Get your workout with any osu!-beatmap in pure rhythm game environments, or immerse yourself - guided by dragons - in the mindset that will save our lovely little planet ... in the only room-scale Virtual Reality rhythm game that precisely knows each note of every song in the game!
User reviews:
Very Positive (75 reviews) - 89% of the 75 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 (56)

May 16

Upcoming Startup Time Improvements

You may have noticed that the current release is taking unusually long (V0.8.0b8 came to the default branch more than a month ago, April 11th, we put a V0.8.0b9 on alpha and beta with a play area rotating feature a little later around that time). The reason is that I realized that I should do some major cleanup now as part of the UI polishing.

When I started creating Holodance, my primary concern were in-game loading times because it really sucks when you are in a game in VR, and then you load a level and it takes ages. In fact, back then, you'd even get severe hiccups while loading a level. So, there was a version where the first thing we did when you'd start up the game was load all environments. The benefit was that you could switch between environments blazingly fast - the obvious problem was that the startup time was fairly long, even with only few levels included.

That's a long time in the past and fairly soon after initial release into Early Access, environment loading was moved to how it's normally done (when you enter the environment), and I changed from loading all the music immediately to loading the music when it's needed. But "all the music" is still part of the "main scene", more on that in a moment.

A little more than a month ago, I realized that the loading helper class that comes from Valve with the SteamVR Unity plugin did something very nasty: It prewarmed all shaders. Now, prewarming shaders is a really good idea - but the way they do it does not prewarm just the shaders actually needed in the current scene but literally all shaders included in the build. This reduced the startup time from minutes (for some players), to usually less than a minute.

So, the current iteration is all about giving everyone a better experience when starting up and playing the game, and part of this is a much improved loading screen. It's the first "UI thing" you see when you play the game, so that's quite important.

It even goes a little farther back: The very first thing you see with Holodance is how long it takes to download the game and how much space it consumes on your harddrive. We have a lot of environments, so that means a lot of textures and some of those were not really optimized for small build sizes, resulting in more than 8GB for the full game. This is now down to 5GB.

And startup time ... while we obviously had the environments always in separate scenes, everything related to gameplay has always been in one rather large monolithic scene with all the songs for all of story mode included. This did have some advantages but we're now at a point in time where the disadvantages far outweighed those advantages.

So that's what we're currently doing: Breaking this huge scene apart. Interestingly, the UI update is a natural part of that because the UI was one area where we had lots of interdependencies. Technically, each UI screen is now its own Unity scene. Each level of Story Mode (that includes the music, in some cases multiple songs and the dragons) is one Unity scene. Each environment is one scene. In Story Mode, environments and levels belong together but in Free Mode, you always use one "player" (that's basically what is a song in story mode) with all environments.

So, what I'm working on right now (or will continue when I've finished this posting) is moving from being able to rely on all "levels / players" always being available because they were part of the monolithic "main scene" to loading both the level/player and environment, and then managing those things properly. For Free Mode, it's already working (except the osu-player does not quite behave, yet) and so I did a build yesterday, so I can share some first results.

These numbers are all on my development machine, and the game is stored on a regular harddrive (no SSD). Also, these are the initial startup times:

Current version from Steam (V0.8.0b8)
  1. VR-Splash-Screen at 0:08
  2. Loading Level Selection at 0:32
  3. Ready to play at 0:37

Current build after the cleanup
  1. VR-Splash-Screen at 0:06
  2. Loading Level Selection at 0:18
  3. Ready to play at 0:25

So that's 32 seconds until you get to see the actual game for the first time compared to 18, and 37 seconds until you can actually play compared to 25. Plus, the Holodance loading area now has a progress bar and much more interesting stuff to look at and listen to, so the waiting time is also more entertaining.

When you close and restart the game, it's always much faster (Windows seems to do some nice caching there which makes getting reliable numbers a little harder because I basically need to reboot the machine to see what you'll usually see as a player):
  1. VR-Splash-Screen at 0:05
  2. Loading Level Selection at 0:09
  3. Ready to play at 0:14

For comparison, the fastest you could ever get is about 4 seconds (this is a completely empty Unity project and scene). It seems that you get to see something in VR even faster than that - but that's very hard to measure.

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April 30

Preview: Holodance V0.8.0 UI Update

This video gives a little preview on what's coming with the UI update for Holodance: You will be able to pull Sliders right in front of you to give you much finer control for settings that use Sliders. As usual, Holodance automatically adapts to your size, and this includes the panel with the Sliders that you pulled close to you. We're testing this using OpenVR Advanced Settings Overlay ( to get an idea what the UI looks like for very small or very tall people. But now you will also be able to set your height with - suprise - a Slider ;-)

Finally, I take the UI from VR to the flatscreen. On the flatscreen, the UI fades out and disappears when there is no activity, which will also come handy when recording gameplay videos (how often did I have to record it all again because I forgot to switch some setup UI off).

And ... if you are coming up with wild guesses what those two other people are about ... you might be right ;-)

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About This Game

Freestyle VR Rhythm Game Sandbox

Holodance now supports osu!-beatmaps which gives you thousands of high quality, perfectly synched beatmaps that you can now play in Virtual Reality (almost 12,000 songs, more than 45,000 beatmaps with varying difficulties). Also, we already have four "non-themed" bonus levels to play in, in addition to the already existing 12 environments that belong to the story of the game. Stepmania support is coming very soon, and our own, native Holodance beatmap editor is coming soon (with this, you will be able to play any MP3 you have on your computer). So what you are getting here is a very solid Virtual Reality rhythm game that you can play with a fairly large library of high quality content.

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's 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.

We also have a kind of serious story mode with music composed specifically for the game, which is still under heavy development - that's what our original store description was about, so you're kind of getting two games in one:


Strap on your headset, grab your controllers, and experience Holodance. Designed from the ground up for the HTC Vive, Holodance is a 1-4 player collaborative multiplayer Virtual Reality rhythm game which places you center stage (NOTE: Multiplayer is currently under heavy development and not functional). Your body is your instrument as you find yourself entering and dancing through a series of room-scale VR music videos starring you, your friends, and dragons. Make new friends, learn their moves, take in their story and hear their warning. Episode 1: Dancing with Dragons features twelve songs, each with four perfectly timed partitions so the action precisely matches the music. The dragons traveled very far to find and bring you on a special journey through rhythm, melodies, time and space. They came here to find out one thing:

Are you ready to write a new history for the future?

All music is composed and produced specifically for this VR experience using ear-tantalizing 3D audio spatialisation so you can hear each instrument in the space around you while catching those rhythmic orbs the dragons throw your way. Your best headphones are strongly recommended. We have both audio-data for each instrument track for perfect sound as well as MIDI-data for perfectly precise gameplay that's almost like you're actually there, playing the instrument as you dance. Miss a note, however, and the track you're playing becomes muted until you get back into the beat. Your friends will know who is missing notes. You will know which one of your friends is missing notes. Don't be too mean though, and they may return the favor. The dragons would prefer if you get along and cooperate as more pressing issues are at claw. I mean at hand. Sorry.

How to Tune into the Music

Holodance is fully controlled with motion tracked controllers designed for room-scale VR. Be ready to catch notes with both of your hands. If it becomes too hectic, why not use your head too? The game features a variety of styles for catching notes: Percussive instruments have notes in the form of orbs flying your way as you drum out the rhythm. Sustained instruments come as paths in 3D space which you glide your hands along in just the right pace. If that isn't enough and you seek to truly impress the dragons, there are stationary orbs that you can tap in any sequence - you will just need to match the rhythm and hit the orbs to the beat. At that point you may almost be considered a musician, unless being a musician is actually what got you this far. Then, be prepared for some twists and surprises in Levels 10, 11 and 12. Speaking of which:

Beautiful Environments

Holodance Episode 1: Dancing with Dragons features 12 levels, each with unique music and environment. The VR aspect of the game pulls you directly into the environments; feel free to look around and enjoy the sights. The dragons first take you through nine levels on a journey over land, through the air, beneath the waves and across time. Afterwards, you will experience two very different levels in a potential dystopic future setting - a future you may want to change. (Please be aware that the later settings in Holodance may be frightening for children, parental discretion is strongly encouraged as the game is not intended for kids) In the final level, you might find out how to divert the path that history takes as you finally meet her ... the mythical one ... the Blue Mother of all dragons.

Collaborative Multiplayer

Holodance can be played alone but where it really shines is with three fellow dancers. Join up with your friends to tackle songs or meet strangers to impress and befriend. Everyone's score is added up; the more people you have in a session, the higher your maximum score, so you will shine most as band of four: Four instrument tracks, four heroes each with their own track; the leader boards are ready. Tackle it solo or with friends, competitive or casual; fun is the real achievement. On the wondrous journey to create paradise right here, right now!

(NOTE: Multiplayer is currently under heavy development and not functional)


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. We are proud to present the community effort of the following fine individuals (but no dragons, probably):

  • Jashan Chittesh (full-time), Munich, Germany: Game-Design, programming, set-design, project-management, marketing, community-management, some music remixing
  • Samuel Hajek (full-time), Freyung, Germany: Art direction, modeling, texturing and animating all the dragons, concept art for the levels
  • Hrishikesh Varaskar (full-time), Mumbai, India, currently working with Jashan and Samuel in Germany: Art direction, modeling, color-theming
  • Adrien Laurent (full-time), Javené, France, currently working with Jashan and Samuel in Germany: Game-Design, Quality Assurance
  • Mirimah Münch, Munich, Germany: Producer

Additional Artists
  • Anne Stokes, Leeds, Yorkshire, England ( Concept Art for the Blue Mother of All Dragons (who appears in Level 12)
  • Sheldon Song, Shanghai, China: Set-design for Levels 1, 3, 6 and 7
  • Yuki Hoo, Shanghai, China: Set-design for Levels 1, 3, 6 and 7
  • Alexey Saveliev aka Almgp from Dno, Pskov Oblast, Russia: Set-design for Levels 5 and 9
  • Roy van Doorn, Netherlands: Set-design for Level 10
  • Ben Baures, Denver, United States: Copy Editing (store pages, words of the dragons) ... he started as a player, wrote an epic review and thus, become our Wizard of Words. We were not able to verify his true identity, yet, so he may very well be a dragon in disguise.

Voice Actors
  • Peter Baker, United Kingdom: Voice Acting for Pritvitej, the land dragon (who appears in Levels 1, 5, 9 and 11)
  • Vincent Planchon, France (Website): Voice Acting for Vayusah, the air dragon (who appears in Levels 2, 4 and 8)
  • Frazer Blaxland, United Kingdom: Voice Acting for Apastarrr, the water dragon (who appears in Levels 3, 6 and 7)
  • Voice-Acting for Akasha (“The Blue Mother of All Dragons”, who appears in Level 12) is still open

Musicians / Producers
  • Finn MK, Ottawa, Canada ( Composition of the song in Level 1
  • Efe Tozan, Istanbul, Turkey (Soundcloud Profile): Composition of the songs for Level 2 and 3, 10 and 11
  • Derek Weiand aka Volition, United States (Soundcloud Profile): Song for Level 6
  • Evangelos (Vango) Stavrakakis, Munich, Germany: Bonus song for Level 1, Sound-effects

Mixed Reality Trailer
  • Chris Bodenstein, Munich, Germany (+49-157-89062600): Camera and editing
  • Thomas Nibbler, Munich, Germany (Website): Post-production
  • Carlotta Scalone, Munich, Germany: Player
  • Laudo (Claudia) Winsaur, Munich, Germany: Player
  • Leon Kessler, Munich, Germany: Player
  • Florian Kammerloher, Munich, Germany: Player

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
    • Additional Notes: HTC Vive, Oculus Rift with Touch
    • 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
    • Additional Notes: HTC Vive, Oculus Rift with Touch
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Very Positive (75 reviews)
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