Get your workout with built-in native songs, dancing with dragons, your local music library or using any of the 60,000 ranked maps for osu! for more than 12,000 songs. This is the ultimate room-scale Virtual Reality rhythm game!
Análises recentes:
Muito positivas (11) - 100% das 11 análises de usuários dos últimos 30 dias são positivas.
Todas as análises:
Muito positivas (125) - 90% das 125 análises de usuários deste jogo são positivas.
Data de lançamento:
5/abr/2016
Desenvolvedor:
Distribuidora:

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Jogo com acesso antecipado

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Observação: Este jogo com acesso antecipado não está completo e pode ou não sofrer alterações no futuro. Caso não esteja com vontade de jogá-lo no estado atual, aconselhamos esperar até que o desenvolvimento esteja mais adiantado. Saiba mais

O que os desenvolvedores têm a dizer:

Por que acesso antecipado?

“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!”

Por quanto tempo aproximadamente este jogo estará em acesso antecipado?

“"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 and gameplay for levels 4-12. We're aiming to have Story Mode finished as well mid 2018.”

Como a versão completa será diferente da versão de acesso antecipado?

“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.”

Qual é o estado atual da versão de acesso antecipado?

“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.”

O preço do jogo será alterado após o fim do acesso antecipado?

“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.”

Como vocês planejam envolver a comunidade durante o processo de desenvolvimento?

“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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Observação: Exige um headset de realidade virtual. Consulte a seção "Compatível com RV" para mais informações.

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Atualizações recentes Ver todos (93)

16 de fevereiro

Holodance V0.9.0a16/a17: Favorites and Recently Played now work with Local Music

EDIT: V0.9.0a17 (2017-02-18) is just a tiny patch that fixes the Casual orb theme which previously was way too bright. There is also work on "handedness" in that release but I didn't feel like spamming everyone with another patch notes entry for these small changes.

V0.9.0a15 was almost the last alpha: I realized yesterday that there were still a few issues that needed immediate attention: New players with lower-end GPUs (970, 1060) that tried Story Mode would see a flickering water kind of first thing when entering the game. Not cool. This one was a bit tricky to fix because it took a while to figure out that it were the post-processing effects that caused it (in combination with shadows being deactivated, VR being active, single-pass stereo rendering being active and using forward rendering ;-) ). But once I had that one figured out, fortunately, it was just updating those post-processing effects to fix the issue.

And then, one of the things that looked really broken with local music (which is still "experimental") were Favorites and Recently Played: Because local music would show up there but it just wouldn't work. Now it does. This isn't the "full fix" which requires proper identification of the songs - but what we have now is what is needed to make the old Recently Played entries and Favorites work. Obviously, as we don't have the proper identification, yet, all old sessions and favorites don't have it, so there was a need for some fallback / heuristic to handle those.

Last but not least I noticed while watching people streaming Holodance that the search would often activate the filters, resulting in no results even though there should be results. Holodance tried to be too smart - but not anymore. Now, if you don't have filters active, we don't activate them for you while using the full text search, and if you have filters active, we deactivate them when too few results show up. Let us know what you think about this either here on the forums or in our official Holodance Discord.

Full Release Notes
  • Paradise Beach / Level 1: There was a bug with the low-performance settings (970, 1060) that caused the water to flicker. Fixed by updating PlayWay Water to 2.0b16 and the Unity PostProcessing Stack to the most recent version (v1).
  • Favorites / Recently Played: These are now both filtered by what beatmaps are actually available so that when you disable Local Music, songs from Local Music will no longer show up in Favorites / Recently Played, and when you disable osu!, osu! maps will no longer show up.
  • Favorites / Recently Played: Should now work for most, if not all local song favorites and recently played. Very old entries from the earliest versions where local music was supported may not work.
  • Search: No longer automatically activating filter if we get "too many" results. This was causing too much trouble. We do, however, still deactivate the filter if a search returns too few results.
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15 de fevereiro

Holodance V0.9.0a15: Scoring and Psychedelic Mode Fixes

This is mostly a bugfix release and probably the last "alpha" for 0.9 before we're going into beta:

In-VR Exit Button for Oculus Rift and Windows VR
When you use the Oculus Rift or one Windows VR (aka "MR") headsets, you may have had some issues due to Holodance not having an in-VR exit button. So now it has: It's in the old "Settings" screen that is the lower one of the three in the level selection area, where you also enter "Free Mode" and "Story Mode".

When you use a native SteamVR headset like the Vive, it's actually better to use the SteamVR Dashboard exit method because that's the standard.

Scoring Issues
Most importantly, Time Dilation introduced a "little" issue where doing Sliders while time was running slowly could result in Sliders having more than 100%. If you were very patient you could easily use that to cheat with maps with many Sliders. Not anymore ;-)

I also did some major cleanup in various areas. Most importantly, you no longer need to record gameplay sessions to get the basic info in PlaySession.txt and the PlayList_YYYY-MM-DD.txt files. For the detailed stats, you still need this.

Known Issues: Water glitches in 970 Preset
If you have the 970 performance preset active, the water in Paradise Beach / Level 1 is glitchy. I'm hoping to have a fix for this either today or tomorrow; for the time being, you can try to work around this by switching to any other performance preset. What I know already is that what's causing this is that in the 970 preset, shadows are disabled. The thing is that shadows are quite heavy on performance, so going to a higher preset on low end (VR) hardware might give you significant framedrops - but it's worth a try, especially on a 1060.

Known Issues: Single / Dual Laserblades and Guns
There already is a UI for selecting single and dual laserblades as well as single or dual guns. However, the gun mechanic is not available, yet, and the single laserblade mechanic isn't either. In the dropdown, it shows the final multipliers - but in the game, we still use the one from dual laserblades, so it's less broken as it looks. But yeah: This part is incomplete (that's why we call it "alpha" ;-) ). But not much longer ...

Full Release Notes
  • Play Sessions Text Files: Fixed double-link to beatmap.
  • Re-activated "Exit Game" button in the old Settings (3rd frame in level selection area, where you also select Free Mode or Store Mode). When you use the Vive / SteamVR, you don't need to use this - just use the SteamVR Dashboard and "Exit Game" there. But this should solve problems for our Oculus and Windows MR users until we have proper native support for those devices.
  • Time Dilation: Now properly tracking time dilation multiplier for each caught orb, with the relevant score multiplication and average for the play session.
  • Scoring: We now properly apply catcher multiplier, time dilation multiplier and easy mode multiplier to the score, before the bonuses are added. The score before the multipliers were applied is available in rawScoreBeforeMultipliers, the score before the bonusses are applied is available in rawScoreBeforeBonus.
  • Scoring: We now keep track of the total bonus score immediately while playing - that way, we don't have to calculate it using the recording data.
  • Scoring: Time Dilation could cause Sliders to have more than 100% completion rate.
  • Major Refactoring: The text files with the play sessions are now written immediately (instead of in the middle of storing the leaderboard entries), and only the details will be written with some delay, and only when the stats are actually available.
  • Psychedelic Mode: Fixed issue that disabling color effects while playing would not restore the original color grading and potentially keep everything desaturated (or oversaturated).
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Análises

“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

Sobre este jogo

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.

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. 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.

Requisitos de sistema

    Mínimos:
    • SO: 7
    • Processador: i5
    • Memória: 4 GB de RAM
    • Placa de vídeo: GTX GeForce 970
    • DirectX: Versão 11
    • Rede: Conexão de internet banda larga
    • Armazenamento: 8 GB de espaço disponível
    Recomendados:
    • SO: 10
    • Processador: i5
    • Memória: 8 GB de RAM
    • Placa de vídeo: GTX GeForce 980 Ti
    • DirectX: Versão 11
    • Rede: Conexão de internet banda larga
    • Armazenamento: 8 GB de espaço disponível
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