
Muse Dash
Two buttons, a health bar, and a song library that quietly swallows your afternoon - Muse Dash is a rhythm-action hybrid that earns its 91% Steam rating one perfectly-timed kick to a ghost's face at a time.
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I sat down with Muse Dash expecting to test a session or two and ended up surfacing two hours later, blinking at the clock. That kind of quiet time-theft is the game's most honest recommendation, and it comes from the moment the first stage loads: a heroine sprinting left-to-right through a candy-colored world while enemies and obstacles lock-step to the beat beneath her feet. The mechanical concept is bracingly simple. Two inputs - one for the ground lane, one for the air lane - cover nearly everything you will ever do. Regular enemies get a ground swipe, airborne notes get a jump strike, hold notes require you to sustain the press, and boss enemies demand a burst of rapid hits during the drop. That two-button economy sounds like it should run out of ideas in twenty minutes. It doesn't. The three difficulty tiers - Easy, Hard, and Master - function as genuinely distinct experiences. Easy is a pleasant introduction, Hard is where the game starts testing your timing, and Master is locked behind an S-rank on Hard for each track, creating a progression system that actually earns its gatekeeping. BPM across the library runs from around 120 up to 200, and the note density in choruses and drops is choreographed so precisely that the inputs feel less like memorization and more like being pulled along by the song itself. The character-and-Elfin layer adds a small strategy dimension that casual coverage tends to undersell. You pick one of three heroines - punkish Rin, mischievous Buro, or elegant Marija - each with costume variants that carry distinct passive skills. Bunny Girl Rin multiplies score when your HP is full; Zombie Girl Buro grants a clutch 15-second invincibility window when health hits zero; Maid Marija exchanges baseline safety for a one-time HP burst. Paired with an Elfin companion (Rabot-233 converts three misses to Greats, Mio Sir extends Fever duration, Little Nurse regenerates health below 50 HP), the combinations create a light build-craft loop that score-chasers will find genuinely engaging without overwhelming players who just want to clear songs. The sticking points are real and worth naming. The base track list is modest - roughly 60 songs - and the music leans heavily into EDM and J-pop adjacent territory. If that palette doesn't appeal, neither will the rest. The English localization has rough edges; some UI text reads like it passed through a single translation pass without a native proof. Costume designs extend generously into fanservice territory, which will land differently depending on who you are. And there is a DLC music pass that expands the library dramatically - playing without it eventually surfaces the repetition ceiling, usually faster than you'd hope. None of these are dealbreakers, but they are the ceiling of a game that is otherwise punching above its entry price with remarkable consistency. What PeroPeroGames built here is a small, focused thing that knows what it is. The visual design syncs backgrounds to song moods, animates enemy types to match BPM, and uses Fever Mode's score multiplier as a structural reward for sustained accuracy rather than a flashy gimmick. The soundtrack commits fully to serving gameplay rather than decorating it. For a rhythm-action title with these roots, that clarity of purpose is rarer than it should be.

Indie & narrative
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Intel Core™ Duo or faster
- Memory
- 2 GB RAM
- Graphics
- DirectX® 9 Compatible Graphics Card
- Storage
- 600 MB available space
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Información del juego
- Desarrolladora
- peropero
- Distribuidora
- hasuhasu
- Fecha de lanzamiento
- 19 jun 2019

