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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

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      3

      "Players adapt to dynamic, rhythm-driven environments but have freedom in timing and movement decisions within those constraints."

      Capsule for 140 140

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

    • Competence

      Game with the same Competence vibe

      4

      "High skill ceiling with challenging rhythm gameplay and rewarding improvement."

      Capsule for Trombone Champ Trombone Champ

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

    • Competition

      Game with the same Competition vibe

      -3

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

      Capsule for Star Renegades Star Renegades

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

    • Continuation

      Game with the same Continuation vibe

      4

      "Players report habitual play and addiction to the game, with long sessions and repeated returns due to engaging gameplay and generous rewards."

      Capsule for Eternal Card Game Eternal Card Game

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

    • Cooperation

      Game with the same Cooperation vibe

      -5

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

      Capsule for Tomb Raider II (1997) Tomb Raider II (1997)

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

    • Creativity

      Game with the same Creativity vibe

      2

      "Customization mainly through equipment and character builds, but limited creative modification or building."

      Capsule for StarBreak StarBreak

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

    • Domination

      Game with the same Domination vibe

      -5

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

      Capsule for Cookie Clicker Cookie Clicker

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

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as an immersive, engaging fantasy experience with rich visuals and music, providing escape."

      Capsule for Touhou: Lost Branch of Legend Touhou: Lost Branch of Legend

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

    • Expectation

      Game with the same Expectation vibe

      -4

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

      Capsule for Frozen Cortex Frozen Cortex

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

    • Experimenting

      Game with the same Experimenting vibe

      3

      "Players experiment with different weapon combinations and strategies to find effective builds."

      Capsule for Glyphica: Typing Survival Glyphica: Typing Survival

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

    • Exploration

      Game with the same Exploration vibe

      -2

      "Levels are procedurally generated but visually similar and repetitive; limited environmental variety reduces exploration novelty."

      Capsule for Meltdown Meltdown

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

    • Expression

      Game with the same Expression vibe

      -3

      "Minimal customization or personalization; focus is on gameplay rather than avatar or environment expression."

      Capsule for A Difficult Game About Climbing A Difficult Game About Climbing

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

    • Fantasy

      Game with the same Fantasy vibe

      3

      "Game features a whimsical, folklore-inspired setting with mythical elements and imaginative fiction."

      Capsule for Mineko's Night Market Mineko's Night Market

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

    • Fellowship

      Game with the same Fellowship vibe

      -4

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

      Capsule for Monsters are Coming! Rock & Road Monsters are Coming! Rock & Road

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

    • Growth

      Game with the same Growth vibe

      4

      "Strong emphasis on learning enemy patterns, mastering mechanics, and personal skill development."

      Capsule for ScourgeBringer ScourgeBringer

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

    • Health

      Game with the same Health vibe

      -4

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

      Capsule for DEAD OR SCHOOL DEAD OR SCHOOL

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

    • Idle

      Game with the same Idle vibe

      -4

      "Requires focused attention and precise timing; not suitable for idle or background play."

      Capsule for BattleBlock Theater® BattleBlock Theater®

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

    • Intimacy

      Game with the same Intimacy vibe

      -5

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

      Capsule for FRACT OSC FRACT OSC

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

    • Leadership

      Game with the same Leadership vibe

      -5

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

      Capsule for Haven Moon Haven Moon

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

    • Progression

      Game with the same Progression vibe

      4

      "Roguelike meta progression with item unlocks and character upgrades over time."

      Capsule for Haste Haste

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

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Some players find flow and catharsis in gameplay, though tension is present due to difficulty."

      Capsule for Mushihimesama Mushihimesama

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

    • Sensation

      Game with the same Sensation vibe

      4

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

      Capsule for ODDCORE ODDCORE

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

    • Status

      Game with the same Status vibe

      -4

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

      Capsule for Dicefolk Dicefolk

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

    • Story

      Game with the same Story vibe

      -3

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

      Capsule for Fate Hunters Fate Hunters

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

    • Strategy

      Game with the same Strategy vibe

      3

      "Requires tactical decision-making in character builds, item choices, and combat strategies."

      Capsule for Gatekeeper: Infinity Gatekeeper: Infinity

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

    • Thrill

      Game with the same Thrill vibe

      3

      "Challenging combat and platforming create tension and excitement, especially with difficulty spikes."

      Capsule for Capsized Capsized

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

    • Value

      Game with the same Value vibe

      4

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

      Capsule for Intravenous 2 Intravenous 2

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

    • Violence

      Game with the same Violence vibe

      4

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

      Capsule for Bean Battles Bean Battles

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

    • Survival

      Game with the same Survival vibe

      3

      "Players must avoid death and manage resources to progress through challenging roguelike runs."

      Capsule for Hellsweeper VR Hellsweeper VR

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

    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.

    Where to buy

    Last update: 30/04/2026