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Electro Bop Boxing League

Electro Bop Boxing League

by Developer Dob

Price $14.99
Avg Players 0
Released Apr 18, 2025
ActionAuto BattlerBoxingIdler
View on Steam ↗

Media

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Screenshot
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Electro Bop Boxing League blends auto-battler strategy with rhythm-based inputs, having you customize a mechanical fighter with parts and abilities, then guide it through matches by tapping inputs in sync with combat. The atompunk aesthetic and electro swing soundtrack complement a system that layers real-time dodging, card-based offense selection, and crew upgrades, though players note the control scheme demands significant juggling during fights.

About this game

What players are saying

▲ Recommended 1 hrs
The dev has gotta work on their marketing because this came out of left field. It's charming, creative, and so far very fun. No immediate bugs and the presentation is pretty good, as are the voice lines.

Kudos to the concept and execution. I encourage anyone reading this to try the demo and pick up the game.
44 found helpful Steam ↗
▼ Not recommended 0 hrs
Despite a charming aesthetic and neat ideas... it's got problems.

Pros: visuals are great. The art style and concept is rad.

The music is catchy but without being too upfront or attention grabbing. Fits well to the idea of the game.

The game runs well and doesn't have any technical issues that I could see.

Cons: fundamentally flawed gameplay design. Too many spinning plates. Heat balance, power management, punch card selection and loading, dodging manually and shutting down arms, swapping between defense, balanced, and attack programs. It's too much.

Only a few elements have a hotkey bound on the keyboard. The rest are manually clicking. So you have to focus on UI elements in the corner while the fighting happens. As the game gets harder you increasingly ignore the visuals and are micro managing mouse clicks on a corner of the screen.

tl;dr- the game has too many mechanics and almost all of them require clicking. Difficulty increase turns it into a game where you're so focused on the clicking in the small corner to win its more like micro managing competitive rts than a fun rhythm game.
13 found helpful Steam ↗
▼ Not recommended 0 hrs
I love the concept, the art and music, but in my opnion there's a fundamental gameplay issue with controls.
Rather than having key bindings to activate then insert punch cards the game has you navigate the robot's controls up/down and left/right and use space to act on the button or use keyboard and mouse. You have to do this while you keep an eye on the fight to dash right or left, change offensive/balanced/defensive modes, and other tasks. Some of those actions have to happen on the beat, others don't so it makes it a bit confusing. You end up watching your UI more that robots fighting.
Also the robot crafting mini game doesn't seem playable on keyboard.

A bit disappointed by this quite major issue because the game has a vibe that I absolutely love and good gameplay ideas.
12 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Winner of Excellence in sound design! + Fixes

325 days ago
Pleased to announce at this years BitSummet in Japan, Electro Bop won an award for Excellence in sound design! I'm very happy to see that the quirky and unusual audio mechanics, paired with an unrepresented genre of music in the gaming industry, was appreciated enough to win an award! Hope to be back next year with a new title!Game/Bug Fixes!New 10 countdown ref UI animation when a fighter is downTutorial slimmed down by just a littlePicture in Picture videos added to the tutorial, hopefully for easier comprehensionFixed a keyboard/controller bug that allowed player to select UI elements of their opponentFixed a visual bug that caused the static overload electrical particles to appear on the wrong fighterElongated the text fields in the tutorial in an effort to help reduce the amount of bad text breaks when playing in Chinese, Japanese or Korean language.

Slightly improved the onboarding experince

380 days ago
The information within the tutorial as been slightly spaced out and trimmed in just a couple small spots to make it more digestible. Accessing the robot equipping and crafting menus are now locked until the player completes 1 and 2 matches respectively (win or lose). This is to lessen the amount of information overload and for a better pacing. As always, for those interested in buying the game, I suggest play the demo first to get a feel. This guide is here to help you too! https://steamcommunity.com/sharedfiles/filedetails/?id=3465247098 Many thanks! Developer Dob - Rob.

Minor bug fixes #3

391 days ago
Round breaktime will end early when both teams run out of repair energy Reboot success rates slightly lowered for both player and NPC Fixed a couple minor UI issues, such as mirrored text or incorrect bindings showing. The very first instance of a 'voting event' is now delayed by several days to reduce the amount of information overload for new players (only applicable to new games) As always, I recommend playing the demo before buying the game to see if you like the unconventional gameplay. If you run into difficulties and want a few tips, I recommend the guide in the community section. https://steamcommunity.com/sharedfiles/filedetails/?id=3465247098 A big thanks to those that have supported the game, to those that wrote a steam review and/or those that came by my booth at PAX East!

Posts come from Steam's official announcements feed.

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