Get your workout with more than 12,000 songs in pure rhythm game environments - or dance with dragons ... in the only room-scale Virtual Reality rhythm game that precisely knows each note of every song in the game!
All Reviews:
Very Positive (103) - 87% of the 103 user reviews for this game are positive.
Release Date:
Apr 5, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

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?

“Virtual Reality is still a new medium and we therefore need to be able to experiment, gather feedback and let content, gameplay and mechanics evolve based on this feedback.

Holodance originally was conceptualized as an episodic game where Episode 1 delivered a story and Episode 2 (which originally was designed as a separate game) was about letting players create content. It turned out that actually Episode 2 should come first, so we're now kind of giving you two games for the price of less than one, at the expense of taking a little longer to complete the whole thing.

Without Early Access, we would have been stuck with the original concept, so it already works really well for us!”

Approximately how long will this game be in Early Access?

“About 8 to 10 months, depending on user feedback that we feel we need to build into the game (our original estimate was 2 to 3 months but we have polished core gameplay mechanics a lot instead of adding new content for a little while, so it's taking longer than anticipated but will eventually result in a better finished game).”

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

“We will first complete all 12 levels to make sure the whole game with all its core mechanics is playable. Levels 1, 2, 3, 5, 6 and 7 already went through major art and gameplay iterations but once the game is complete, we will again iterate over all art to make it really polished and also perform well on all supported target hardware (GeForce GTX 970 / AMD Radeon R9 290 or better; Intel Core i5 4590 / AMD FX 8350 or greater).

We may change some or all of the music based on user feedback, which includes polishing songs to make them sound better or become more playable, or even completely replacing songs that the majority of players simply didn't like. In that case, however, we may still keep older songs in the game as bonus materials (like we already have it for Level 1). Finally, we will iterate over the game mechanics, in particular related to multiplayer, to make sure the game ends up being a really polished experience.

We may reset highscores and achievements if we change scoring or balance but of course, you'll keep what you have learned by practicing.”

What is the current state of the Early Access version?

“Update 2016-10-15 (V0.5.8): We have now added a first bonus environment (outside of the original theme of the game) and have added osu! beatmap support. We have also started work on a beatmap editor. The 12 originally planned level environments are complete, music for levels 4, 5, 7, 8 and 9 is licensed but still needs to be integrated into the game (that is one thing we're building the beatmap editor for).

Update 2016-06-12 (Alpha 54): The first three levels are complete and will only have minor changes and major performance improvements. The first level has a bonus song (so there's two songs that you can play with this level). For Levels 6, 10 and 11, there are "spoiler previews" so you can already play those levels but they may still change significantly.

To play all content (2 songs with a single instrument track in Level 1, one song for each Level 2, 3, 6, 10 and 11 with 4 instrument tracks each), you need about 2 hours if you play really well. If you want to master those levels and also get the achievements that are already available, you can spend much more time in the game already.

Multiplayer is still in heavy development and not available in the game.”

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

“Update 2016-10-15: Due to the much larger scope we have now, we'll increase the price from $9.99 to $14.99 shortly. The complete game will probably be $24.99 or $29.99.

Previous description: Early Access purchasers will get the game at 50% of its actual price ($9.99). Once we enter beta (complete game is playable but is still being polished), new purchasers get 25% off ($14.99). Finally, when the game is fully released, we'll charge the actual price: $19.99.”

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

“Our aim is to establish a lively community of players that play the game and give us feedback about the game mechanics, art style and how they can interact with the world. We will publish updates with new features on a regular basis and in some cases also may provide builds with different options so that players can decide which one they like best.

A little note on reviews: While we do read reviews and do our best to gather feedback and improve the game upon feedback through this channel as well, reviews based on bugs are not particularly useful for other players because it's very likely that those bugs will be fixed a week or two later. So in some cases, it may be better to post to the forum and see what becomes of it before writing the game off.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (78)

November 23

Holodance V0.8.5: Music Library polishing, New Avatars, LIV SDK added

We're moving fast with the Holodance Avatar System: Meet Mary and Michael, Kathryn and Barry, as well as Jane and Jessy (preferably in the desert). Together with Aika and our nameless soldier, we're at 8 avatars to choose from now. And the best news: With this release, you can now also use the Avatar system pretty well with just two controllers.

Of course, it's still best with as many Vive Trackers as you can get. Here's a little teaser video:
If you want to see the system with just two controllers, and how Streamer Mode works, here is an (almost) completely unedited video of Jashan trying to beat Eslar's challenge on Rameses B 'Neon Rainbow (ft. Anna Yvette)' [Spectrum] 8.50. Hrishi was our Streamer Mode operator on this one. Spoiler: Jashan failed, while Eslar meanwhile full-combo'd that track ... poor developers!!! But Jashan will keep on practicing that one.

Here you go:
We also did do some polishing on the Music Library, and added a first version of LIV SDK (we still need to polish that integration a bit, as well). First weekend of December (2./3.), we're in Berlin, with HTC, doing Mixed Reality and full-body motion capture with our Avatar system at Conrad Drone Champions League 2017 ... so, we're also busy preparing that demo (that's why the Avatar System gets so much love at the moment ... but also ... because it's so much fun!)

Full Change List
  • Music Library: Fixed issue that caused first detail level of "Browse Music" to disappear when going back and forth in the levels.
  • Music Library: Renamed "Take Shortcuts" to "Quick Access". We'll also move the order of the buttons / searchbox so that the searchbox is first, then Quick Access, and Browser Music last.
  • Level Selection Area: The "back circles" we previously used were still from a very old version and no longer consistent with our current UI, which could be confusing especially because we use a different approach for navigating in the settings and Song Browser. "Back" in the level selection area now works the same way as in the settings / pause menu: There is a back button to the right of the title of the area. While working on this, we also made the titles more consistent with the general UI-style throughout the game.
  • Level Selection Area: Fixed bug that could cause the laser pointer to break when exiting an area (Free Mode, Story Mode) while an environment / level was selected.
  • Titles Style: This was mostly due to the change with the back-button, instead of having the titles with a bright turquoise on the inside, like we have it with the Holodance logo, we're now using a dark blue for the inside, which makes the outline stand out much more. The effects a lot of areas in the game, like also the modern ScoreHUD (used in Zero Distraction, Retro Clubbing, Mutant Club, Sci Fi Tunnels and Trippy Tunnels).
  • Mixed Reality: Added current (= early pre-release) version of LIV SDK.
  • Streamer Mode: Floor fog in Retro Clubbing still didn't work for most of the cameras. Now it does.
  • Streamer Mode: Added checkbox "Switch Avatars on Rhythm", which currently switches between Avatars each bar (each 4 beats), using all Avatars that have been calibrated.
  • Story Mode: Increased base volume for songs in levels 1-3 because it was a little low.
  • Mutant Club: Fixed issue with audio playing that should not really play.
  • Tracking: Fixed issue with old Vive DK1 controller model showing up for Vive Trackers that were recognized as feet.
  • Avatar System: Fixed issue that Avatars did not turn with world for setup, so the were always forward facing according to the room setup. Now, you can calibrate them in whichever direction you have previously set up the world. You can still rotate the mirror arbitrarily by rotating the UI (so it's possible to have the mirror to your left for calibration, if you want that, for some reason).
  • Avatar System: For setting things up and playing around a little, it's useful to be able to keep the lighting we enable for calibration on even after calibration, so that's now an option you have.
  • Avatar System: When no feet trackers are assigned (e.g. only HMD and two controllers, or only HMD, two controllers and one tracker for the waist), locomotion is now activated.
  • Avatar System: We usually set up the Avatar system in pause mode ... but IK-solving was based on deltaTime instead of unscaledDeltaTime ... fixed. Now locomotion also works properly while setting things up, even in pause.
  • Avatar System: Added four new avatars, Michael, Mary, Kathryn and Barry.
  • Avatar System: Added arms length slider for Avatars that support changing the length of the arms.
  • Avatar System: Added two more avatars: Jane and Jessy.
  • Updated SteamVR Unity Plugin to 1.2.2.
2 comments Read more

November 17

Holodance V0.8.4: The Level 11 Release

Ok, so after hours and hours of global team discussions, we finally realized that showing mixer values in decibels really isn't the professional way to do this. Professional audio people know that to make it really loud, you need an amp that goes to 11. See, 10, that's just too limiting. We need to be able to take this 1up. Because .... when you really want to turn it up, you know!?, when you need that extra push over the cliff, right!?, you need to go to 11! Don't believe us? Here's the proof:
... this guy knows how this all works. And now we do, too. Finally, you can push Holodance to 11. Show us!

On a more serious note: This version finally fixes the issue that the very first time you started Holodance (after installation), Free Mode didn't show up. This was a really nasty one and hope this never shows up ever again. Here's the forum thread we had for reporting the issue: Is the Music Library still showing up empty for anyone?

Thanks to everyone letting us know about the issue, also via Discord and Reddit.

This release also has a few cosmetic fixes for the Music Library - but this is just the beginning: Major Music Library improvements / bugfixes / polishing are coming next week.

Full Release Notes for V0.8.4
  • Audio Settings: Added a "Restore" button to restore the mixer settings to the default mix.
  • Audio Settings: We previously used a scale from -70db to +5db in the audio mixer, which probably didn't say much to most people. Now each slider goes from 0 to 10 ... no ... to 11. So you can give it that extra push over the cliff!
  • Streamer Mode: Fixed clip planes for 3rd person cameras.
  • Story Mode, Level 3: Removed additional hihats and snare that muddied the actual gameplay.
  • Music Library: Removed all instances of "SongBrowser" throughout the project - this is now all called "Music Library" or "MusicLibrary", consistently.
  • Fixed issue that could cause controllers to not show up upon startup (workaround was to switch controllers off and on again, this occurred only in a test-build; I had only seen this before when doing the restart of the game when resetting all base values).
  • Free Mode: Renamed "Virtual Clubbing" to "Retro Clubbing", because really, that's what that environment looks like. Oh, and by the way: No one told me that the lighting effects in the level are broken! This is a bit of a nasty bug because it does work well in the Unity Editor but not on builds. I'm investigating this and trying to find a fix ... but ... if something doesn't work, please let us know!
  • General UI: UI elements are now disabled during animations to prevent accidental interactions during those animations.
  • Music Library: Fixed a really strange issue with the second text-line sometimes changing its color. Turned out the red-value (1.0) was missing in one of the animations.
  • Music Library: We are now disabling the UI during animations to prevent accidental clicks during those animations. The problem with this is that in the Music Library, this made the switch to the disabled state rather jarring. So we now have a much more subtle disabled state.
  • Music Library: Navigating back (and a few other things) caused both the "Browse Music" and "Take Shortcuts" items to appear. Not anymore.
  • Music Library: Fixed issue that the Music Library came up empty the first time you started the game (ever).
0 comments Read more
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About This Game

Holodance was the first VR rhythm game shown to the public, mid 2015. Since then, it has evolved from "Dancing with Dragons" with only a few songs specifically produced for the game in its environmentalism themed Story Mode, to also letting you play more than 12,000 songs with over 55,000 hand-crafted high-quality osu! beatmaps in its Free Mode, in almost 20 diverse environments, ranging from a tropical beach or underwater environment with dolphins and whales, to trippy abstract tunnels or asteroid fields.

Whether you follow our friendly dragons down the rabbit hole of a potential dystopic future, and get to fistbump Pritvitej along the way, or prefer challenging yourself with high-intensity beatmaps in a Zero Distraction environment and get a nice workout while you're at it - Holodance has you covered. The game even lets you catch those orbs with your head - and if you already have Vive trackers, you can catch them with your feet, too, Kung Fu style.

What is Holodance? Holo obviously was inspired by Holodeck, so imagine "dancing in the Holodeck". Of course, "dancing" just means tuning into the rhythm and freely moving with the music. There are orbs arriving perfectly in sync with the music that you need to catch, and curves you need to follow. But no, we're not gonna tell you how to move because we consider dancing really a free expressive movement of rhythm and joy.


While there are currently only four people working on the game full-time, it is actually an international collaboration with talents from across the globe. For the full credits, check out our Press Kit.

Mixed Reality, Vive Trackers, Streamer Mode

Holodance has full support for Mixed Reality, using the regular SteamVR quadrant view, MixCast (which requires a subscription but has the nice benefit of doing compositing in-game), and also native LIV integration.

Vive Trackers are not required to play Holodance but if you have two and attach them to your feet, you can catch orbs with your feet. Up to 7 Vive Trackers (3 recommended) are support by the Holodance Avatar system which lets you breathe life into various forms, from Animé characters to sci-fi soldiers. The Avatar system ties into Streamer Mode, which is designed to let spectators watch players from various 3rd person perspectives that can even be switched automatically by the game, perfectly on the beat.

For Arcades and Parties / Demos

We have built-in several features into Holodance to make it work well in demo / party / arcade scenarios. If you enjoy doing demos, or run an arcade, make sure to talk to us.

System Requirements

    • OS: 7
    • Processor: i5
    • Memory: 4 GB RAM
    • Graphics: GTX GeForce 970
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
    • OS: 10
    • Processor: i5
    • Memory: 8 GB RAM
    • Graphics: GTX GeForce 980 Ti
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 8 GB available space
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