Pulsen (Steam Game) Steam logo

Pulsen Header Image
Pulsen Header Image

Pulsen is a music and rhythm game where you listen to music and move along to the beat. Can you master your timing and groove through the expansive song list and challenging patterns? Hit arrows to the beat of the music, the better your accuracy the better your score!

Release DateJul 27, 2015
Price$ 14.99  Top 15%
Steam Rating (Steam Purchases / All)72.3% (mostly positive) / 78.1%
Steam DB Rating (Steam Purchases / All)65.4% / 70.1%
Reviews (Steam Purchases / All)47  / 64
Curators11 reviews
Median Play Time5.4 hours  Top 30%
Play Time per Dollar22 minutes
Followers454 
Owners± 4.8K 
Copies Sold± 3.5K 
Gross Revenue ($)± 38K  Top 30%

Rating and Reviews (Monthly)
  

Chart showing the monthly evolution of Pulsen steam rating, positive and negative reviews.

This graph shows Pulsen's Steam rating and reviews between July 2015 and November 2023. Steam's rating is varying from 100% (August 2015) to 76.4% (October 2019).

With 64 reviews, Pulsen could be a small indie success if it didn't take too long to produce. The chart suggests a long tail distribution, which could mean that the game was promoted at laucnch but that there were no more marketing, update or major discounts after that point.

Review Languages
 

Donut graph showing review languages for Pulsen and the proportion of players they represent.

This doughnut graph shows Pulsen's reviewers languages. The most popular language is English (78%), followed by Japanese (5%). There is a healthy diversity in the review languages, with 10 different languages represented. The game is translated in 4 languages. Considering that, unless the game is text-heavy, adding translations is not a lot of work compared to making a game, it is often a good idea to translate the game in many languages.

Time Played

Chart displaying Pulsen percentiles of time played for positive, negative, and early access reviews.

This chart displays the time played in Pulsen, comparing positive and negative reviews. The reviews during the game's time in Early Access are visible too. The time in game is not bad at all, with 18 hours in the 80th percentile.

The median play time for the negative reviews is 6.8 times less than the median for positive reviews. A low negative review time (median : 68 minutes) can mean that the game crashes on some systems or that the type of gameplay was not completely clear to the players (Is the game unmistakably explained on the Steam Store ?). It is also possible that players were otherwise displeased by Pulsen and decided to review it and get a refund under 2 hours. The Players' feedback section might give some insight about that.

Players' Feedback

Game's StrengthsGame's Weaknesses
  • Great song selection with customizable options
  • High quality charts that vibe with the music
  • Unique songs
  • Developers listen to feedback and suggestions
  • Good gameplay options with various difficulties
  • Supports various controllers including dance pads
  • Audio-visual calibration feature
  • Songs are completable on at least some settings
  • Songs Don't End option and Workout Mode for exercise
  • Full support for keyboards and gamepads
  • Lacks custom themes and limited mod-ability
  • Limited customization options
  • Not enough depth in chart gimmicks
  • Relatively tame difficulty compared to similar games
  • Expect a similar experience to old DDR or ITG copies
  • Unlocking songs feels like a task rather than a reward
  • Charts like playing a song of their own
  • No multiplayer online or higher difficulties
  • For some people, the songs are not good or not to their taste
  • May not 'feel the rhythm' of some songs

These advantages and disadvantages are not meant to provide a fair assessment of the game, but to help developers identify potential improvements. The game's score of 72.3% should be considered while evaluating them.

Take into account that list was generated using AI on a small sample of Pulsen's Steam review data, it is not meant to be exhaustive. Additionally, remember that not all issues need to be fixed, sometimes the best approach is to communicate better to manage the player's expectations.

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