Compare God of Rock prices across 50+ stores and find the best deal. Developed by Maximum Entertainment. Published by Maximum Entertainment. Released on 4/17/2023. Available on PC. Genres: Action, Indie, Strategy. Metacritic score: 62/100.

Guitar Hero crossed with Street Fighter sounds like a fever dream, and in God of Rock's case, the dream doesn't fully resolve. Worth a look for couch PvP sessions, but solo players will hit a wall fast.

I came into God of Rock hoping someone had finally cracked the rhythm-fighter crossover, because the pitch reads perfectly on paper. Hit notes scrolling across the bottom of the screen to deal damage, miss them and eat hits, execute quarter-circle special moves mid-song to dump extra notes on your opponent or temporarily blind their fret bar. The three-tiered special meter, EX moves, Super attacks, and per-character Ultra abilities give each of the 12 fighters some genuine mechanical identity. A character like Ziggy, who has to spend his specials to build meter rather than build meter to spend specials, is a genuinely clever design wrinkle. On paper, the ceiling is real. In practice, the two halves of this game spend most of their time fighting each other, and not in the fun way. The note highway sits at the bottom of the screen while the actual fighter animations play out above, and your eyes have to live in one place or the other. You can not watch both. The health bars are parked so far from the critical action that gauging when to drop your Ultra is mostly guesswork, and the HUD eats so much real estate that the admittedly striking stage art is basically wallpaper. Special move inputs require directional sequences lifted straight from Street Fighter, which is a reasonable idea until the song escalates past Hard difficulty and you are suddenly trying to nail a half-circle input while a cascade of hold notes and simultaneous button presses floods your lane. Finger fatigue is real, and not the satisfying kind. The solo Arcade runs feel brutal for the wrong reasons. Ten consecutive fights per character, with escalating note density and an AI that critics flagged as inconsistent bordering on cheating at higher settings, means sessions drain stamina rather than build it. The branching Story Mode has some charm in the pre-fight banter between characters and the comic-style cutscenes, but the voice acting is flat and the backstories are thin. The 59-track original soundtrack (expanded from launch via a post-launch patch) spans rock, EDM, metal, and folk fusions, which is an impressive volume of bespoke music even if the genre spread frustrates anyone who came expecting pure rock. A built-in Track Editor with Steam Workshop support for custom note charts is a genuine differentiator for the PC version, and the more dedicated community around it has kept that feature alive. Online ranked multiplayer is where the concept has the most room to breathe. When two humans of similar skill are locked in, the escalating note complexity becomes a genuine pressure mechanic rather than an unfair punishment. The lobby system reportedly works cleanly. The catch is the player base: finding a ranked match has been a real problem since launch, with reports of long wait times and empty lobbies persisting past the initial release window. Cross-platform support helps, but this is not a game with Tekken-level matchmaking depth. Character balance in competitive play is noticeably uneven, with some fighters able to flood the opponent's lane from the opening bars while others require patient setup. God of Rock lands a Metacritic score of 62 based on 14 critic reviews and mixed Steam user ratings, which about tracks with my read. The presentation is genuinely slick, the core rhythm-fighter idea has flashes of real spark in local versus, and the Track Editor gives it a longer tail than most games at this price tier. But the UI design fights you, the solo grind is exhausting, and the online population makes ranked play a lottery. Bring a friend, sit on a couch, and play on medium difficulty, and you will probably have a good time. Queue up solo expecting a proper competitive ladder and you will not. Fred, Scout Team

God of Rock
ActionIndieStrategy

God of Rock

Apr 17, 2023Maximum Entertainment
GamerScout Says

Guitar Hero crossed with Street Fighter sounds like a fever dream, and in God of Rock's case, the dream doesn't fully resolve. Worth a look for couch PvP sessions, but solo players will hit a wall fast.

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Screenshots & Media

Screenshot

About God of Rock

I came into God of Rock hoping someone had finally cracked the rhythm-fighter crossover, because the pitch reads perfectly on paper. Hit notes scrolling across the bottom of the screen to deal damage, miss them and eat hits, execute quarter-circle special moves mid-song to dump extra notes on your opponent or temporarily blind their fret bar. The three-tiered special meter, EX moves, Super attacks, and per-character Ultra abilities give each of the 12 fighters some genuine mechanical identity. A character like Ziggy, who has to spend his specials to build meter rather than build meter to spend specials, is a genuinely clever design wrinkle. On paper, the ceiling is real. In practice, the two halves of this game spend most of their time fighting each other, and not in the fun way. The note highway sits at the bottom of the screen while the actual fighter animations play out above, and your eyes have to live in one place or the other. You can not watch both. The health bars are parked so far from the critical action that gauging when to drop your Ultra is mostly guesswork, and the HUD eats so much real estate that the admittedly striking stage art is basically wallpaper. Special move inputs require directional sequences lifted straight from Street Fighter, which is a reasonable idea until the song escalates past Hard difficulty and you are suddenly trying to nail a half-circle input while a cascade of hold notes and simultaneous button presses floods your lane. Finger fatigue is real, and not the satisfying kind. The solo Arcade runs feel brutal for the wrong reasons. Ten consecutive fights per character, with escalating note density and an AI that critics flagged as inconsistent bordering on cheating at higher settings, means sessions drain stamina rather than build it. The branching Story Mode has some charm in the pre-fight banter between characters and the comic-style cutscenes, but the voice acting is flat and the backstories are thin. The 59-track original soundtrack (expanded from launch via a post-launch patch) spans rock, EDM, metal, and folk fusions, which is an impressive volume of bespoke music even if the genre spread frustrates anyone who came expecting pure rock. A built-in Track Editor with Steam Workshop support for custom note charts is a genuine differentiator for the PC version, and the more dedicated community around it has kept that feature alive. Online ranked multiplayer is where the concept has the most room to breathe. When two humans of similar skill are locked in, the escalating note complexity becomes a genuine pressure mechanic rather than an unfair punishment. The lobby system reportedly works cleanly. The catch is the player base: finding a ranked match has been a real problem since launch, with reports of long wait times and empty lobbies persisting past the initial release window. Cross-platform support helps, but this is not a game with Tekken-level matchmaking depth. Character balance in competitive play is noticeably uneven, with some fighters able to flood the opponent's lane from the opening bars while others require patient setup. God of Rock lands a Metacritic score of 62 based on 14 critic reviews and mixed Steam user ratings, which about tracks with my read. The presentation is genuinely slick, the core rhythm-fighter idea has flashes of real spark in local versus, and the Track Editor gives it a longer tail than most games at this price tier. But the UI design fights you, the solo grind is exhausting, and the online population makes ranked play a lottery. Bring a friend, sit on a couch, and play on medium difficulty, and you will probably have a good time. Queue up solo expecting a proper competitive ladder and you will not. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcross-platformachievementscontroller-supporttier:sub-5Rhythm-FighterNote-HighwayLocal VersusUltra MeterTrack EditorSteam WorkshopCross-Platform PvPEscalating DifficultyCouch Co-op

System Requirements

Minimum

Memory
8 GB RAM
Graphics
GTX 970 / RX 570
Processor
Intel i5-7500 / AMD Ryzen 5 2600

Reviews & Ratings

Metacritic
62

Game Info

Developer
Maximum Entertainment
Publisher
Maximum Entertainment
Release Date
Apr 17, 2023

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