Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 5183960 |
| Live current players | 0 |
| SteamPulse tracked peak | 0 |
| Live count (today's peak floor) | 0 |
| Price | No longer available on Steam Store |
| Free to play | No current Steam offer |
| Discount | Not available |
| Original price USD | Not available |
| Current price USD | Not available |
| Release date | November 2026 |
| Developer | Birdie Games |
| Publisher | Birdie Games |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | No user reviews |
| Positive review percent | Not available |
| Positive reviews | 0 |
| Negative reviews | 0 |
| Total reviews | 0 |
| Steam recommendations | Not available |
| Achievements | Not available |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | Not available on Steam Store |
Short description
Catch falling gems to the beat, draft skills mid-run, and chain combos until your stepper's power ignites. A rhythm game with 20 songs, 20 characters, 30 stackable skills and 7 run-defining Ultimates — plus a VS mode where your combo becomes your opponent's problem.
About this game
Hit the beat. Build the run. Duckstep is a rhythm game where every clean hit builds something. Gems fall down four lanes — six on the piano stages — and you catch them on the beat. But the beat isn't only the target. It's the trigger. Your character's power, your drafted skills, the items circling your head: none of them run on their own clock. They all fire on your press. String Perfects to build a multiplier, cash it out with a Duck Step, then chase the Jackpot that raises the stakes for the rest of the run. Everything fires on the press Nothing in Duckstep goes off on a timer. Powers — every stepper's signature power fires on your presses, out of your character's body. Ribbit's tongue laser goes up every other press, Blaze ignites every third, Duckstepper's piercing zip every fourth. Skills — drafted skills count your successful presses and fire on the Nth. Lightning Dash every fourth press, Bolt Trap every fifth, Nova only once you've really earned it. Evolving a skill brings it around sooner. Items — a falling item isn't spent the moment it touches you. It's grabbed, and it orbits your character until you land a Good or a Perfect. Carry up to four at once and cash them all on a single press. The whole screen moves with your hands. Play clean and it roars. Lose the beat and it goes quiet with you. Your combo is the engine Everything else keys off the number in the corner. 25 combo — your stepper's signature power latches on and stays on for the rest of the run. It never drops off on a miss. 100 / 200 / 300 — that power tiers up. Blaze's fire ring widens. Scholar gains another orbiting tome. Thundor's bolts come faster and reach further. 400 combo — the game freezes and hands you three cards. Pick an Ultimate. It's permanent, it's run-defining, and it does not stack or evolve — it just changes what the run is. Miss, and the ladder holds. Whiff repeatedly, and you'll find out how much of that screen was carrying you. The pads keep the beat The lane pads at the bottom of the screen are an instrument, not a backdrop. They pulse on every beat and press down harder on the downbeat. A ring closes in on each gem as it approaches its pad. A landed hit stamps…
Supported languages
English
