Ratings

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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June 2024
Robobeat is a very good action roguelike rhythm game that I'd personally recommend. It has quite a few issues, particularly with the roguelike elements, but the FPS gameplay is very well done and makes up for its faults. I 100% the game yesterday, and I thought I'd leave a review on what I like and what I don't like about the game. What I Like: [*]The gunplay feels extremely good. The developer clearly knows what makes shooting feel satisfying and has executed it excellently. It's not something I can really describe but you'll see what I mean if you try it out for yourself. [*]The game is quite challenging and feels very rewarding to learn and "git gud" at. [*]There's a good variety of enemies that require different strategies to deal with and more enemies are added to old areas as you progress which helps keep them fresh. [*]There are a lot of items and collectables to unlock and the game rewards you for looking for secrets. [*]The game has plenty of achievements, several of which test your skill and knowledge of the game. Loyal 'til the End in particular was very fun to complete. [*]You can import your own custom music and even make mixtapes which is a great feature, though it needs some work. A lot of the songs I imported didn't translate very well and required manual editing, but the in-game song editor is very clunky and unintuitive to use. [*]Fortunately, the game's OST is very, very good and there are plenty of tracks to choose from. What I Don't Like: [*]Runs feel very samey very quickly for a number of reasons. The first is the area and room variety. There are a total of five areas in the game, but visually, all of them feel more or less the same with a different coloured light filter being the biggest thing differentiating them. You'll also see all the possible room layouts they can have in only three, maybe two runs so they very quickly lose their 'new' appeal. [*]Another reason runs feel samey quickly is the bosses. Other roguelikes tend to have at least a few bosses per area but Robobeat only has one for each area meaning you'll fight the same bosses every single run. What doesn't help is the first boss is basically a tutorial, making them very boring to fight once you learn them, and the second boss is very similar to the first, sharing 2/3rds of its moveset and the same basic attack pattern. The third and fourth bosses are fortunately a lot more interesting and fun to fight multiple times but still end up being quite repetitive. [*]The game has a large variety of weapons and utilities to use, but I don't think the game does enough to encourage you to experiment with them. The starting Revolver is just so good and so well suited to almost any situation that I was hesitant to ever swap it out for most other weapons. This is somewhat subjective, but in most cases, I'd switch it out for another weapon only for it to do less damage, feel worse, or both and make me immediately regret my choice. The Flux, for example, is a shotgun that's supposed to deal big damage up close. But I found that getting up close to an enemy (which is very risky) and shooting them with it did LESS damage than a Revolver headshot from the other side of the area. The game also has combos which you can do by performing a certain series of actions to give your next shot a special effect. One of these is Aimbot, which causes your shots to automatically hit multiple enemies in the general direction you're facing without you needing to aim. Both Revolver and Flux have this, but for some reason the Flux Aimbot only seems to hit a maximum of two enemies while the Revolver's can hit five. Why is the Revolver better at CC and hitting multiple enemies than the shotgun weapon??? I feel like the game could benefit from a training room where you can test out all of your unlocked weapons and learn their pros and cons without having to risk ruining a run picking up a weapon you're not familiar with, especially with how vague some of the weapon descriptions are. Why would I pick up the Card Shark, a weapon that has 1/7th of my Revolver DPS based on the vague description of "Has different effects based on the card"? [*]Speaking of vague descriptions, the game does a particularly bad job at explaining the effects of "Data Chips". These are cards that you can pick up in Data Chip rooms during your run that give you some kind of buff or effect such as increasing damage, movement speed etc. The problem is that some of these cards are inconsistently vague. For example, there's one that says "Increases damage when wall jumping". Okay... how much damage? 15%? 5%? 1%? One of the other cards explicitly states it increases the damage of EVERYTHING by 10% for no extra effort or downside. Why would I pick the wall jumping card when it's more effort and I don't even know how much it'll benefit me? Some cards are also just straight up better than others. There's another card which also increases your damage with everything by 10%, but also has the downside of increasing your recoil by a very large amount. Of course, you won't always end up with cards where the answer is so obvious, but the ratio is very badly balanced in my opinion. In my experience, 50% of the time I'd end up with cards where it was a complete no brainer, 40% of the time I'd end up with cards that were useless or near useless and only 10% of the time I'd end up with cards where it was a difficult choice and I had to think on what would benefit me the most. This is another factor that contributes to runs feeling very samey. [*]The game gives you lots of different moves: dashing, ground pound, sliding, wall jump, grinding on rails. But I never really felt encouraged to use any of these. Everything can be either parried or dodged simply by jumping around in a circle. In the few cases I've needed a dedicated 'dodge' button, the Teleport or Finish utility easily outclasses the dash. Ground pounding, sliding and grinding on rails all feel near pointless. There's not enough Data Chips/Cards associated with those actions to really ever encourage you to use them. Ground pounding has a single card which creates a poison puddle when you ground pound but it's not very helpful. Sliding has a few cards which are almost useless and grinding has nothing at all. I think using these moves and 'styling' on enemies is supposed to give you more currency, but the game gives you so much of it regardless. Throughout my almost 40 hours of gameplay, I can think of probably one time total when I couldn't afford something I wanted from the shop. Those are my thoughts on the game. As an FPS, I think it's one of the best of the genre I've played. As a Roguelike, however, it leaves a lot to be desired. I'd probably give it a solid 7/10 overall. A lot of its problems could easily be solved by a few updates or a sequel and I'd love to see this game expanded on in the future.
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Last Updates
Steam data 10 April 2025 07:20
SteamSpy data 11 April 2025 17:11
Steam price 13 April 2025 20:47
Steam reviews 12 April 2025 07:49

If you'd like to dive deeper into the details about ROBOBEAT, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about ROBOBEAT
  • SteamCharts - Analysis of ROBOBEAT concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck ROBOBEAT compatibility
ROBOBEAT
9.1
1,476
70
Online players
20
Developer
Simon Fredholm
Publisher
Kwalee
Release 14 May 2024
Platforms