Compare Soundfall prices across 50+ stores and find the best deal. Developed by Drastic Games. Published by Noodlecake. Released on 5/11/2022. Available on PC. Genres: Action, Adventure.

Crypt of the Necrodancer crossed with a looter shooter and a playlist you actually want to hear - that hook is real, but the loot grind and shallow level design test your patience well before the credits roll.

I came into Soundfall expecting a gimmick dressed up as a game, and it partly proved me right - but only partly. The core idea is genuinely smart: you fire, dash, and swap weapons in time with whatever track is playing, and landing on-beat shots means more damage, longer dash invincibility frames, and a live combo counter. Miss too many beats and your gun overheats, locking you out until you resync. For a twin-stick shooter that mechanic adds a real layer of intentionality to positioning and timing that pure reflex games don't have. There are five playable characters, each carrying a distinct melee special - Melody runs a beat-timed three-hit sword combo, another character swings a shield bash, another uses a bow that reminded reviewers of the one from Hades. Ranged loadouts come from a pool of over 500 weapon drops color-coded in classic rarity tiers (green to purple), and you can equip two guns and hot-swap mid-level. On paper that is solid looter scaffolding. In practice the loot drip is stingy, enemy design palette-swaps hard inside the first few hours, and the dungeon layouts are linear corridors that stop feeling like different worlds and start feeling like reskins. The scoring system compounds this: hitting 99% beat accuracy still lands you Silver rank and mediocre drops, which frustrates players who actually came to play the rhythm side well. On PC specifically, Soundfall has a trump card the console versions don't: custom song import. Drop in an MP3 and the game's algorithm analyzes BPM and intensity, then generates a level around it. Songs with heavy drum patterns - anything fast and electronic, or aggressive metal - produce noticeably busier encounters. That feature alone extends the useful life of the game indefinitely if you can tolerate its quirks, though getting the audio and visual latency calibration dialed in takes real effort. The built-in calibration tool helps, but some players report never fully shaking the feeling they're fighting a small compensation offset the entire time. A visible metronome at the bottom of the screen gives you a fallback sync reference, which I appreciate as a practical concession over pure feel-based rhythm design. Co-op up to four players works locally or online, and the relaxed tone of the campaign - corny music-world humor, cartoon cutscenes, a feel-good story about protecting a world called Symphonia from an antagonist organization literally named Discord - makes it a reasonable couch session with people who don't regularly play shooters. The soundtrack itself is a genuine strength: jazz, funk, metal, EDM, pop punk, and classical all show up, and the licensed tracks are varied enough that most players will find something that hits. The world geometry dancing to the beat is one of those small touches that earns the audio-visual commitment of the concept. Where it falls apart for me is the depth of the shooter half. Enemy variety is thin, weapon balance skews hard toward sustained-fire guns that let you largely ignore the rhythm system because they maintain DPS without tight timing - which is a design contradiction at the core of the game. If you showed up wanting a precision rhythm experience, the scoring barely rewards that. If you showed up for looter-shooter build variety, the gear pool takes too long to get interesting. It lands somewhere in the middle, and for shooter veterans that middle ground wears thin faster than the campaign length justifies. Still, at a budget sub-tier price point and with PC's custom music feature in play, the hook is real enough for anyone who plays with a crew or genuinely loves their playlist. Fred, Scout Team

Soundfall
ActionAdventure

Soundfall

May 11, 2022Drastic GamesNoodlecake
GamerScout Says

Crypt of the Necrodancer crossed with a looter shooter and a playlist you actually want to hear - that hook is real, but the loot grind and shallow level design test your patience well before the credits roll.

PC
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Screenshots & Media

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About Soundfall

I came into Soundfall expecting a gimmick dressed up as a game, and it partly proved me right - but only partly. The core idea is genuinely smart: you fire, dash, and swap weapons in time with whatever track is playing, and landing on-beat shots means more damage, longer dash invincibility frames, and a live combo counter. Miss too many beats and your gun overheats, locking you out until you resync. For a twin-stick shooter that mechanic adds a real layer of intentionality to positioning and timing that pure reflex games don't have. There are five playable characters, each carrying a distinct melee special - Melody runs a beat-timed three-hit sword combo, another character swings a shield bash, another uses a bow that reminded reviewers of the one from Hades. Ranged loadouts come from a pool of over 500 weapon drops color-coded in classic rarity tiers (green to purple), and you can equip two guns and hot-swap mid-level. On paper that is solid looter scaffolding. In practice the loot drip is stingy, enemy design palette-swaps hard inside the first few hours, and the dungeon layouts are linear corridors that stop feeling like different worlds and start feeling like reskins. The scoring system compounds this: hitting 99% beat accuracy still lands you Silver rank and mediocre drops, which frustrates players who actually came to play the rhythm side well. On PC specifically, Soundfall has a trump card the console versions don't: custom song import. Drop in an MP3 and the game's algorithm analyzes BPM and intensity, then generates a level around it. Songs with heavy drum patterns - anything fast and electronic, or aggressive metal - produce noticeably busier encounters. That feature alone extends the useful life of the game indefinitely if you can tolerate its quirks, though getting the audio and visual latency calibration dialed in takes real effort. The built-in calibration tool helps, but some players report never fully shaking the feeling they're fighting a small compensation offset the entire time. A visible metronome at the bottom of the screen gives you a fallback sync reference, which I appreciate as a practical concession over pure feel-based rhythm design. Co-op up to four players works locally or online, and the relaxed tone of the campaign - corny music-world humor, cartoon cutscenes, a feel-good story about protecting a world called Symphonia from an antagonist organization literally named Discord - makes it a reasonable couch session with people who don't regularly play shooters. The soundtrack itself is a genuine strength: jazz, funk, metal, EDM, pop punk, and classical all show up, and the licensed tracks are varied enough that most players will find something that hits. The world geometry dancing to the beat is one of those small touches that earns the audio-visual commitment of the concept. Where it falls apart for me is the depth of the shooter half. Enemy variety is thin, weapon balance skews hard toward sustained-fire guns that let you largely ignore the rhythm system because they maintain DPS without tight timing - which is a design contradiction at the core of the game. If you showed up wanting a precision rhythm experience, the scoring barely rewards that. If you showed up for looter-shooter build variety, the gear pool takes too long to get interesting. It lands somewhere in the middle, and for shooter veterans that middle ground wears thin faster than the campaign length justifies. Still, at a budget sub-tier price point and with PC's custom music feature in play, the hook is real enough for anyone who plays with a crew or genuinely loves their playlist. Fred, Scout Team

Tags

singleplayermultiplayercooponline-cooplocal-coopachievementscontroller-supportcloud-savestier:sub-5Rhythm CombatBeat-Synced ShootingCustom Music ImportLoot Grind4-Player Co-opTwin-Stick ShooterProcedural LevelsWeapon Hot-Swap

System Requirements

Minimum

OS
Windows 10 x64
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
GeForce GTX 660 (2048 MB) / Radeon R9 390X (8192 MB)
Processor
Intel Core Intel Core i5-3470 or equivalent / AMD FX-8350 or equivalent

Recommended

OS
Windows 10 x64
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
10 GB available space
Graphics
Geforce GTX 1070 (8192 MB) / Radeon RX 5700 (8192 MB)
Processor
Intel Core i7-6700K or equivalent / AMD Ryzen 5 2600 or equivalent

Reviews & Ratings

No ratings available

Game Info

Developer
Drastic Games
Publisher
Noodlecake
Release Date
May 11, 2022

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