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BPM: BULLETS PER MINUTE Features and Reception
Who Is It For?

BPM: BULLETS PER MINUTE

BPM is a rhythm FPS built around firing, reloading, and dodging to a rock beat. Enemy attacks have audible patterns and visual tells.

The beat shapes every fight. Weapons and items found during a run also give you reasons to change how you fight.

What makes it fun

  1. Find your opening in the beat

    Having an enemy in your sights does not mean you can fire yet. The fun is fitting shots, reloads, and dodges around incoming attacks without losing the beat.

  2. Every weapon changes the rhythm

    Weapons have different firing and reload patterns. When a new gun clicks with the track, it changes how you approach the fight.

  3. A pickup can reshape your run

    Weapons, abilities, and items can turn a weak pistol into your main weapon or let you fire a rocket launcher while flying. Each pickup can change how you put your setup together.

Game details

As of Oct 29, 2026
View on Steam ↗
Positive reviews
91% Very Positive9,614 reviews · all languages
Price (United States)
US$19.99
Playtime at review
12.6 hoursMedian at the time of review (based on 100 helpful reviews)
Steam Deck
Playable
Release date
Sep 16, 2020
Developer
Awe Interactive
Languages
English (Full audio), Simplified Chinese (Full audio) / 8 languages total

A typical run

Choose a character with distinct traits and a difficulty, then enter a randomly generated dungeon.

Keep moving through each room, read enemy tells, and place shots, reloads, and dashes on the beat.

After a fight, check weapons, abilities, items, and shops to decide whether to build on your setup or change course.

Search detours and secrets, deciding whether an upgrade is worth spending keys or coins instead of moving on.

Beat the area bosses and push toward the deepest point, knowing that equipment gathered during a failed run does not carry over.

Gunfire beside a ring of fire (BPM: BULLETS PER MINUTE, via Steam)
Gunfire beside a ring of fire (BPM: BULLETS PER MINUTE, via Steam)

Core systems

Shoot, jump and dodge to the beat

Shots, jumps, and dodges are tied to the music. Enemies have their own movement and attack rhythms.

What to decide

Having a target in your sights does not always mean you can fire. Wait for the next beat, or move first to leave its line of attack.

Weapons with different behaviour for firing and reloading

Weapons differ in their firing and reload cadence. A new gun changes the pattern your hands follow even when the track stays the same.

What to decide

After checking damage and range, consider whether you can keep that cadence while aiming and dodging.

Randomly generated dungeons

Room order and available weapons, abilities, and items change between runs. Secrets and special rooms give you more to search for.

What to decide

Your current equipment affects whether a detour is worth its keys or coins, or whether to head toward the boss.

Weapons, abilities and items

Items change weapon behaviour, abilities expand movement options, and stat upgrades support the setup you find.

What to decide

Take an upgrade that helps now, or keep a later combination in mind, such as flight, explosive shots, or removing ammunition limits.

Challenge modes

Challenge modes add conditions to a normal run. Combined with a character's restrictions, they can take away familiar ways to stay safe.

What to decide

Avoiding hits and dealing with dangerous enemies may take priority over completing a high-damage setup.

Custom Music

Add music you created and fire, dash, and dodge to its beat. The developer recommends WAV files to avoid sync problems.

What to decide

Within the supported tempo range, track speed changes the gap between inputs. A favourite song also needs a pace you can comfortably play.

Latency Test

The Latency Test checks for audio delay. If it detects substantial latency, the game enables a rhythm assistance mode and switches to a looser timing window.

What to decide

If inputs that feel on beat keep missing, check the playback setup before treating it as a practice problem. Wired devices and television game mode are worth checking.

Glowing flying enemies and a gun (BPM: BULLETS PER MINUTE, via Steam)
Glowing flying enemies and a gun (BPM: BULLETS PER MINUTE, via Steam)

What sets it apart

Alongside aiming and dodging, you decide which beat holds each shot and reload.

You can move freely. Learning enemy tells and attack rhythms lets you plan your next move before a projectile appears.

A new weapon changes more than damage. It changes the firing and reload pattern you have learned.

Learning curve and difficulty

Practice Mode lets you work on timing. Hellish sits at the demanding end of the difficulty choices.

The developer advises moving before shooting. Learn enemy tells and the tendency to aim at where you were a moment ago.

With practice, you can aim while strafing and place a dash or reload at a phrase break.

At higher difficulties or with characters that cannot afford a hit, strong drops alone will not carry a run. Deal with dangerous enemies in a useful order and leave yourself an escape route.

Builds and playstyles

Movement-first

Keep strafing and pass up shots that would expose you to damage. This approach lets you keep reading enemy tells even when your equipment is weak.

Weapon-cadence specialist

Learn the current weapon's firing and reload pattern, then fit dodges into the gaps. Favour a gun whose sequence you can hold under pressure.

Synergy snowball

Use items and abilities to cover a weapon's weaknesses, combining effects such as unlimited ammunition, flight, or explosive shots. If the needed pickups never appear, change the plan during the run.

Airborne explosives

Pair flight or high jumps with a rocket weapon to evade ground attacks and fire across an area. You still have to hold the reload cadence while airborne.

A flash from the hand and a large foe (BPM: BULLETS PER MINUTE, via Steam)
A flash from the hand and a large foe (BPM: BULLETS PER MINUTE, via Steam)

What longtime players say

Changing character restrictions and taking on Hellish gives experienced players another run to work through. Characters that cannot take a hit remain punishing even after long practice.

The music and the feel of firing on beat draw players back. Repeated runs also make familiar rooms and standard tracks easier to recognize.

Weapon, item, and ability combinations change how familiar rooms play out. Finding a powerful setup remains a reason to return.

What players like

The rock tracks make the beat easy to catch and suit the pace of combat. Reviewers repeatedly point to the music itself as a pleasure.

Once shots, reloads, and dashes land on the beat, movement flows into gunfire. That moment is a draw for players who enjoy learning the controls.

Different health rules and starting attacks change where a character can stand safely and which pickups help. Familiar rooms call for another plan.

Early rooms can leave your hands tangled. Learning enemy tells and a weapon's cadence, then reaching farther, is part of the appeal.

When items and abilities click with a weapon, an ordinary gun can become a rapid-fire tool or a rocket launcher can fill an arena from above. Players enjoy that change in approach.

Custom Music lets players swap in music they created. Choosing a track's speed also changes how busy the inputs feel.

Common complaints

There is little room to take damage while learning the beat and enemy tells. A run can end before a player has had much time to practise.

Strong single-colour grading and bright effects can hide projectiles and shrines against the background. In crowded rooms or fights with flying enemies, attack tells become harder to read.

After repeated runs, the rooms and standard tracks become familiar. Reviewers ask for additional areas, bosses, and music.

Weak early drops can make enemies slow to kill, while a completed combination can sweep through them. Reviewers find little room between those outcomes.

Players report on-beat inputs missing when the Latency Test does not suit their setup. Custom Music can also bring audio dropouts or tracks that drift out of sync.

A hammer-wielding foe and a gun (BPM: BULLETS PER MINUTE, via Steam)
A hammer-wielding foe and a gun (BPM: BULLETS PER MINUTE, via Steam)

Who it’s for

It suits players who want to learn the beat for each shot and reload after lining up a target.

It also suits players willing to change a weapon plan when flight, explosive shots, or ammunition effects turn up.

Changing characters and Challenge modes gives players a way to revisit the same enemy tells under new restrictions.

Who might not enjoy it

Strong flashes and single-colour scenes may trouble players with sensitive eyes. Projectiles do not always stand clearly apart from the background.

Players who want time to practise each weapon's cadence on an easier setting, or who dislike early drops swinging a run, may find it a poor fit.

A bright orange blast and a gun (BPM: BULLETS PER MINUTE, via Steam)
A bright orange blast and a gun (BPM: BULLETS PER MINUTE, via Steam)

FAQ

Does it support Japanese or Korean?
Steam lists neither Japanese nor Korean interface, audio, or subtitles. English and Simplified Chinese support interface, full audio, and subtitles.
Is there co-op?
Steam lists BPM as a single-player game and does not list a co-op feature.
Can the difficulty be adjusted?
Yes. Practice Mode is available for timing practice, and Hellish is at the demanding end.
Can I use my own music?
Custom Music accepts music you created. The developer recommends WAV files to reduce sync problems.
Is there gameplay DLC?
Steam lists the soundtrack as content for this game; it does not list a gameplay expansion.

These impressions are based on 100 Steam reviews sorted by “Most Helpful.” They do not represent the views of all buyers.

BPM: BULLETS PER MINUTE
BPM: BULLETS PER MINUTEView on Steam ↗

Image: BPM: BULLETS PER MINUTE on Steam