BeatAim is a rhythm game designed for FPS players with AI generated maps. It makes improving your aim incredibly fun while also listening to your favorite songs. Open any music and customize level generation. Combination of osu! and KovaaK's trainer.
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Release Date:
Nov 1, 2019

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Early Access Game

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Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Core parts of the game are done but there's a lot of functions that could be improved or added based on the community feedback. There is few roads this game can take: casual rhythm game, clicker, multiplayer with esports focus. I like the latest option the most.”

Approximately how long will this game be in Early Access?

“Depends on how well game is going to be perceived and supported but don't worry I like the game and the concept behind it so much that I'm going to work on it forever :). With that being said BeatAim will be getting better infinitely but I plan to release it out of Early Access after progression system being fully done (1-3 months) or multiplayer (~5 months).”

How is the full version planned to differ from the Early Access version?

“Few features that I can think of right now: better progression system with guns and maps skins, multiplayer, spectator, battle passes, more in-game songs, different game modes, Steam Community Market support, limiting rng to be esports ready.”

What is the current state of the Early Access version?

“Currently done features: several maps that can be unlocked by playing the game with in-game currency, leaderboards, maps generator that can open any songs.

As an ex-esports players I hate bugs so you can be sure all of them are quickly fixed. As of writing this text there's almost no bugs in the game, you can check it yourself by reading #bugs-report channel on the discord.”

Will the game be priced differently during and after Early Access?

“As this game will be getting better infinitely price may increase but who knows... Maybe limited free to play version will also be released at some point.”

How are you planning on involving the Community in your development process?

“I'm open to new ideas. Community's favorite generated maps created by players are going to be added to the main game. Steam workshop support is also planned and I can't wait to see what players will create. The best way to contact me and send feedback is our discord channel (link on our website). I will also be active on Steam Discussion board.”
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About This Game


Goal is simple: Unite Music and Shooter Games

Important: gamplay on the trailer is slightly outdated. Head over to our youtube or twitter to see the newest one.
Important2: PLEASE USE ALT+ENTER INSTEAD OF ALT+TAB - there's a bug in Unity engine it should by fixed in 1-2 weeks but until that don't use alttab as it may freeze the game.

BeatAim is a rhythm game designed for FPS players with AI generated maps. FPS trainers like Kovaak's are pretty good but quickly become boring and repetitive. 2d games like osu! are amazing but have limited content. BeatAim has been developed over last 2-3 years in my free time. After testing many solutions I've finally found perfect one. Not only it is possible to open any music but also to deeply customize map generation. Every gameplay new map is randomly created based on the song. This makes reflex more important than memory which is not the case in other rhythm games.


Hey, I'm Kamyker and here's how and why this game was created:

When I started playing BF4 competitively back in 2015 I was always looking for tools and ways to improve my aim. Anything I found was boring and I couldn't use if for more than few days. I started making my own trainer similar to osu but I wanted it work with any music and in 3d-space. At some point I quit my job as Game Developer (as company didn't want to give me a week off to attend lan event lol) and my esports career stopped so I decided to show BeatAim to the world. After fairly successful alpha and ~100 copies sold with almost no marketing it's time for Steam release.


Slowly BeatAim is evolving from simple aim trainer to fully featured game:
  • 4 targets types - simple click, slider (hold mouse button, tracking aim), slider with invisible path, WASD arrows (to prevent players from using keyboard to shoot)
  • preconfigure maps - 7 music maps with 5 difficulties each, they work with rankings and has to be unlocked in progression system
  • rankings - see how your skills are compared to other players
  • tournaments - esports support with real prizing is also planned
  • progression system - earn BeatCoins by playing the game and unlock new maps, guns and soon also skins
  • daily quests - some items have to be crafted and require special materials that are available from daily quests
  • battle pass - soon small battlepass will be available to everyone that bought the game
  • referral system - if you are a creator you can easily earn premium ingame currency that in the future will be tradeable to Steam Wallet $

VIP Features
  • map generator - open any song (wav, ogg, partial mp3 support), configure 14+ parameters and create your favorite maps
  • founder role on discord
  • access to all the planned content added in the future (season battle passes, multiplayer)


You get 2 months of vip after buying the game for free. After that vip costs 5$ per month. Map generator is hosted in the cloud and that's a way of protecting and supporting it. You can also win vip in the tournaments or get it from your referrals.


As I own this project it will get better infinitely. Right now it's only beginning... I have few ideas about new modes and multiplayer with one of the most unique way of playing fpses in history. Up to you if I'll be able to create it :)

Trailer Music

"Collides Remix" by Dysfunction_AL

"Dragon War" by Makai Symphony
"Who We Are" by Hans Atom

Video itself is:
2019 - Licensed under
Creative Commons
Attribution-ShareAlike 3.0

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1+ 64bit
    • Processor: SSE2 instruction set support
    • Memory: 4 GB RAM
    • Graphics: Graphics card with DX10 (shader model 4.0) capabilities
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Requires a 64-bit processor and operating system
    • Network: Broadband Internet connection

What Curators Say

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