Compare Stage Presence prices across 50+ stores and find the best deal. Developed by Sea Green Games. Published by tinyBuild. Released on 2/28/2017. Available on PC. Genres: Casual, Indie, Simulation.

Your mic is the only controller here, and the game will happily accept you reading a phone book as a "song" - funny for one session, thin as a party trick after that.

I came to Stage Presence expecting something with the same competitive pull that keeps rhythm game players grinding leaderboards at 2am. What I found instead is a novelty act that burns bright for about thirty minutes and then quietly dims. The core loop puts you on stage as a vocalist whose band's gear has catastrophically failed, so you improvise at the microphone while your crew fixes things behind you. Pitch variance and volume are what the game's detection actually tracks, not melody or rhythm - which means the system genuinely cannot tell if you are belting a power ballad or reciting your grocery list. Reviewers noted that reading anything aloud would register as a valid performance, and that mechanical hole undercuts the whole premise. The campaign runs you through a handful of escalating venues - an arena, a haunted cathedral, an exploding moon base - each with a hostile crowd that throws bottles, shines laser pens, and eventually mutates into demons if you fail to hold their attention. The props and consumables you unlock between rounds add some texture: Cool Shades block the laser penalty while boosting melodic-singing points, a Smashable Guitar bumps crowd mood, and the BASS DROP is exactly what it sounds like. There are four difficulty modes covering Easy through Hard plus a Freeplay option for zero-stakes sessions. The Survival mode asks you to hold the crowd indefinitely rather than for a fixed timer, and there is a Karaoke mode that lets you load a local music file - though the folder navigation is cramped and the mode itself is unscored, more of a self-amusement option than a proper gameplay addition. The multiplayer angle is honestly the best argument for owning this. Drop-In Multiplayer lets other players join your show as crowd members, arming them with laser pens, glowsticks, bottles, and flares to either cheer you toward your score target or actively bury you. In a party setting with friends on voice chat, that adversarial crowd loop has genuine comedy value. Outside of that context, the solo game runs out of things to say very quickly. Flat-screen play feels especially thin because VR is clearly where the concept was designed to live - the stage-fright feedback loop works far better with a headset on. Steam reviews landed at a mixed 60 percent across a small sample, which tracks with the "funny once" consensus across third-party coverage. The game functions reliably enough, but there is very little depth beneath the surface layer, and the content ceiling is low. If you have a VR headset, a working mic, and a group of friends willing to take turns humiliating the person on stage, Stage Presence earns its runtime as a party game and nothing more. Solo players or anyone hoping for an actual rhythm game should look elsewhere - there is no skill progression worth chasing here, and the leaderboard for "least hated singer on the planet" is not going to hold your attention the way a proper score-attack game would. The idea is clever. The execution is thin. Fred, Scout Team

Stage Presence
CasualIndieSimulation

Stage Presence

Feb 28, 2017Sea Green GamestinyBuild
GamerScout Says

Your mic is the only controller here, and the game will happily accept you reading a phone book as a "song" - funny for one session, thin as a party trick after that.

PC
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Screenshots & Media

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About Stage Presence

I came to Stage Presence expecting something with the same competitive pull that keeps rhythm game players grinding leaderboards at 2am. What I found instead is a novelty act that burns bright for about thirty minutes and then quietly dims. The core loop puts you on stage as a vocalist whose band's gear has catastrophically failed, so you improvise at the microphone while your crew fixes things behind you. Pitch variance and volume are what the game's detection actually tracks, not melody or rhythm - which means the system genuinely cannot tell if you are belting a power ballad or reciting your grocery list. Reviewers noted that reading anything aloud would register as a valid performance, and that mechanical hole undercuts the whole premise. The campaign runs you through a handful of escalating venues - an arena, a haunted cathedral, an exploding moon base - each with a hostile crowd that throws bottles, shines laser pens, and eventually mutates into demons if you fail to hold their attention. The props and consumables you unlock between rounds add some texture: Cool Shades block the laser penalty while boosting melodic-singing points, a Smashable Guitar bumps crowd mood, and the BASS DROP is exactly what it sounds like. There are four difficulty modes covering Easy through Hard plus a Freeplay option for zero-stakes sessions. The Survival mode asks you to hold the crowd indefinitely rather than for a fixed timer, and there is a Karaoke mode that lets you load a local music file - though the folder navigation is cramped and the mode itself is unscored, more of a self-amusement option than a proper gameplay addition. The multiplayer angle is honestly the best argument for owning this. Drop-In Multiplayer lets other players join your show as crowd members, arming them with laser pens, glowsticks, bottles, and flares to either cheer you toward your score target or actively bury you. In a party setting with friends on voice chat, that adversarial crowd loop has genuine comedy value. Outside of that context, the solo game runs out of things to say very quickly. Flat-screen play feels especially thin because VR is clearly where the concept was designed to live - the stage-fright feedback loop works far better with a headset on. Steam reviews landed at a mixed 60 percent across a small sample, which tracks with the "funny once" consensus across third-party coverage. The game functions reliably enough, but there is very little depth beneath the surface layer, and the content ceiling is low. If you have a VR headset, a working mic, and a group of friends willing to take turns humiliating the person on stage, Stage Presence earns its runtime as a party game and nothing more. Solo players or anyone hoping for an actual rhythm game should look elsewhere - there is no skill progression worth chasing here, and the leaderboard for "least hated singer on the planet" is not going to hold your attention the way a proper score-attack game would. The idea is clever. The execution is thin. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementstrading-cardscloud-savestier:sub-5Microphone RequiredParty GameDrop-In MultiplayerCrowd ManagementVR OptionalScore AttackImprov ComedyShort Session

System Requirements

Minimum

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
GTX 970
Processor
Intel i5-4690K
Sound Card
N/A
VR Support
SteamVR. Standing or Room Scale
Additional Notes
Requires microphone to play

Recommended

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
GTX 1070
Processor
Intel i5-4690K
Sound Card
N/A
Additional Notes
Requires microphone to play

Reviews & Ratings

No ratings available

Game Info

Developer
Sea Green Games
Publisher
tinyBuild
Release Date
Feb 28, 2017

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