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ROBOBEAT: every shot lands on a beat you picked yourself

EPIC
ENDED ON SEPTEMBER 28

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The custom soundtrack sells itself in minutes; what settles the game is whether its beat tracking holds up over long hours of play.

The beat calls the shot

In ROBOBEAT you don't pick from a finished soundtrack: you cut your own in the game's built-in editor, and that tempo is what the guns start answering to. Drop in a file — .wav, .mp3 and .ogg all work — or stick with the tracks that ship with the game; firing on the beat pushes damage up and reload time down, and the arsenal runs to charged shots and armour-piercing ammo.

You play Ace, a bounty hunter after the robot star Frazzer, holed up in a base that reshuffles its own corridors on every attempt. Reaching him means wall-running, sliding, zigzag jumps and a grappling hook to cross platforms, all without dropping out of time with the music you loaded. Each run also redeals the weapons and mods on offer, so whatever carried the last attempt may simply not be there in the next one.

It comes from a studio credited only as Simon Fredholm, published by Kwalee, and it reached stores on 14 May 2024.

The one update that isn't a price cut

After launch, the studio shipped a content update built around a mechanic it calls the backpack: the player carries a spare weapon and a spare item stowed away, swapped in from the options at any point in a run. Anyone who used to get stuck with the first gun they were handed keeps a second option in reserve from that point on, for when the level generation turns against them. It is the only piece of actual game news on the studio's announcement board — the rest of the posts are price cuts.

Your own music wins the first hour

You import a song you know by heart and, minutes later, the guns seem to be answering it — that is the feeling that fills the most enthusiastic write-ups. One player with 59 hours logged sums it up like this: they like the loop of shooting in time with their own music, find the result absorbing, and point out that even the hardest achievements turn out to be within reach, on top of praising the story and the small puzzles along the way. Someone with only 2 hours in gets to the same place by another route, calling it one of the best rhythm games they have played and singling out the arsenal and the freedom to change track at any moment, without waiting for a level to finish.

And it is on Steam, where the game is sold, that this praise piles up — all of it from players still in their early runs. The ones who stay longer, as the next section shows, tell a different story.

1.741 liked itVery Positive107 didn’t

The longer you stay in, the less the beat convinces

A player who quit after 2 hours calls the music editor garbage and lines the game up, without much enthusiasm, against other rhythm shooters, while admitting they did not play enough to get past a first impression. Someone who put in 7 hours is both kinder and more specific: they like the feel of firing in time and treat importing your own tracks as essential, but notice that repeating a run wears thin when the music stays the same, that the enemies vary little, and that most of the bosses — the citadel boss aside — are not much fun to fight.

You pull the trigger on the instant you would swear is right, and you still miss: a player at 81 hours describes a rhythm engine that drifts out of alignment, with the beat grid sliding in certain stretches and a noticeable gap between the click and the shot — something they say they do not run into in other games of the genre. In long sessions the mix locks up and has to be restarted, and most of the arsenal loses out to a handful of specific guns, with no reason to touch the rest. Someone with 18 hours agrees the opening is exciting, but sees the problem get worse on the highest difficulty, where the ordinary enemies are scarier than the bosses and the same weapons keep coming back; for them the game works as an evening's distraction, not as something built to be played over and over.

A single 1-hour verdict goes straight at what grates most: the game does not really punish you for falling off the beat, there is no clear indicator for it, and the soundtrack — the whole point of the pitch — sounds flat.

Worth it if the playlist is the point

If you put on Ace's armour just to load your favourite track and feel the gun answer it, you come away happy — which is exactly what the shortest write-ups describe. If you mean to sink long hours in, pushing the difficulty to its limit, you hit the same wall the longest ones report: the beat grid that felt perfect in the first hour starts to lag, the bosses repeat themselves, and the arsenal shrinks to a handful of reliable guns. The music you choose sells the experience in minutes; what decides whether it lasts are the hours after that.