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:
Overall:
Very Positive (86 reviews) - 88% of the 86 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 (65)

July 23

Holodance V0.8.0c9: Several important bugfixes

So, when I added the "catch orbs with your feet" feature last week, I got so excited that I completely missed that my "Mixed Reality fixes" actually introduced some fairly severe Mixed Reality bugs. Ouch. And sorry!

So far, no one complained - but ... with the previous version, when you activated a Mixed Reality camera, the UI in Holodance would not work at all anymore.

Very bad, very annoying, I'm very sorry ... but it's fixed now.

While I was at it, I fixed several other issues, some of which also were reported: The new score bubbles sometimes got stuck. The distance tracking I had added a longer while ago was off. We kind of trashed Level 5 (The Desert) a while back when overdoing it with the color grading and bloom and adding a fairly over-exposed skybox. Looks much better now, doesn't it?

https://www.youtube.com/watch?v=CE3vQ5JeJ7o

By the way, there is some good stuff coming for level 5 in Story Mode. Progress is slow in that area but it's finally picking up a little momentum.

I also polished the check for the tracker roles a little, so now you can conveniently check which controller / tracker is assigned which role, including trackers that act as Mixed Reality cameras. This is also useful in case the automatic tracking got confused, e.g. because you were wearing your feet trackers while switching off the Mixed Reality tracker (which will usually result in your feet becoming Mixed Reality cameras ... until you use the new "Check Tracker Roles" button when you're back in VR ... you find this in the pause/settings that you can access by pressing and holding the menu button for about a second).

Here's the full release notes:

  • Polished the Player Height Adjustment panel. This now also has a mode to list the recognized controllers / trackers.
  • Story Mode: Fixed Skybox in Level 5 (this was overexposed due to bloom and too much fog being active while it was created).
  • Story Mode: Overall, Level 5 has been polished quite a bit and looks much better now. Each level can now define color grading, or a UserLUT, or both. In Level 5, we only use the UserLUT.
  • Fixed issue that caused the laser pointer to work less reliably when the controller UI was active, e.g. when checking tracker roles.
  • Made in-VR much more robust (once again). This fixes an issue we introduced with the last update that resulted in Mixed Reality breaking all in-VR laser pointer interaction because for some odd reason, the in-VR laser pointer pointed at some screen UI. This will no longer happen.
  • Fixed several bugs related to distance tracking: a) quite a bit of distance was added with the controllers not really moving; b) sliders and spinners reset the total distance (ouch!)
  • Fixed distance bonus for Spinners. Due to spinners often being very long, you could never receive a distance bonus for spinners. This is now clamped to never reduce the bonus by more than half the distance covered (i.e. even when the spinner takes 10 seconds, the time will only divide the distance by 2).
  • ScoreFlash: Added safety net for old messages that sometimes are not properly returned to the pool (this resulted in some score bubbles getting "stuck" in the view).
  • Fixed a bug that prevented newly added highscores from being shown in leaderboards.
  • Fixed bug where entering pause while an orb or environment was selected would result in UI not being responsive.
  • Removed "Restart Level", this had been causing trouble for a long time and is pretty much the same as "Skip to End of Song" ... which is now called "Cancel Song". Also "Cancel to Menu" is now called "Exit Environment" because that's what this button really does (it exits the environment and takes you back to the environment selection).

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July 16

Holodance V0.8.0c8: A few small Mixed Reality fixes, Catching Orbs with Feet!

We've had five Vive trackers for a little while and already finished quite a bit of work for the upcoming avatar system. The avatar system is not ready, yet, but when you have two Vive trackers for your feet, you can now play beatmaps with your hands, head and feet. Sounds crazy? I still need to practice this, and some prior martial arts also certainly does help - but here's a video:

https://www.youtube.com/watch?v=JVx3Q2CVop0

Quick instructions:

Attach the trackers to your feet. Switch them on, make sure they are tracked. Have the controllers in your hands, start the game. Holodance will recognize the trackers also when you switch them on while the game is already running but just to be sure, have them switched on right away.

Once in the game, enter the Pause/Settings screen by pressing and holding the menu button for about a second. In the left area, you'll see a new button "Assign Tracker Roles". Holodance does this automatically when the trackers show up but when you press this button, it will also show what "roles" are assigned to each tracked device, so this helps to make sure everything is set up correctly.

Then, use the button "Finetune" to move the target area (where the orbs arrive) down a little bit. This makes it much easier to catch low orbs with your feet. Moving up and down works by holding the touchpad pressed and moving the controller.

Then play a song and enjoy! And let us know how you like it!

We had a few more minor changes, here's the full list, as usual:

  • Mixed Reality: The flatscreen UI now automatically is moved to the bottom right quadrant when mixed reality is activated. Before, the UI was broken (and barely usable) in that state, which was a problem especially when using Party Mode.
  • Mixed Reality: The loading screen for Mixed Reality did not scale down properly which always resulted in a very ugly MR view while changing environments. That screen now is relocated to the lower left (background) quadrant while loading, so the player stands before that screen.
  • Added some logging to MoveGameWindow for debugging an issue with one player.
  • Completely re-designed how tracked input is working in Holodance. Decoupling ... I just say "decoupling" ...
  • Added feet tracking to Holodance using Vive trackers. You can now catch orbs with your hands, your head ... aaaaahhhhnnnd ... YOUR FEET!

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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:

Story-Mode


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)

Credits

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):

Core-Team
  • 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 (http://www.annestokes.com/): 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 (http://www.finnmk.com): 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

    Minimum:
    • 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
    Recommended:
    • 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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Overall:
Very Positive (86 reviews)
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