

BPM: BULLETS PER MINUTE
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About BPM: BULLETS PER MINUTE
BPM: BULLETS PER MINUTE turns every shot, jump, and dodge into part of a fast-paced rhythm shooter. Explore randomly generated dungeons, collect changing weapons and abilities, and face bosses with distinct attack patterns. Steam player reviews: 91% positive from 9,612 reviews. Released September 15, 2020. Interface languages: Simplified Chinese, English, French, Italian, German, Spanish, Portuguese, and Russian.
Credits
Lowest recorded in 36 months
$1.622026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
| French | Yes | Yes | Yes |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Portuguese | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
Steam PC edition data · 2026-10-22
02Before you buy
Language
The Steam PC version lists eight interface languages, including English; English audio and subtitles are supported.
Play and control
Steam PC offers single-player and full controller support.
Gameplay
The rhythm shooter features randomly generated dungeons, ten characters, and challenge modes.
03Frequently asked questions
How does the rhythm combat work?
Player actions and enemy attacks follow the music's beat. Shooting, jumping, and dodging are all rhythm-timed.
What changes between runs?
Dungeons are randomly generated, and weapons, abilities, and items vary between runs.
How are the boss fights structured?
You must defeat seven bosses to reach the final boss; each has distinct movement and attack patterns.
Are there extra modes or custom music?
Yes. Challenge modes add extra gameplay, and you can add custom music.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Ah yes, Doom: The Musical.Show moreShow less
I unfortunately had to refund this game. I love rythm games with banging soundtracks, and this definitely fits the bill! However, I am a person that has issues with distinguishing between different shades of the same color, which makes this game essentially unplayable for me. They've gone with a very distinct artstyle for the game, which I don't think is bad per se, but half of the time I couldn't separate some of the orange enemies from the orange background. Really cool game idea, wish I could play it.Show moreShow less
rebind the reload button to right mouse click and you're in it for lifeShow moreShow less
UPDATE JUNE 2021: Overdrive update This update added new content but did not fix any of the problems with the base game. I stand by my original review. Original review: You will probably hear people complain about the graphics. The red filter is annoying and unnecessary and makes things difficult to see for some people. The clearly store-bought assets are uninspired and detract from the game's character. The most interesting designs in the game are the ones taken from Paragon's free asset release. After suffering through those long enough to complete all characters on hard mode, I can confidently say: These are all forgivable. They don't hurt the game, because the game has bigger problems. Bullets Per Minute is three games in a trench coat. Together, they pretend to be a full experience, but individually they're all clearly underdeveloped. I'm going to examine how BPM fares as a rhythm game, a shooter, and a roguelike, since BPM's goal is to be all three. 1. BPM as a rhythm game This is BPM's selling point, and the one thing it does best. The gimmick is simple and not really something anyone else has released a game around before: you shoot your gun to the beat, and you reload it to the beat, and you do a few other things to the beat too. The closest comparison is probably Crypt of the Necrodancer, which has a similar system in a different package. Let me make this clear: shooting and reloading to the beat is really, really, unreasonably fun. When you pick up your starting pistol and just play around with it, it's an amazing time once you pick up the rhythm. Killing a room full of enemies while keeping your groove going feels natural and satisfying. It's every bit as good as the trailers make it look. This is about where the fun starts and ends though. The weapons are hardly differentiated from each other- there's like, 3 different kinds of weapons, and everything falls into one of those categories. And while it's fun to keep a rhythm going, the game doesn't really do anything with this besides a simple score and combo meter. There's no special bonuses for doing certain rhythms, there's no particular rhythmic pattern you have to use to shoot any enemies- the rhythm is ultimately a limitation on your arsenal, not something that adds to it. I would frequently listen to the rhythms I was making and be left wanting the game to recognize it, but the game doesn't care what you do as long as you're on beat. BPM has one good gimmick, and it's very good. But it never really reaches outside its comfort zone, and stays a gimmick instead of a proper mechanic. 2. BPM as a shooter As a shooter, this game is most similar to Ziggurat, and related entries in the fps-roguelite space. It's not a new formula, and it's not a bad formula, but it is bad execution. There's plenty of different monsters to shoot, but there's no real difference in how you treat a big spider vs a little fly vs an ice witch- none of them give you much of a reason to care what they do. Just shoot them until they're dead. (There are a handful of enemies that you do need to care about, but they're not very fun when mixed with other random enemies.) That's right, this is a roguelike. Sometimes RNG will drop you in a situation where you have bullets shooting from all sides, and you can't really dodge things aimed at your back. The rest of the time though, the RNG just gives you boring monster mush. It might look different, but you'll probably power through most rooms the same way without noticing any change in gameplay. Furthermore, each gun has a maximum range, which feels terrible to play with. Past the magic threshold, your shots just don't connect at all. On it's own as a shooter, BPM is somewhere between mediocre and bad. It's only there to drape other genres over the top of. 3. BPM as a roguelike BPM takes after well-explored territory here in the fps-roguelite space- games like Ziggurat and Binding of Isaac. BPM executes this formula badly, and with no innovation. Stats are very impactful, which is tragic for how boring they are to play around. Runs tend to live or die based on your stats- either you get your numbers really high, or you don't, and there's not a lot of agency you really have over that. Abilities are a travesty. You can very rarely get an ability from a chest, or you can get an ultimate ability from a locked room. Ultimate abilities range from useless to game-breaking to cheesy, and can swing your run by themselves. Regular abilities remain locked until you beat the game once on that character. Since I stopped playing a character after I beat the game with them, I never used their abilities. This is a disastrous design decision- the game ensures you will never see an ability until after you no longer need it. Passive equipment is either boring- "2x damage" or inscrutable- "mind flaying". This isn't nethack, it's not fun not knowing what they do. Even if it's bland, is it at least fun and well-balanced? No. There's no sense of knifes-edge risk management that more successful roguelikes like to keep you in suspense with- you're either underpowered and bleeding resources, or you're overpowered and everything melts before you. That's not a progression curve, that's a progression spike. Overall, it does the job, but it's certainly not something worth playing over basically any other roguelike. But is it more than the sum of its parts? BPM, viewed as three independent parts, is one good gimmick and three bad games. Can these three games lift each other up? If not, can the gimmick carry the whole game? No. Each aspect of the game routinely sabotages the others for the sake of enforcing genre conventions that would be better abandoned. The bats have to shoot projectiles at you, or else it wouldn't be much of a shooter. What this means is that you're constantly dealing with bat-spit that isn't synchronized to the rhythm at all. Keeping track of this and the rhythm at the same time feels awkward and unfun. Successful runs give you a huge power surge mid-game, which completely trivializes most challenge the game has to offer. You pick up the chaingun, you don't even have to keep the beat, you just click and hold. If you get enough damage ups, you can kill any boss before they can get their first attack off at all. I've completed the game on hard mode multiple times, and I still don't know what any of the bosses actually do past the first three or so. I'm sure they're fun and interesting rhythmic challenges like the first few, but by the time I get there they just melt before I can actually engage with their mechanics. The game will occasionally throw weapon upgrades at you, which I mentioned before, and these completely change the rhythm and identity of your gun, since now the gun takes a different number of beats to actually use. If you get too many speed upgrades, you no longer have to actually time your dodges in time with any of the few attacks that are supposed to require it. You can just walk to the side instead of keeping any rhythm. I could go on, but this game is not merely not the sum of its parts, it's actively less than the sum of its parts. Conclusion This game is unique, in that it has a fantastic gimmick that nobody else has done yet. Unfortunately, that gimmick is tasked with carrying a mediocre rest-of-the-game which frequently steps on its own toes trying to find its identity. The game is fun during the honeymoon phase, but once the novelty wears off you'll be left disappointed. Bullets Per Minute does a fantastic job of proving that the rhythm-shooter concept is fun, but a terrible job of delivering what that kind of game ought to be. There is at least one other game currently being developed that uses this concept, and BPM has whet my appetite to see what they have to offer. If they can make shooting at least as fun as this game, they have a very low bar to clear.Show moreShow less
This album comes with a good gameShow moreShow less
Before you play: Cool aesthetic, interesting idea, amazing review score After you play: Oh, that's it? Oct 19 2022 update: With the release of "Metal: Hellsinger", you're doing yourself a disservice by buying this over Metal: Hellsinger. 20$ vs 30$, Hellsinger will bring you far more enjoyment. BPM is mostly a proof of concept while Hellsinger is a fully fleshed out game. 2022 update: Damn this is a long ass review lmao I think it's worth checking out. Slap it on your wishlist and wait for a 50% off sale. This game won't keep you on the edge of your seat forever, but it'll make you excited for their next game that they're currently working on. No announcement yet, but i'll leave that monster of a review down there if you want to come back to it after you've played and see if it holds up. Unrelated but a reminder to all - beware of scams. Be careful what information you give to people, be suspicious of anyone who calls you (especially people claiming to be the government or a business), and do some quick google research if you're dealing with something new. update over Let me break down why you will, at best, like this game and not fall in love with it. 1: The gunplay and beat system. It's boasted as a rhythm game but it's based on a beat and half-beat system. It's awkward to use at first and seems like it will develop into something, but it doesn't. At about 3 hours in, I had this thought, "Why don't I just shoot faster? (slight pause) Oh, yeah, because of the beats." Guns also don't play drastically differently from each other, so it never feels like you get a different gun, just one that does more damage or reloads slightly differently. If you read the reviews that the developers put under the purchase options, the first 2 sound exactly like my "Before you play" thoughts. 2: Enemy variety. Look at the 6th (contains a worm slug, a bat, a spider, and a bigger spider) and 7th screenshots in the gallery. That's almost the entire enemy catalog. For the majority of your playtime, if you DO get this game, you will be encountering those enemies in the 6th screenshot, and those bats are in every zone. As another reviewer so elegantly put it: "You're basically a pest exterminator." As for the bosses, they're alright and require you to at least use your brain, but that's about it. This category alone can make me recommend this game if it were massively overhauled because everything else in the game is serviceable and I really want these guys to succeed. If you don't believe me when I say the enemy variety is pitifully small or underwhelming, look at the list https://bulletsperminute.wiki/view/Enemies While you're there, check out how to avoid the boss attacks. 3: Guns and items. Half the guns and items are either really underwhelming or are literally useless. For guns, your starter weapons are objectively better than half the catalog for the sole fact that your other options have marginal damage increases and terrible reloads. For items, you have items that can quadruple your damage, double damage, give you effective HP regen, infinite ammo (no reloading is stronger than you might think), and instantly kill enemies below 50% HP. Sounds great, these are powerful items that can make your run feel way more fun! Then you have multiple items that give you a movespeed multiplier (which is a detriment past the first couple floors), critical based items (These literally only affect 2 enemies in the game, one of which dies in 1 hit on a crit), increased healing effectiveness (good until you realize it's so easy to never take damage), penetrate enemies/walls (because of how the aiming works and how many enemies there are, these are worthless), and DUPLICATES of previously said items. 4: The aesthetic. Man, this is disappointing. This plays into the enemy variety category, but it's worth saying again. The screenshots look great and super saturated, but playing with that much saturation hurts your eyes. Not only that, the valkyrie aesthetic goes only that deep, you play as one and are in Norse mythological locations... Fighting vermin. There are SO MANY different creatures from Norse myths that you could slap into here. The only thing on this list that doesn't seem particularly easy to modify is the beat system. The rest, however, can be with time and resources. The base mechanics are not being altered, just the bulk surrounding it. As I've said before, give us more enemies like the Ice Witches, the Mages, the Imps, and the Beating Hearts, dammit!Show moreShow less
bang bang swish bang bang click clack bang zoop bangShow moreShow less
I've played this game quite a bit, and it can be fun as all hell, but the red coloring to everything is extremely annoying for someone that's colorblind to reds. There are times I just can't see things easily enough to do what I need to do. Wish I could hue-shift to blue or something.Show moreShow less
Before anything else, make sure you rebind reload to right click, and your Ability slot to something else (another mouse key if you have one). Trying to reload with the R key while strafing with WASD is not the move. I was excited to play this game the moment I saw the trailer posted back in April. While this game is very enjoyable to play, I admit it's far from perfect. Fairly scare on content like unique weapons/enemies/upgrades/etc, the power creep during a run is ridiculous (you're either one-shotting everything by level 4 or you're losing), it's hard to see enemies/upgrade altars with the dumb red filter, etc etc. But y'know, it's still fun. Sometimes you just need a game where you can feel awesome for keeping a perfect rhythm while melting everything in your path. I expect I'm either going to play this for a week and then never touch it again, or I'm going to regularly come back and do a run every day for a month or two. Best thing this game could receive is mod support.Show moreShow less
This game is just, so close to being amazing. I've played over 25 hours in the last week, so it may surprise you to see a negative review. I feel BPM is a great concept with INSANELY satisfying gunplay once you get the hang of it, held back by some questionable design choices. My main issues come with the item design. There are huge power level differences in the items, and since you can only hold 4 items each individual one is very impactful. Roguelikes can be pretty swingy, but this feels almost too big. I'd frequently restart runs that didn't get off to a good start because they just drag on and on, with the lower damage output making it slower to attempt to get good items on the later floors when the same items could drop in the first room. Sometimes you just get infinite ammo or 4x damage in your first chest of the game and you just steamroll everything. Other times you get no items on your first floor, then have to fight a Cloned Burning Draugr and instantly die. Which brings me to my second main issue, modifiers. Floors and bosses can randomly be assigned modifiers that change how they behave. Other roguelikes such as Isaac include enemy modifiers too, where enemies and bosses can spawn as different colored versions that can drop good loot. In BPM though, the modifiers are more impactful and also have no reward for overcoming them. Sometimes you can load into a floor and it is barren, you get no coins or reward chests for the whole floor thats it. Its not engaging gameplay, its just a groan that you in-progress run has been heavily neutered by a random event you couldn't control. Even if you overcome it, you are now weaker for the rest of the run from the missing items. Other annoying ones includes Shopless, Dark, and Explosive. Boss modifiers are less annoying in theory. They are much more common and bosses on harder difficulties can have multiple, so it feels more like a core part of their design and balance rather than a random punishment. Some of them aren't great, Vengeful bosses can kill you during their opening cutscenes and Hidden makes the boss semi-translucent, which combined with BPM's already poor visual distinction makes it nearly impossible for me personally to see the boss. I've died to every one of these that have appeared. The real issue with boss mods though, is how they combine together. Cloned is the biggest issue here, splitting the boss into two different enemies with half health each. On a normal run you can just burst one of them down and be fine, but if they get a second modifier you are in big trouble. As described above, I had to fight a cloned burning version of the first boss, both of them having a flaming aura of damage around them. This is especially an issue for two reasons. One, the first boss likes to fly directly past you to the other side of the map to reposition, but with the aura it becomes one of the fastest attacks in the game. And two, which will lead to my final point, is that I got hit with this during a no-damage run. The 'endgame' so to speak, the hardest steam achievements for this game, are all based on doing runs of the entire game without getting hit once. The only item that can change this one that gives you a second life on death. Apart from that, every single heal, tank, or damage mitigation item is useless, as well as any consumables and interactables that involve damage. 75% of the shop is unusable, the ~3 or so sacrificial alters per floor, the back treasure rooms, multiple ultimate abilities, all enemy drops besides money and keys, completely pointless. It just feels, strange to me, how different the game plays in its hardest challenges. I really don't feel like this game was intended to be played without getting hit. It honestly feels like an untested mode added for some easy to create endgame content, I'm not sure how a developer could get to the 3 shield minions before Nidhogg on a damageless run and decide that was fine. Sometimes you kill them and they throw out an invisible projectile during their death animation and instantly kill your 30 minute run. You wouldn't expect a giant shield 3x the size of its holder to be the fastest and most dangerous projectile in the game, but it sure is. You only have 1 half beat directly before their attack to hit them, because after they throw it they instantly spawn a new shield and are totally invincible again without a penetration item. Now imagine trying to fight three of them at once when they cover eachother's downtime, and also have another attack that chases you down without any openings at all. This encounter is a 100% spawn directly before the final boss on hard difficulty, you have to do this every run. Regardless of my anger and negativity here, I truly love this game. I focused on the negative aspects here not to try and steer people away from the game, but to try and reach out to the developers. You don't need any new content, just a full patch rebalancing and reworking whats already there could make this easily land in my top 5 roguelikes.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.