Punch orbs with your hands, deflect projectiles with laserblades, shoot drones with guns or dance with dragons, using native songs, player created osu! beatmaps or any song from your local music library - in the most advanced VR rhythm game on the market.
All Reviews:
Very Positive (138) - 89% of the 138 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?

“"Free Mode" can already be considered "released", even though we keep on polishing and improving that part of the game. "Story Mode" still lacks animations, gameplay and music for levels 4-12 (animations are done for Level 5 but we use music from Level 3 there, music for levels 6, 10 and 11 is in the game but animations / voice-acting is missing and gameplay will still be polished).

We're aiming to have Story Mode finished as well mid 2018.”

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

“Free Mode will get an in-VR beatmap editor and improved community features, Story Mode will have full 12 levels.

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 2018-02-20: We now also have support for local music with procedural mapping (still experimental), a new "Psychedelic Mode", a mechanic based on Time Dilation where time moves based on your hands movement, laserblades and soon guns.

Update 2017-12-13 (V0.8.8): Story Mode has received a major polishing round with improved animations that include lip-sync and actual dancing choreographies. Also, we replaced the song in level 1 (the old songs are still available), and are now using improved remixes of the songs in levels 2 and 3. Free Mode has seven "bonus environments" to play in, including two clubbing environments, and a highly polished Music Library.

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 2018-02-20: We are now taking the next step with the price and increase it from $14.99 to $19.99. This price will remain until we release from Early Access at $24.99 or $29.99.

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 (100)

March 13

Holodance V0.9.0b4: SteamVR Bugfixes, Laserblade polishing, 360 Streamer Mode Cam

Title almost says it all: We have had a few reports about issues with the last b3 update. Unfortunately, I wasn't able to reproduce any of those but I have received some very helpful logfiles and this patch should fix most, if not all of these issues.

While I was at it, I also polished the laserblades a little bit, and added a new 360° camera for Streamer Mode that circles around you. This also auto-activates when Time Dilation and Switch Cams in Rhythm are active and the time slowed down below 80% of normal speed. This feature will probably still get some polishing, I think it's kind of cool but not quite there, yet - but the bugfixes were too important to not push this online ;-)

Full Release Notes
  • SteamVR: OpenVR now supports 64 devices - up until 1.2.2 it was only 16 devices; that caused trouble in some of our code which could cause tracking to break.
  • SteamVR Integration: Made level loading more robust for cases where assigning the skybox failed for some odd reason.
  • Analytics: Improved analytics to gather data on used HMDs and play styles (casual, laserblades, guns and so forth).
  • Laserblades: Improved laserbeam deflection effect.
  • Laserblades: Replaced the ugly handle with a nicer one.
  • Streamer Mode: Added 360° camera that rotates around the player. This is now automatically activated when the player uses "Switch Cameras on Rhythm" and time dilation is active.
  • Psychedelic Mode / Bullet Time: We originally had the term "Time Dilation" for the slow-down at events from Psychedelic Mode. But Time Dilation now refers to the game mechanic where time slows down based on player movement, so the wording in Psychedelic Mode has been changed.
  • Time Dilation: With guns, the time dilation feature didn't really work well because there is usually a lot less movement, so for the gun mechanic, we now use the head speed and hand rotation in addition to just the hand velocity.

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March 8

Holodance V0.9.0b3: Windows VR ("MR") and Oculus Rift/Touch Fixes

We finally have a Windows VR (called "MR" by Microsoft) testing device and ... ooops, sorry, there were some issues. Those are now fixed. I'm very much looking forward to also add native support for Windows VR and Oculus Rift/Touch but we still need to finish up V0.9.0 - but at least, with this release, the worst issues with Oculus Rift/Touch and Windows VR should be fixed.

Full Release Notes
  • Windows VR/MR: Fixed issue with Windows VR controllers not showing up.
  • Logging: Added timestamps to quite a few logging statements to have more timing info in the logfiles. Also added VR SDK, HMD and initial resolution to logfile.
  • SteamVR: Updated to SteamVR Unity Plugin 1.2.3 (most recent version).
  • Windows VR/MR: Fixed laser-pointer direction. This now automatically uses the correct value from SteamVR, so it should also correct issues with any other controllers (Touch, Knuckles, future controllers).
  • SteamVR General: We now synchronize our gameplay models with the controller models. This should improve alignment of catchers, laserblades and guns with all controllers (Vive wands, Oculus Touch, Windows MR controllers) ... but it may also change the alignment a little bit.
In-Between Release Notes
I still fixed a few issues "on-the-fly" in the previous release that didn't go into the official release notes, so here they are, for completeness:
  • SteamVR Integration: Fixed issue with the game not properly working when only a single controller was available (this broke very recently).
  • SteamVR Beta / Steam VR Keyboard: Fixed issue that currently occurred on SteamVR beta where opening the SteamVR Keyboard immediately closed the SteamVR keyboard because you were still pulling the trigger and that triggered hiding the keyboard. The good news: Our keyboard open / close logic is now much more robust and should no longer behave strangely ever. Until the next strange SteamVR oddity comes in. Thanks Valve, we love you!
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“You can play all osu beatmaps, which gives you a huge library of music to choose from. This music VR game has beats perfectly synced to your actions, which makes it really fun. So, definitely a recommendation to buy!”
Cas & Chary

“Holodance [...] challenges players to follow perfectly timed instrument tracks while dancing with dragons. Each of the songs available with the game has several tracks – bassline, bass drum, and melody – with different rhythms and complexities, and a natural progression of difficulty.”
Fitness Gaming

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 your local music library as well as any of the 60,000 ranked maps for osu! for more than 12,000 songs in Holodance Free Mode:

Play 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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