Compare The Metronomicon - Chiptune Challenge Pack 1 (DLC) prices across 50+ stores and find the best deal. Developed by Puuba. Published by Akupara Games. Released on 10/6/2016. Available on PC. Genres: Action, Indie, RPG.

Three chiptune tracks, three brutal challenges, three pieces of gear with real build implications. Compact DLC for players who want their Metronomicon habit to hurt a little more.

Let's be honest about what Chiptune Challenge Pack 1 is: not a story expansion, not a balance overhaul, not a new chapter in the world of rhythm-powered fantasy warfare. It is three songs, three purpose-built challenge scenarios, and three pieces of gear locked behind completing them. If you came here expecting narrative payoff or new party members, close the tab. If you came here because you have already wrung the base game dry and you want the dance floor to bite back harder, read on. The base game, The Metronomicon, earns its place as one of the more genuinely clever hybrids the indie RPG space has produced. You manage a four-character party, each occupying their own scrolling note lane, and hitting beat chains is what actually fires your spells, buffs, and heals. Tanking, healing, nuking, and buffing all happen in real time while your fingers scramble across a controller. The RPG layer, with its elemental weaknesses across air, earth, electricity, and water, gear loadouts before each fight, and ability tier assignments, is thinner than a full CRPG but meaningfully deeper than a simple score-chaser. The songs in the base game lean heavily on EDM and chiptune with some rock and indie thrown in, and the overall reception from critics was strong. This DLC slots into that ecosystem with targeted challenge content. Marissa Hapeman's "Pretty In Pixels" throws a parade of constantly regenerating enemies at you, making raw damage output and timing pressure count more than usual. The reward is a gear item that boosts raw power at the cost of a permanent bleed debuff on the wearer, which is exactly the kind of high-risk trade-off that makes equipment choices interesting rather than just a stat ladder. Craig Barnes' "Do The Double Deux" is built around looting mechanics, letting you steal equipment mid-fight while building toward an upgraded version of Pierce's Pickpocket ability. DDRKirby(ISQ)'s "Flow Unlimited" is the pack's hardest ask, a gauntlet that ends with the Ribbon, a piece of gear that makes your character immune to debuffs entirely. That last reward is the one min-maxers will actually care about. All three tracks are available in both Freeplay and Challenge modes, so they fold cleanly into the existing rotation once the challenges are cleared. The honest critique is that three songs is a slim offering, and none of the tracks come with the kind of story context or character-specific writing that makes the better moments of the base campaign worth replaying. This is gear-hunting content dressed in chiptune clothing. The gear rewards do have real strategic teeth, particularly the Ribbon and the bleed-for-power trade-off, so if you are deep enough into the game to be optimizing builds, this pack earns its keep. Casual players who bounced off medium difficulty probably will not lose sleep over skipping it. But for the crowd who is still chasing leaderboard runs and grinding loadout combinations past hour 40, three more reasons to sweat through a note highway is a fair proposition. Monika, Scout Team

The Metronomicon - Chiptune Challenge Pack 1 (DLC)
ActionIndieRPG

The Metronomicon - Chiptune Challenge Pack 1 (DLC)

Oct 6, 2016PuubaAkupara Games
GamerScout Says

Three chiptune tracks, three brutal challenges, three pieces of gear with real build implications. Compact DLC for players who want their Metronomicon habit to hurt a little more.

PC
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About The Metronomicon - Chiptune Challenge Pack 1 (DLC)

Let's be honest about what Chiptune Challenge Pack 1 is: not a story expansion, not a balance overhaul, not a new chapter in the world of rhythm-powered fantasy warfare. It is three songs, three purpose-built challenge scenarios, and three pieces of gear locked behind completing them. If you came here expecting narrative payoff or new party members, close the tab. If you came here because you have already wrung the base game dry and you want the dance floor to bite back harder, read on. The base game, The Metronomicon, earns its place as one of the more genuinely clever hybrids the indie RPG space has produced. You manage a four-character party, each occupying their own scrolling note lane, and hitting beat chains is what actually fires your spells, buffs, and heals. Tanking, healing, nuking, and buffing all happen in real time while your fingers scramble across a controller. The RPG layer, with its elemental weaknesses across air, earth, electricity, and water, gear loadouts before each fight, and ability tier assignments, is thinner than a full CRPG but meaningfully deeper than a simple score-chaser. The songs in the base game lean heavily on EDM and chiptune with some rock and indie thrown in, and the overall reception from critics was strong. This DLC slots into that ecosystem with targeted challenge content. Marissa Hapeman's "Pretty In Pixels" throws a parade of constantly regenerating enemies at you, making raw damage output and timing pressure count more than usual. The reward is a gear item that boosts raw power at the cost of a permanent bleed debuff on the wearer, which is exactly the kind of high-risk trade-off that makes equipment choices interesting rather than just a stat ladder. Craig Barnes' "Do The Double Deux" is built around looting mechanics, letting you steal equipment mid-fight while building toward an upgraded version of Pierce's Pickpocket ability. DDRKirby(ISQ)'s "Flow Unlimited" is the pack's hardest ask, a gauntlet that ends with the Ribbon, a piece of gear that makes your character immune to debuffs entirely. That last reward is the one min-maxers will actually care about. All three tracks are available in both Freeplay and Challenge modes, so they fold cleanly into the existing rotation once the challenges are cleared. The honest critique is that three songs is a slim offering, and none of the tracks come with the kind of story context or character-specific writing that makes the better moments of the base campaign worth replaying. This is gear-hunting content dressed in chiptune clothing. The gear rewards do have real strategic teeth, particularly the Ribbon and the bleed-for-power trade-off, so if you are deep enough into the game to be optimizing builds, this pack earns its keep. Casual players who bounced off medium difficulty probably will not lose sleep over skipping it. But for the crowd who is still chasing leaderboard runs and grinding loadout combinations past hour 40, three more reasons to sweat through a note highway is a fair proposition. Monika, Scout Team

Tags

steamChallenge Mode ContentGear Reward GatingDebuff MechanicsChiptune SoundtrackBuild OptimizationNote HighwayFreeplay ModeHard Difficulty Curve

System Requirements

Minimum

OS *
Windows 7, 8.1, 10
Memory
2 MB RAM
Storage
2500 MB available space
Graphics
1GB, OpenGL 1.5+
Processor
Intel Core i3 or equivalent
Sound Card
One that allows sound to come out of a sound maker

Recommended

Additional Notes
You can use the following controllers for this game; M/K, Xbox 360 Controller, Xbox One Controller, PS3/PS4 controllers, PS3/4 Rock Band Guitars, XB Rock Band Guitars, our Custom "The Metronomicon" Dance Pad, plus the majority of USB Dance Pads (sadly we haven't tested them all so there is no guarantee on these)

Reviews & Ratings

No ratings available

Game Info

Developer
Puuba
Publisher
Akupara Games
Release Date
Oct 6, 2016

Features

Single-playerMulti-playerPvPShared/Split Screen PvPCo-opShared/Split Screen Co-opShared/Split ScreenDownloadable Content+7 more

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