2023 · Rhythm · Dungeon Crawler · Music
How long isSUPER CRAZY RHYTHM CASTLE?
by Second Impact Games
5 hours
for the typical playerhalf of them between 2 hours and 13 hours
SUPER CRAZY RHYTHM CASTLE among the 69 rhythm games here
The whole tier list#60
of 69
ranked by owners here who played past two hours
- 3%
- got past 2 hours
- −46 on the kind's 49%
- 0%
- past 20 hours
- −8 on the kind's 8%
- 7%
- launched it
- −66 on the kind's 73%
- 30
- libraries own it
- 1 in 82 of the 2,472 read here
Next to it in the ranking
Rarely seen through: only 5.6% of the players who launched it hold its last story achievement.
Do the first two hours of SUPER CRAZY RHYTHM CASTLE tell you?
In the first two hours52%recommend it
After that90%recommend it
20 in 100 said no: 7 after the window had closed, 13 while a refund was still possible.
How this is counted
Half of its Steam reviewers had played 5 hours or less when they gave their verdict. The middle half sat between 2 hours and 13 hours.
One token is 1% of its Steam reviews, standing at the hours its author had played. Counted from about 540 Steam reviews, by the hours each author had played when they wrote theirs. It is not a time to beat.
26% of its reviews were written inside Steam's two-hour refund window, and 52% of those recommend it. After the window, 90% do. Of the players who gave it a thumbs-down, 36% were already past the window; the typical thumbs-down came 1.5 hours in.
When would you get there?
5days
At an hour a night, you’d pass the typical player’s 5 hours on Wednesday, November 18.
Half of its reviewers had played between 2 and 13 hours: Nov 15 to Nov 26 at this pace.
How this is counted
The typical player's hours are the hours Steam reviewers had played when they wrote their review, not a time to beat. The days count from today, playing the hours the pace says on each day.
Where do players get filtered in SUPER CRAZY RHYTHM CASTLE?

The filter
The Mandatory Training
31 of every 100 players got to this one and no further.
They hold The Vegetable and never earned it.
How this is counted
82% of the players who launched SUPER CRAZY RHYTHM CASTLE hold The Fall, its first story achievement on Steam, and 5.6% hold The Game Ender, its last. The steepest drop comes between The Vegetable (65%) and The Mandatory Training (34%).
Steam's global achievement stats count everyone who ever launched the game, people still playing included. They are not a finish rate. The filter is the steepest drop between two story achievements; the players who never reached the first one barely started, and are never the filter.
Is SUPER CRAZY RHYTHM CASTLE worth it?
Video Game Backlog
One hour, at list price
SUPER CRAZY RHYTHM CASTLE
- Steam list price, US
- $19.99
- Typical player
- ÷ 5 h
- rhythm game rate
- $3.69/h
- 5 h at that rate
- $18
About the going rate
List price. Not a sale price,
not what anyone paid.
Is SUPER CRAZY RHYTHM CASTLE worth it? It depends.
Fair price
About what a typical rhythm game charges: $4.00 an hour
Loved
90% recommend it after the refund windowmost rhythm games: 93%
Often left unplayed
7% of owners here have played itmost rhythm games: 77%
How this is counted
At Steam's US list price of $19.99, the typical player's 5 hours come to $4.00 an hour. Past the two-hour refund window, 90% of its Steam reviewers recommend it. An hour of SUPER CRAZY RHYTHM CASTLE costs about what the typical one of 114 rhythm games here charges $3.69.
The price is Steam's US list price for the game by itself: not a sale price, a bundle or what anyone paid. The hours are the ones its reviewers had played, not a time to beat. Its kind (rhythm games) is what the game is first, as a model that knows games named it once from a list of Steam's kinds (for a game it did not know, its strongest Steam tags name it), among the kinds with at least 20 priced games here; failing that, by its Steam genre. The going rate is the middle hourly cost of those games, and the receipt prices its typical hours at it. The words beside it compare it with its kind: loved is 90% recommending it or more, liked 80%, mixed 65%; it gets played when a quarter fewer of the owners read here never launched it than of its kind's typical game. Whether it holds up is drawn on the hours road above, and counts toward the one-word answer.
Where can I play SUPER CRAZY RHYTHM CASTLE today?
Almost anywhere
PC, PS5, Xbox Series, Switch and 2 more.
- todayXbox Series2023
- todayPS42023
- todayPC2023
- todayPS52023
- todayXbox One2023
- todaySwitch2023
How this is counted
From IGDB, found by its Steam app: the machines SUPER CRAZY RHYTHM CASTLE came out on and the year it first reached each, and the collections, ports, remasters and remakes that carry it. A machine counts for today while it, or the one after it, still plays its games and its store sells them: Switch, PlayStation 4 and 5, Xbox One and Series, PC and phones. A PC release from before 2005 counts as gone, unless Steam sells it. IGDB does not say when a store stopped selling a release, so a delisted one can still show here.
Would you like SUPER CRAZY RHYTHM CASTLE?
Give the ball your Steam profile link or name. It reads the games you own most like SUPER CRAZY RHYTHM CASTLE, how long each held you against the typical player, and how long SUPER CRAZY RHYTHM CASTLE would take you. Public profiles only. No account needed, and no library is saved.
How this is counted
It reads how long you tend to stay: across every game you've played whose typical hours it knows (free games left out), how often you went past the typical player and how often you left before half their hours. It glows when you often stay past them, dims when you often leave early, and needs five played games to read at all. Then it shows the games you own most like this one, by the same measure as the shelf of games like it, each with your hours against the typical player's.
Why not a forecast for this game: on 36,766 Steam libraries, how a player did on games like one told little beyond how long they stay in games at all, so those games are shown as evidence and never scored. Nothing of the library is kept.









