BPM: BULLETS PER MINUTE
A rhythm-FPS roguelite where every shot, dodge, and reload must land on the beat. Miss the rhythm, miss your life.
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About BPM: BULLETS PER MINUTE
BPM: Bullets Per Minute is a first-person shooter roguelite built around a single, uncompromising premise: every action you take must sync to the beat of a heavy metal soundtrack. Shooting, reloading, dodging, even activating abilities all follow the pulse of the music. Get in sync and you feel superhuman. Lose the rhythm and you will die, fast, in a randomly generated dungeon full of things that very much want to kill you. The core loop is tighter than it sounds on paper. You pick a valkyrie class at the start of each run, each with different passive traits and starting gear, then push through procedurally arranged dungeon rooms against escalating enemy types. Weapons range from shotguns to grenade launchers, and each one has its own reload rhythm you have to internalize. A shotgun pumps on alternating beats. A rapid-fire bow demands quick quarter-note taps. Learning the feel of each weapon is genuinely satisfying, and the moment muscle memory clicks and you stop thinking about the beat consciously is one of the better game-feel moments you can have in an indie FPS. What works is the soundtrack, full stop. The original rock and metal compositions by Jessica Fichot carry the whole thing. Every dungeon area has its own track, and the music doesn't just play behind the action, it IS the action. Structurally it borrows the tension loop from games like Hades or Dead Cells, where a run can unravel in seconds and send you back to square one, but the rhythm layer adds a specific cognitive weight that those games don't have. You are never just dodging. You are dodging on time. That distinction matters more than it sounds. Where BPM falls short is in run variety over longer sessions. The dungeon rooms and enemy compositions start to feel samey after a handful of hours, and the loot pool, while game-changing in its best moments, can produce runs that feel decided by luck more than skill. Some players will find the early runs punishing before the rhythm intuition builds, and there's no meaningful difficulty ramp-down for newcomers struggling to find the beat. This is a game that asks you to meet it on its terms. If those terms don't appeal in the first hour, they probably won't change. For its audience, though, the handcraft here is clear. Awe Interactive built something specific and committed to it without hedging. The Norse mythology aesthetic, the illustrated valkyrie art, the way sound design and moment-to-moment gameplay are genuinely fused rather than cosmetically layered, it all holds together with the confidence of a small team that knew exactly what they wanted to make. The 90% positive rating on over eleven thousand Steam reviews is not an accident. Kai, Scout Team
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Game Info
- Developer
- Awe Interactive
- Publisher
- Awe Interactive
- Release Date
- Sep 15, 2020