God Of Riffs: Battle for the Metalverse

VYERSOFT LLC
PS5
Average rating 3.44 stars out of 5 stars from 45 ratings
  • Offline play enabled
  • 1 player
  • PS5 Version
    PlayStation VR2 required
  • PS VR2 Sense controllers required
  • VR play styles: sitting, standing
  • PlayStation VR2 headset vibration optional
  • PS VR2 Sense controller vibration optional
  • PS VR2 Sense controller trigger effect optional
Fantasy Violence
  • Offline play enabled
  • 1 player
  • PS5 Version
    PlayStation VR2 required
  • PS VR2 Sense controllers required
  • VR play styles: sitting, standing
  • PlayStation VR2 headset vibration optional
  • PS VR2 Sense controller vibration optional
  • PS VR2 Sense controller trigger effect optional

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Average rating 3.44 stars out of 5 stars from 45 ratings
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GreyMatterShades
2 stars
Rated 5/2/2026
Some fun to be had, and a decent idea, but a bit bare-bones and lacking polish

I enjoyed moments of my time with God of Riffs, but on the whole the experience left me a bit underwhelmed. There's some fun to be had, and you can work up a sweat on later stages, but unfortunately it feels like an idea that didn't fully hit its potential. It's a very straightforward rhythm game where you swing two axes at enemies that rush at you in patterns to match the music. You have to kill specific coloured enemies with a specific hand (and some you can kill with either hand). You build a combo multiplier for your score, have a health bar where enemies you don't hit damage you, and some sort of super mode that you can activate when you've stored enough energy (which I think just temporarily improves your score multiplier). That's basically the crux of the gameplay. There's a story mode with full narration and 2D image based cutscenes between stages, and an arcade mode with a larger selection of songs. First the objective issues. I ran into a few minor bugs (loaded into every level slightly off-center so I had to re-center every time, a weird shadowy square graphical issue that sometimes appeared in front/below enemies), but they were more of a minor annoyance. A far bigger issue is that the music and some of the sound effects were very quiet for me, even though it was at maximum volume. Furthermore, on later stages when there are a lot of enemies coming at you at the same time, the death animations of the enemies you hit can make it difficult to see the enemies behind them leading to sections that just felt like I had to flail based on educated guesses. Also the difficulty doesn't exactly scale up smoothly in the campaign, with the tutorial being surprisingly intense, then the first few stages being very easy, and then the intensity of enemy patterns ramping way up very abruptly. I beat the Story Mode without ever failing a song, but it still felt like a very uneven experience. And while there are controller haptics for hitting enemies and even hitting your axes together, they just felt a bit underwhelming/unsatisfying. In the realm of subjective issues, I wasn't a huge fan of the music or the art style. The music was decent enough (when I could hear it), but really nothing remarkable, and many songs had slow parts that didn't feel optimal for this style of game. Another issue I had personally is that the developers mapped the enemy timing to the vocals instead of the instruments, leading to some oddly timed enemies. This might not have been so bad if the music were more audible, so hopefully that gets fixed in a patch. The art style is very low poly, which is a style I can enjoy but it just didn't feel like it came together in this case. There needs to be an element of charm to make this style work and I didn't feel it with this one. And the 2D images for the cutscenes just didn't look all that high-quality to me. Could be an art-style thing which is why it's subjective, but there's a certain sort of soft air-brush look that a bunch of indie games have (including this one) that I can't stand. YMMV So are there any good aspects? Yes there are. There were moments where the enemy patterns felt very satisfying to attack. Some of the writing and voice acting was decent, and there were some nice touches here and there, like large enemies in the backgrounds starting to rock out when you activate your boost mode (whatever it was called). It was a fun touch, but not always the best animated, and it really made me wish I was actually fighting those bosses more directly in some way. More enemy variety would have been nice too, as what there is right now basically amounts to two types, running and flying (though with slightly different models in each stage). So on the whole, I'm just not sure I can recommend it for the current price. If you love metal, don't mind a lack of polish, and really want another rhythm game, maybe. There's some fun here, but probably worth waiting for a sale.

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Accessibility Features

God of Riffs: Battle for the Metalverse is a heavy metal VR rhythm brawler that turns your headset into a full thrash session. Swing twin guitar axes to the beat, carve through waves of enemies, and fight to save the Metalverse from total sonic annihilation.

This is a rhythm game at its core, built for pure flow and pure metal. Precision and timing are everything as blistering riffs drive every swing. Stay on beat, hit harder, and push toward the ultimate showdown. Can you defeat the Lord of Silence?

Shred across over 20 tracks, including licensed songs from Awake at Last, Thirst, Hatriot, Versus Me, Nervosa, Of Virtue, and Frank Klepacki and The Tiberian Sons, plus crossover tracks from The Good Life, YIIK, and Popslinger that blend metal chaos with unexpected worlds and visual styles.

Your guide through the chaos is The Roadie, voiced by the legendary Adam Harrington, known for his iconic role as Bigby Wolf in The Wolf Among Us.

Loud, hypnotic, and unapologetically metal.
Unleash pure mayhem. 🤘

Platform:
PS5
Release:
9/12/2025
Publisher:
VYERSOFT LLC
Genres:
Music/Rhythm
Voice:
English
Screen Languages:
English, Finnish, French (France), German, Japanese, Portuguese (Brazil), Spanish, Spanish (Mexico)
PlayStation VR2 isn't for use by children under age 12.

PlayStation VR2 is required to play the PS5 version of this game.

VR games may cause some players to experience motion sickness.

Online features require an account and are subject to terms of service and applicable privacy policy (playstationnetwork.com/terms-of-service & playstationnetwork.com/privacy-policy).

Software subject to license (us.playstation.com/softwarelicense).

You can download and play this content on the main PS5 console associated with your account (through the “Console Sharing and Offline Play” setting) and on any other PS5 consoles when you login with your same account.