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!
All Reviews:
Very Positive (94) - 89% of the 94 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 (69)

September 10

Holodance V0.8.0c12: Level 5 Preview updated, added JSON-Documentation

Most of the work currently being done goes into the upcoming new song browser but isn't ready for you to try, yet. But we've also done work in a few others areas and that's what this release is about:

Holodance now has Trading Cards

I feel really bad now ... because ... Trading Cards have been available since August 27, 2017, and I only told the people in our Official Holodance Discord Channel. For lack of an official announcement with a lot more details: We have 9 trading cards, themed with our environments from both Story and Free Mode. When you complete a set and craft a badge, you can get one of 5 profile backgrounds and one of 8 alphabet-based emoticons ... that spell out HOLODANCE. Which also lets you write things like HELLO, or DANCE, or DOODLE.

The badges themselves are themed in the five elements, so that's based on Story Mode.

Story Mode, Level 5 Preview

There's ongoing work on Story Mode, Level 5 - and we're hoping to get some feedback if you don't mind the spoiler (Level 4 is not ready, yet, so jumping right into Level 5 in its current state can be a spoiler), here's some more info: Early Access / Spoiler: Level 5 Animation Preview on Alpha Branch

Flashing Lights Comfort Setting

Also, we did some work on the "I feel comfortable with ... Flashing Lights" comfort setting. This should now be fully functional in the Virtual Clubbing environment (which is the environment that does have quite a bit of flashing lights). This is not just about photosensitive epilepsy but there are actually quite a few people that don't like or feel uncomfortable when there are flashing lights. So when you uncheck that box, which means you don't feel comfortable with flashing lights, the intensity in Virtual Clubbing is significantly reduced.

If you don't uncheck that box, you get a warning before entering that level. I hope the warning isn't annoying for anyone but it's certainly less annoying than going into this level unprepared, if you are sensitive to flashing lights.

JSON-Files Documentation

We store quite a bit of information locally into JSON files that you are free process whichever way you like ... like ... you could review all of your sessions, including how your scores came about. To make this process easier, we have added a few readme-files in a readme folder in the game installation folder. This is fairly technical stuff, so probably not interesting for most people - but those who are interested will hopefully like it ;-)

Full List of Release Notes

  • Fixed bug we introduced in previous version that caused the note source in all the environments from story mode (except Level 10) to almost immediately go way above the player, making those environments unplayable.
  • Improved choreography in Experimental Area / Level 2: Instead of doing a full 360° from the "forward-facing" position, which is really awkward, Vayusah now first goes 180° to the left, then 360° to the right. That way, the maximum angle turned from the forward-facing direction is 180° but we still get a 360° turn section. Also, the choreography now ends forward facing for this song, so the animation after the song doesn't end up with Vayusah flying away from the player before he says good-bye.
  • Removed movement in Experimental Level 2 because it was confusing. Currently, this is only about testing the playability of the rotations of the dragon around the player. Movement will be there in advanced levels in the actual game and we may also add this back here at a later point in time, but for now this does not make sense.
  • Dancing animations in the experimental levels no longer rely on root motion. Instead, after each animation, we check what kind of rotation / movement it was and then apply that as a discrete rotation / translation. As cool as root motion is, it actually turned out to cause a lot of trouble for the animation workflow, so as much as we can, we replace it with another approach.
  • Finished the implementation of "Likes Flashes" comfort setting and also added an epilepsy warning before entering the Virtual Clubbing environment, if the "Likes Flashes" comfort setting is active. If this is disabled (i.e. player says "I don't like Flashes"), the main lightshow in the Virtual Clubbing level won't show up (this starts when you have activated the 4x multiplier by catching 48 orbs in a row without missing one). Basically, if you have been clubbing in real-world clubs with light-shows and feel comfortable there, entering Virtual Clubbing should not be a problem for you. We don't have actual stroboscopes in there - just moving spot-lights that flash on and off. But still, better be safe than sorry!
  • Story Mode: Major progress in the preview of Level 5. The gameplay mechanics (outside of the actual song which is not ready, yet) now are pretty much solid; most of the animations are done except for polishing and there are a few jumps here and there due to incomplete animations. But we're getting there now, and fast.
  • "I feel comfortable with ... Flashes" is now called "I feel comfortable with ... Flashing Lights" which is probably more clear. Also, when this is deactivated, the Particle Intensity (from the Virtual Clubbing performance settings) is clamped between 0.0 and 0.2, so while you can still get the effect in that mode, it is much more subtle than it is when you have "Flashing Lights" activated.
  • Added READMEs with documentation for some of the JSON-files we use to persistently store various kinds of information locally. All those documentation files are under the folder README in the game folder (where Steam stores the game).
  • Fixed an issue with how the "actualBonus..." values were stored in the recordings that make processing these values in 3rd party apps much more complex and error prone.
  • Updated animations in Level 5.
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August 27

Early Access / Spoiler: Level 5 Animation Preview on Alpha Branch

Hey everyone, we have a first "official" preview of the animations for the upcoming level 5 in story mode ready. It would be great if a few people who don't mind spoilers (after all, no one has seen level 4, yet ;-) ) could have a look at this and give feedback on the animations in this thread.

For more details, check the forum thread: Early Access / Spoiler: Level 5 Animation Preview on Alpha Branch
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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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