Robobeat is a rhythm-based, first-person shooter that fuses the energy of fast-paced gunplay with the precision of musical timing. Developed by Simon Fredhoim and published by Kwalee, this game offers a unique blend of action and rhythm. Robobeat, at its core, challenges players to synchronise their movements and attacks to the beat of the music.
Easy to understand, hard to master
At the forefront, Robobeat is what you would expect, performing actions such as shooting, blocking and using skills, all to the beats of the perfectly fitting soundtrack. Successfully syncing with the beat will result in more powerful shots and faster shooting without reloads. At the same time, mistiming actions will result in a lot less damage output. I enjoy that players don’t take damage or have their dodging abilities hindered, allowing them to learn the game and the soundtrack while slowly picking at enemies.

Players will find many different weapons that all have their special gimmicks, spread patterns, attack speeds etc. Accompanying players’ choice of akimbo weapons are tools such as shields, grappling hooks and many more. They also work best when on beat. That being said, the soundtrack itself is part of the player’s kit, with new cassette tapes unlocking during gameplay, and all vary in bpm, which is a good way for players to choose their own difficulty. Higher bpm is, of course, harder to time, especially when firing, dodging and blocking. But also allows the player to fire a lot more frequently, so the trade-off is worth it.
Every artistic choice complements the other
Visually, Robobeat embraces a somewhat gritty, cyber-punk-ish style. It’s hard to describe in words. The enemies, weapons and effects are all vibrant and pop heavily over the contrast of the levels, which are, for the most part monochrome. The visuals work perfectly for a high octane fps such as robobeat, making it easy for players to see whats going on while still being able to focus on keeping their rhythm in check.

The soundtrack. The soundtrack is what brings everything in Robobeat together. Featuring a huge selection of electronic music tracks that you can change and switch whenever you would like. Every track complements the gameplay and elevating the experience to near-perfect hits of dopamine.
No need for a plot with gameplay that good
With the core gameplay being rhythm-based action, I did not expect much in terms of story, and I wasn’t wrong. Robobeat puts you in the shoes of a bounty hunter named ACE on the hunt for the rogue robot Frazzer. The story is told as VHS-style flashbacks and collectables, which suits the game’s style well and doesn’t take players away from chaotic goodness.

Pregression is tied to the roguelike elements. Each run feels different due to the constant stream of unlocks in weapons, upgrades, perks and music. I also enjoy that music, once unlocked, can be switched by the player even mid-run, which ensures that no track overstays its welcome and helps in keeping things fresh. Unfortunately, I cannot commend the scenery as much as the music. Although the layouts of the rooms did keep me on my toes with obstacles and hazards alike, the overall palette of these levels left me hoping for something new after a while.
My conclusion
Robobeat stands out as a compelling fusion of rhythm and first-person shooting, offering a great addition to the genre with very few titles. Its emphasis on synchronising with the music creates a challenging yet very rewarding experience. I say with its very few shortcomings, Robobeat is a great hidden gem that I can recommend to anyone looking to challenge their rhythm-based reflexes.
