Compara los precios de People of Note en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Iridium Studios. Publicado por Annapurna Interactive. Lanzado el 7/4/2026. Disponible en PC, Xbox. Géneros: RPG.

A JRPG-musical hybrid that does something I genuinely did not expect to work this well: turns every combat encounter into a live performance with shifting genre conditions, rhythm-based damage, and Mashup attacks that reward smart party composition.

I went into People of Note bracing for a gimmick. What I got instead was a full-throated love letter to classic JRPGs, theater-kid energy cranked to eleven, and a combat system clever enough to hold my attention from the pop-soaked streets of Chordia all the way to the rock canyon city of Durandis. Iridium Studios took a premise that could have been a novelty - what if Final Fantasy had a Broadway budget - and actually built something cohesive around it. The setup is familiar-ish. Cadence is a pop singer who gets shut out of the Noteworthy Song Contest by a judge with obvious industry-plant bias, then sets off across the continent of Note to recruit a band and earn her shot at the spotlight. The four party members - Cadence (Pop), Fret (Rock), Synthia (EDM), and Vox (Rap) - each have their own arc, their own corner of the world, and their own fully animated musical number. Some character beats get rushed; Synthia in particular could use another act before her emotional payoff lands. But when the writing clicks, especially around themes like favoritism, imposter syndrome, and how music communities silo into tribalism, it earns its Broadway comparisons. The world is sharp enough to re-read the NPC dialogue. Iridium clearly loves puns, references, and memes, and it pays off. Combat is where the design really shows its teeth. Fights are structured as stanzas rather than turns, and the battle music shifts genres mid-fight in real time - when the track pivots to rock, Fret becomes your damage spike; when it leans EDM, Synthia pulls ahead. Timing attacks to the beat via quick-time prompts determines your damage output, replacing the usual dice-roll variance with a skill expression layer. Abilities are tied to equippable Songstones slotted into your gear, which gives the system just enough build flexibility to stay interesting. Mashup attacks - triggered by combining the right party members - are the signature high point; watching Cadence and Vox fuse pop and rap into one combined ability never gets old. Boss fights ramp the tension through a Crescendo mechanic where enemy power escalates the longer the fight drags on, actively punishing passive play. There are no random encounters, and the party fully heals after every fight, which keeps the pacing clean and removes the kind of resource-attrition grind I will roast a game for every single time. The combat difficulty scales across three named tiers (Garage Band, Rising Talent, Superstar), with a full skip option for players who are here purely for the story. The puzzle difficulty is independently toggleable. That level of accessibility without dumbing down the ceiling is exactly how you do it. The weaknesses are real but minor. There is no in-game map to point you toward your next objective, so expect some aimless wandering between zones. A handful of sound cues misfire on rhythm prompts, meaning you occasionally have to read visual indicators rather than trust your ears, which is a strange flaw for a music-driven game. And the request to add a cutscene replay gallery feels urgent - you cannot rewatch the animated music videos without reloading a save, which is baffling given how much production value those sequences carry. The game also runs lean; at roughly 25 hours, it does not overstay its welcome, but some threads get trimmed before they fully resolve. If you have ever wished a turn-based RPG would take its musical theming seriously enough to actually make it mechanical rather than cosmetic, People of Note does the work. The writing is YA-adjacent in tone, which will read as charming or cringey depending on your tolerance, but the combat holds up on its own terms regardless. Steam user reviews sit around 89 percent positive, and that lines up with my read: this is a confident, joyful debut with a few rough edges that the core design more than earns. Monika, Scout Team

People of Note

People of Note

7 abr 2026Iridium StudiosAnnapurna Interactive
GamerScout opina

A JRPG-musical hybrid that does something I genuinely did not expect to work this well: turns every combat encounter into a live performance with shifting genre conditions, rhythm-based damage, and Mashup attacks that reward smart party composition.

PCXbox
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €12.80

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I went into People of Note bracing for a gimmick. What I got instead was a full-throated love letter to classic JRPGs, theater-kid energy cranked to eleven, and a combat system clever enough to hold my attention from the pop-soaked streets of Chordia all the way to the rock canyon city of Durandis. Iridium Studios took a premise that could have been a novelty - what if Final Fantasy had a Broadway budget - and actually built something cohesive around it. The setup is familiar-ish. Cadence is a pop singer who gets shut out of the Noteworthy Song Contest by a judge with obvious industry-plant bias, then sets off across the continent of Note to recruit a band and earn her shot at the spotlight. The four party members - Cadence (Pop), Fret (Rock), Synthia (EDM), and Vox (Rap) - each have their own arc, their own corner of the world, and their own fully animated musical number. Some character beats get rushed; Synthia in particular could use another act before her emotional payoff lands. But when the writing clicks, especially around themes like favoritism, imposter syndrome, and how music communities silo into tribalism, it earns its Broadway comparisons. The world is sharp enough to re-read the NPC dialogue. Iridium clearly loves puns, references, and memes, and it pays off. Combat is where the design really shows its teeth. Fights are structured as stanzas rather than turns, and the battle music shifts genres mid-fight in real time - when the track pivots to rock, Fret becomes your damage spike; when it leans EDM, Synthia pulls ahead. Timing attacks to the beat via quick-time prompts determines your damage output, replacing the usual dice-roll variance with a skill expression layer. Abilities are tied to equippable Songstones slotted into your gear, which gives the system just enough build flexibility to stay interesting. Mashup attacks - triggered by combining the right party members - are the signature high point; watching Cadence and Vox fuse pop and rap into one combined ability never gets old. Boss fights ramp the tension through a Crescendo mechanic where enemy power escalates the longer the fight drags on, actively punishing passive play. There are no random encounters, and the party fully heals after every fight, which keeps the pacing clean and removes the kind of resource-attrition grind I will roast a game for every single time. The combat difficulty scales across three named tiers (Garage Band, Rising Talent, Superstar), with a full skip option for players who are here purely for the story. The puzzle difficulty is independently toggleable. That level of accessibility without dumbing down the ceiling is exactly how you do it. The weaknesses are real but minor. There is no in-game map to point you toward your next objective, so expect some aimless wandering between zones. A handful of sound cues misfire on rhythm prompts, meaning you occasionally have to read visual indicators rather than trust your ears, which is a strange flaw for a music-driven game. And the request to add a cutscene replay gallery feels urgent - you cannot rewatch the animated music videos without reloading a save, which is baffling given how much production value those sequences carry. The game also runs lean; at roughly 25 hours, it does not overstay its welcome, but some threads get trimmed before they fully resolve. If you have ever wished a turn-based RPG would take its musical theming seriously enough to actually make it mechanical rather than cosmetic, People of Note does the work. The writing is YA-adjacent in tone, which will read as charming or cringey depending on your tolerance, but the combat holds up on its own terms regardless. Steam user reviews sit around 89 percent positive, and that lines up with my read: this is a confident, joyful debut with a few rough edges that the core design more than earns.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaMusical RPGRhythm CombatParty-Based CombatQuick-Time EventsSongstone BuildsNo Random EncountersAccessible DifficultyGenre-Bending MashupsAnimated Cutscenes

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
6 GB RAM
Storage
30 GB available space
Graphics
NVIDIA GeForce GTX 1630, 4 GB or AMD Radeon R9 390, 8 GB
Processor
Intel Core i5-4570 or AMD Ryzen 3 1200

Recomendados

OS
Windows 10
Memory
8 GB RAM
Storage
30 GB available space
Graphics
NVIDIA GeForce GTX 1080, 8 GB or AMD Radeon RX Vega 64, 8 GB
Processor
Intel Core i5-8400 or AMD Ryzen 5 2600

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Información del juego

Desarrolladora
Iridium Studios
Distribuidora
Annapurna Interactive
Fecha de lanzamiento
7 abr 2026

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¿En qué plataformas está disponible People of Note?

People of Note está disponible en PC, Xbox.

¿Cuándo se lanzó People of Note?

People of Note se lanzó el 7 de abril de 2026.

¿Quién desarrolló People of Note?

People of Note fue desarrollado por Iridium Studios y publicado por Annapurna Interactive.