
Keylocker | Turn Based Cyberpunk Action
Moonana's follow-up to Virgo Versus the Zodiac drops you into a cyberpunk Saturn where music is contraband and every fight is a test of nerve, rhythm, and build craft. Flawed, loud, and impossible to ignore.
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About Keylocker | Turn Based Cyberpunk Action
I keep coming back to the phrase 'high-risk, high-reward' when I think about Keylocker, because it describes both the game's design philosophy and the act of recommending it. Moonana, the small Brazilian-led international studio behind the equally demanding Virgo Versus the Zodiac, has built something genuinely singular here: a turn-based JRPG set on a dystopian Saturn where music generates electricity and is therefore illegal, and where you, as the singer-songwriter B0B0, fight the ruling Saturnian Satellites with your voice, your band, and your sheer refusal to comply. The world-building is quietly brilliant. Music as a controlled resource, a government that criminalises sound, a caste system that assigns humans their worth at birth. It's the kind of premise a small team earns by caring too much, and Moonana clearly does. The combat is where opinions fracture. Battles take place on a honeycomb grid where positioning actually matters, and every single attack and block requires a timed button press to land correctly. Miss the window and you deal chip damage, miss the parry and enemies hit hard. The timing assist options are there, and you should absolutely use them if the default setting feels unreadable, because the default window is genuinely unforgiving. When you and the system are in sync, it really does sing: frame-perfect hits trigger satisfying crits, parries feel reactive and earned, and the momentum of a well-played fight is unlike anything in the genre. The honeycomb grid, the Skeyll Tree per character, the dual-class system that opens up mid-game, the Danger Meter that simulates the church police listening for your illegal music noise, the Macros economy spent at vending machines and on equippable hardware: all of it suggests a team that thought hard about systemic depth. You choose from four starting classes at the top of the game with six more unlocking later, and respeccing is available, which does soften the cost of experimenting. But the rough edges are real. Navigation without a minimap leads to extended wandering during quests that aren't telegraphed clearly. Some battles run long and start to feel repetitive, particularly in the middle chapters where enemy variety plateaus before the build complexity catches up. Players who struggle with rhythm game timing will find the default mode almost punishing enough to override the goodwill the story earns. Missable quests that clog the log after the chapter window closes are a small but persistent irritant. And there are lingering reports of performance hiccups during combat, though the PC version fares better than some console builds. What holds everything together, generously, is the soundtrack. Composed by Elektrobear and performed with vocals by Psamathes, the music is the kind that plays in your head after you close the game. It is rebellious, eclectic, and tonally perfect for a world where sound itself is the revolution. Coupled with pixel art that layers intricate environmental detail into every screen and a script that mixes absurdist humour with genuinely moving character moments, Keylocker has the atmosphere of something made by people who needed to make it. Multiple endings, New Game Plus, and branching quest lines give it legs beyond a single run for players who want to push deeper into B0B0's world. This is not a game for everyone. Rhythm-averse players, people who want clear directional guidance, or anyone expecting the gentle accessibility of a modern indie RPG will hit walls. But for players who respond to handcrafted worlds, willing to sit with a system until it opens up and rewards the patience, Keylocker is one of the more interesting things to come out of the indie JRPG space in recent memory. It is imperfect in ways you can feel, and it is extraordinary in ways that are harder to explain. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 2 GB RAM
- DirectX
- Version 11
- Storage
- 1450 MB available space
- Graphics
- DX11 compliant graphics card
- Processor
- 32/64bit compatible Dual Core CPU
Recommended
- Memory
- 2 GB RAM
- Storage
- 1450 MB available space
Reviews & Ratings
No ratings available
Game Info
- Developer
- Moonana
- Publisher
- Serenity Forge
- Release Date
- Sep 18, 2024
