Equalizer

Equalizer Logo

Description

Equalizer is a 2017 Windows PC action game featuring a first-person perspective and music/rhythm gameplay mechanics with direct control interface, where players likely engage in synchronized rhythmic challenges within an immersive action-oriented environment.

Where to Buy Equalizer

PC

Equalizer Reviews & Reception

rawg.io : Graphically everything is done very soundly and tastefully, but physics is absolutely disgusting.

Equalizer: Review

Introduction

In the neon-drenched haze of 2017’s indie scene, where Unity-powered experiments flickered like distant stars against the blockbuster dominance of AAA titles, Equalizer emerged as a pulsating curiosity—a 1st-person musical platformer that dared to fuse rhythm-action with precarious jumping mechanics inside a surreal “music tape recorder” world. Developed solo by Sergey Shushunov and published under the modest SA Industry banner, this $0.49 Steam gem promised “music as movement and movement as life,” blending trance, house, dubstep, and trap into a hypnotic arcade loop. Yet, for all its ambitious synesthesia, Equalizer remains a footnote in gaming history: a visually arresting artifact of indie ambition that stumbles on execution, earning a cult curiosity status among rhythm-platform enthusiasts but fading into obscurity. My thesis? Equalizer is a bold, flawed love letter to auditory immersion, innovative in concept but hindered by unforgiving physics and sparse depth, cementing its place as a niche relic rather than a genre-defining triumph.

Development History & Context

Equalizer arrived in August 2017, a product of solo developer Sergey Shushunov’s vision, self-published via SA Industry on Steam (App ID 666250) for Windows PC. Built on Unity—a staple for indie devs constrained by budgets and teams—this marked Shushunov’s apparent debut in the rhythm-platform space, with no prior credits listed on MobyGames. The game’s core conceit, thrusting players into a “hero inside a music tape recorder,” reflects the era’s indie ethos: leveraging Unity’s accessibility to prototype wild ideas without multimillion-dollar backing.

The late 2010s indie landscape was fertile for such hybrids. Rhythm games like Beat Saber (2018, VR pioneer) and Crypt of the NecroDancer (2015) had popularized syncing mechanics to beats, while platformers like Geometry Dash (2013) and Super Meat Boy (2010) thrived on precision jumping amid procedural hazards. Equalizer slots into this nexus, echoing Audiosurf (2008)’s track-building vibes but in 3D first-person. Technological constraints shaped its scope: Unity’s real-time lighting enabled “epic lights” visuals on modest hardware (minimum GTX 460), but solo development meant no multiplayer, patches, or expansions—last modified on MobyGames in 2017, with no updates noted.

Shushunov’s vision shines in the ad blurb: a “multi-platform 3D musical game” emphasizing quick thinking amid rhythmic chaos. Released amid Steam’s flood of $1-5 indies (post-Among Us saturation precursor), it targeted “players who love bright and rhythmic music in motion.” Commercial realities bit hard—no marketing push, no console ports—leaving it collected by just 10 MobyGames users. In context, it’s a microcosm of 2017’s “wishlisting economy,” where Steam’s algorithm favored viral hits over experimental arcs.

Narrative & Thematic Deep Dive

Equalizer eschews traditional plotting for abstract, experiential storytelling, a deliberate choice aligning with its tape-recorder metaphor. There’s no dialogue-heavy cast or branching quests; instead, you’re an unnamed “hero” trapped in a luminous void, collecting melody fragments to sustain the music and “build up tracks.” Levels escalate in complexity, with time limits dictating a Sisyphean rhythm: snag one melody, race for the next before darkness descends and tunes halt, resetting your progress. Culminate by portal-dashing to the exit, environment warping in sync—platforms pulse, lights strobe, walls shift to beats.

Thematically, it’s a meditation on synergy: music as life force, movement as melody. Themes of impermanence echo in the darkening world (failure’s penalty), evoking existential rhythm—sustain the beat or perish in silence. No overt lore dumps; backstory emerges via environmental cues (tape reels, equalizer bars as platforms). This minimalist narrative draws from rhythm genre forebears like Rez (2001), prioritizing sensation over exposition.

Yet, depth falters. Repetitive voiceovers (endless tutorials mid-level) disrupt immersion, hammering “collect melodies in time” without evolving context. Characters? Absent—your hero is a silent avatar, foes nonexistent beyond physics pitfalls. Dialogue is nil, themes surface-level: “music is movement” preaches without subtext. In a post-Celeste (2018) world of emotional platforming, Equalizer‘s abstraction feels hollow, prioritizing arcade purity over character arcs or moral ambiguity.

Gameplay Mechanics & Systems

At its core, Equalizer is a relentless platformer loop: WASD for movement, Space to jump, collect glowing melody orbs across neon platforms before timers expire. Mechanics innovate via rhythm integration—grabbing orbs “adjusts the music,” spawning new paths or altering gravity/speed via tape-recorder “buttons” (horizontal bars that accelerate/decelerate). Fail to chain collections? Lights dim, music cuts, orbs respawn—escalating tension as levels ramp (e.g., dubstep drops demand pixel-perfect leaps).

Progression is linear: unlock levels via portals, no metascaling. UI is sparse—minimalist HUD tracks time/melodies, Steam Achievements (18 total) reward mastery (e.g., “no deaths” runs). Controls feel direct but betray Unity’s quirks: lunar gravity yields floaty, “cotton-sour” jumps, per player critiques. Inertia post-speed pads turns precision into frustration; orb capture demands exact centers, glitchy hitboxes compound restarts.

Flaws abound: repetitive hints loop eternally, no checkpoints inflate difficulty to “hardcore” extremes. Innovative? Rhythm-spawned platforms shine in house/trance tracks, fostering flow states. Flawed? Physics demand masochistic patience—jumps misfire despite intent, evoking Geometry Dash‘s trial-error but without forgiving restarts. No customization (custom tracks teased but absent), shallow systems limit replayability. Verdict: addictive in bursts, infuriating long-term.

World-Building, Art & Sound

Equalizer‘s setting—a throbbing “epic lights musical world” within a tape recorder—is its crown jewel. Abstract geometry pulses: neon grids warp to beats, platforms manifest as VU meters, backgrounds shimmer with Tron-esque gradients. Visual direction prioritizes synesthesia—trance levels glow azure serenity, dubstep erupts in crimson fury. Unity’s particle effects craft immersion: lights refract, fog rolls rhythmically, creating a “beautiful graphics and immersive atmosphere” (per blurb).

Art style scores 12/10 for icons/achievements—vibrant, stylized abstraction elevates modest assets. Sound design elevates further: “best unique audio tracks” span genres, each level a bespoke mix (house grooves propel jumps, trap snares sync landings). No licensed hits, but originals pulse immersively—music doesn’t just accompany; it dictates the world, darkening literally with failure.

Contributions? Art/sound forge cohesion, making restarts hypnotic rather than punitive. Atmosphere sells the “music in motion” ethos, world-building emergent via reactive environments. Drawbacks: repetition dulls spectacle post-hour one, no variety in biomes beyond color swaps.

Reception & Legacy

Launch reception was muted: no MobyScore, zero critic reviews on MobyGames, Steam’s 126 reviews yield “Mixed” (44-58% positive). Players praise visuals/sound (“great style,” “tasteful”), decry physics (“disgusting,” “rage-inducing”). RAWG’s lone critique nails it: arcade purity for coin-ops, not modern play—hardcore fans might endure, casuals bail.

Commercially invisible ($0.49 sales, 125 owners inferred), Equalizer lacks influence—no sequels, clones, or citations. Legacy? A preserved obscurity on MobyGames (added 2017), emblematic of Steam’s indie graveyard. Echoes in later rhythm-platformers (Beat Saber, Rhythm Doctor), but no direct lineage. Evolved rep: niche appreciation for aesthetics amid gripes, a “collector’s discount buy” for Unity enthusiasts.

Conclusion

Equalizer tantalizes with its rhythmic reverie—a visually stunning, sonically vibrant platformer that captures music’s kinetic essence—but crumbles under clunky physics, repetition, and absent depth. Shushunov’s solo triumph in style falters in polish, rendering it a fleeting arcade high rather than enduring classic. In video game history, it resides as a 2017 indie footnote: innovative spark amid execution’s void, best for rhythm masochists craving neon nostalgia. Verdict: 6/10—play for the beats, persevere if you dare, but don’t expect equilibrium.

Scroll to Top