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BPM: BULLETS PER MINUTE similar games & best alternatives

BPM: BULLETS PER MINUTE

PC (Microsoft Windows), Xbox One, Nintendo Switch, PlayStation 4 • 2020

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Quick resume

BPM is a rhythm-action FPS rogue-like where you must shoot, jump and dodge to the beat of an epic rock soundtrack. Delve into a randomly generated dungeon where one missed note can lead to your death. Gain game-changing abilities and loot powerful weaponry to defeat your ancient enemy: Nidhogg.

Global score

91/100

Genres

Action, Adventure, Indie, Music, Shooter, Arcade

Similar games

    Pros

    • Unique rhythm-based fps gameplay
    • Addictive soundtrack and music integration
    • Challenging and rewarding skill progression
    • Variety of characters and item synergies
    • High replayability with roguelike elements

    Cons

    • Visuals cause eye strain for some players
    • Repetitive music and level design
    • High difficulty and rng can frustrate
    • Limited narrative and world variety
    • Lack of multiplayer or social features

    Analysis

    Less representative of its motivational profile, with noticeable differences. Motivations that often define this kind of title include Relaxation, Survival, Violence, Fellowship. Here, the score leans higher than usual among comparable games on Relaxation. It leans lower than usual among comparable games on Story, Exploration.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Motivations

    • Autonomy
      3

      "Players choose characters, weapons, and abilities freely, but gameplay is constrained by rhythm timing."

    • Competence
      4

      "High skill ceiling with challenging rhythm-based FPS mechanics and roguelike progression."

    • Competition
      -3

      "Focus is on individual runs and personal mastery rather than direct competition or leaderboards."

    • Continuation
      4

      "Players report habitual play, long sessions, and repeated returns due to addictive gameplay and progression."

    • Cooperation
      -5

      "Entirely single-player experience with no cooperative elements."

    • Creativity
      2

      "Some customization through character and item builds, but limited by fixed level design and item slots."

    • Domination
      -5

      "No social dominance or power over others; purely individual gameplay."

    • Escapism
      4

      "Players use the game as a challenging, immersive escape with engaging music and gameplay."

    • Expectation
      -4

      "Players engage voluntarily out of intrinsic interest and enjoyment, not obligation."

    • Experimenting
      3

      "Players experiment with different characters, weapons, and item synergies to find effective builds."

    • Exploration
      -2

      "Procedural levels but limited variety and repetitive environments reduce novelty of exploration."

    • Expression
      -3

      "Minimal avatar or environment customization; expression mainly through gameplay choices."

    • Fantasy
      3

      "Mythological and fantastical setting with imaginative enemies and characters."

    • Fellowship
      -4

      "No multiplayer or social community features; mostly solo play."

    • Growth
      4

      "Strong learning curve with skill improvement and knowledge of items and enemy patterns."

    • Health
      -4

      "Sedentary gameplay with no physical activity or health-related mechanics."

    • Idle
      -4

      "Requires constant attention and rhythmic timing; not suitable for idle or background play."

    • Intimacy
      -5

      "No social or emotional relationship building; purely individual experience."

    • Leadership
      -5

      "No leadership or group management roles; single-player only."

    • Progression
      4

      "Roguelike progression with item and weapon acquisition and character unlocks."

    • Relaxation
      2

      "Some players find flow and catharsis in rhythmic gameplay, though difficulty can cause tension."

    • Sensation
      4

      "Strong sensory stimulation from music, sound effects, and fast-paced action."

    • Status
      -4

      "No social recognition or ranking systems; achievements are personal."

    • Story
      -3

      "Minimal narrative or lore; focus is on gameplay rather than story immersion."

    • Strategy
      3

      "Requires planning item builds and tactical rhythm-based combat decisions."

    • Thrill
      3

      "High tension from challenging combat and punishing difficulty spikes."

    • Value
      4

      "Players perceive strong value from gameplay depth, replayability, and soundtrack."

    • Violence
      4

      "Enjoyment of combat and destruction is central to gameplay."

    • Survival
      3

      "Focus on avoiding death and managing resources in a challenging roguelike environment."

    Where to buy

    Last update: 29/04/2026