Last color standing wins. Weapons fire on the beat. Take damage, grow huge, become the map. Fallen players leave exocubes that physically reshape the arena. Dash and grapple six shifting planes where speed and gravity pulse with the song's tempo and intensity. Every song rewrites the fight.

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Udviklerne af dette spil har planer om at udgive det, mens de stadig arbejder på det, og udvikle det med feedback fra spillere.

Bemærk: Spil i tidlig adgang er ikke færdige og ændrer sig måske eller måske ikke yderligere. Hvis du ikke er begejstret for at spille dette spil i dets nuværende tilstand, bør du vente og se, om spillet bliver videreudviklet. Læs mere

Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“Early Access allows the game to be developed alongside real player behavior rather than isolated testing. The core gameplay loop is already established, but systems like balance, pacing, AI behavior, and progression benefit significantly from observing how players actually engage with them over time.

Releasing in Early Access makes it possible to iterate quickly, validate design decisions, and adjust systems based on feedback and live data while keeping the foundation stable and playable.”

Hvor lang tid vil dette spil være i tidlig adgang?

“We expect the game to remain in Early Access for roughly 12–24 months.

This timeframe allows core systems, balance, progression, and content pipelines to mature through real player feedback and live iteration. Development will remain active throughout Early Access, and the timeline may shift as systems evolve and the scope becomes clearer, but the goal is a stable, well-tested foundation before full release.”

Hvorledes kommer den fulde version til at være anderledes end produktet i tidlig adgang?

“We plan to expand the game over time with additional content, systems, and refinements based on player feedback and live testing. This may include new environments, deeper AI behavior, expanded progression systems, and broader tuning of gameplay flow and balance.

The focus is on iterating toward a more cohesive, reactive experience while preserving the fast, abstract core of the current build.”

Hvad er den nuværende tilstand for versionen med tidlig adgang?

“The Early Access version is fully playable and features a complete core gameplay loop, functional AI, and support for both built-in and custom music tracks. Players can engage in full matches, experiment with the game’s reactive systems, and experience how gameplay responds to different music and play styles.

While the core experience is stable, some systems are still being refined. Balance, progression tuning, and certain behaviors may change over time as feedback is incorporated and systems are iterated.”

Ændrer spillets pris sig under og efter tidlig adgang?

“The game will be priced lower during Early Access.

As development progresses and the project becomes more complete, the price is expected to increase. Players who purchase during Early Access will retain access to all updates at no additional cost.

The goal is to keep entry accessible early while reflecting the game’s growth over time.”

Hvordan har I tænkt jer at involvere fællesskabet i jeres udviklingsproces?

“Community feedback directly shapes development priorities and design direction.

Players will be able to engage through an official Discord server, where they can report issues, suggest features, vote on ideas, and participate in discussions about balance, mechanics, and systems. Feedback from live gameplay data and community input will guide iteration, tuning, and future updates.

Modding support and community-created content are also part of the long-term vision, allowing players to actively contribute to the ecosystem rather than just consume updates.”
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Om dette spil

BEATSHIFT ARENA is a multiplayer arena shooter where weapons fire to the beat. Each match runs on a music track, and your shots, missiles, and abilities sync to its rhythm — so every song plays differently.

The core is fast, close-quarters combat: dash, multi-jump, and grapple across neon arenas that shift around you mid-match. Take damage and grow — become a bigger threat and a bigger target. When your movement locks to the music and your shots land on beat, matches click into a flow state that's hard to leave.

When you die, your body becomes an exocube — a physical block left behind in the arena. Other players can claim it for their team, shove it with missiles, or break it apart into upgrade pickups. Over the course of a match, the arena fills with the remains of every fight, and no two matches leave the same layout behind.

Features

  • Beat-Synced Combat — Weapons fire on musical beat boundaries. Homing missiles ignite on beat. Shield shockwaves pulse to the rhythm. Switch songs, and the same arena plays differently.

  • Fast Movement — Dash, multi-jump, and grapple. You're a cube — you move fast and you hit hard.

  • Exocube System — Dead players leave physical cubes in the arena. Claim them for your team, push them with damage, or break them into random upgrade drops. The arena reshapes itself through combat.

  • Player Scaling — Take damage and grow larger. The bigger you get, the more powerful your weapons — but
    you're a bigger target, and your exocube blocks more of the arena when you die. Shrink back down by landing
    hits.

  • Arena Shifts — Six bounding planes move mid-match, compressing and reshaping the playable space. Get
    caught outside the bounds and you're launched back in at high speed — synced to the beat.

  • Upgrades — Homing missiles, defense orbs, shield shockwaves, primary fire boosts. Each operates on beat-synced timing.

  • Team Territory — Color-coded squads fighting for control. Claimed exocubes score for your team and change the arena's color map.

  • 42+ Tracks — DMCA-safe library included for streaming, plus full support for popular community beatmap formats. Drop in your own music and the game syncs to it.

  • Custom Maps — Community-made arenas supported. Players joining a match automatically receive the map if they don't have it.

How Beat Sync Works

Every match runs on a music track. Your weapons don't fire on a cooldown — they fire on the nearest beat boundary. Homing missiles wait for the right moment in the bar to ignite. Shield shockwaves pulse when the rhythm hits. The timing window shifts with every song, so the same loadout plays differently depending on what's on.

Tracks ship with beatmaps that define note patterns, tempo changes, and musical structure. The game reads these and builds firing constraints from them — so songs with faster BPM create tighter combat windows, and complex sections open up more opportunities.

The Exocube Lifecycle

When a player is killed, their body becomes an exocube — a solid block that stays in the arena. The exocube keeps the player's exact shape and scale at the moment of death.

These cubes are up for grabs. Any team can claim one by standing near it. Once claimed, it scores for that team and becomes part of their territory. But claimed cubes aren't permanent — enemies can damage them with missiles and explosions, pushing them across the arena. If a cube gets knocked somewhere it can't move, it shatters into a random pickup: upgrade drops like homing missiles, defense orbs, or shield boosts.

Over a match, the arena fills with the debris of every fight. Chokepoints shift. Cover appears where it didn't exist before. The map you end on isn't the map you started on.

Multiplayer & Technical

  • Player-hosted multiplayer — 4 teams, 8 players by default, configurable to 20+ players

  • Solo modes — Practice (vs AI), Peaceful Chaos (sandbox), and Tutorial (WIP)

  • Full controller support — keyboard/mouse, Xbox, PlayStation, and Steam Deck

  • Custom music — supports popular community beatmap formats; drop .zip files into the Music folder (no need to extract)

  • Custom maps — community arenas via asset bundles; players joining a match auto-receive the map

  • Moddable modes — game modes are JSON-configurable with full match parameter control

Join the community on Discord to share maps, music, and feedback.

Meddelelse om AI-genereret indhold

Udviklerne beskriver spillets brug af AI-genereret indhold sådan her:

This game was developed by a solo developer using AI-assisted tools to support parts of the creative and technical workflow, including marketing materials, store page assets, music, and portions of code. All AI-assisted outputs were reviewed, refined, and integrated by the developer.

No AI systems are used to generate content during gameplay.

Systemkrav

    Minimum:
    • Kræver en 64-bit processor og operativsystem
    • Styresystem: Windows 10
    • Processor: AMD Zen 2 4c/8t, 2.4-3.5GHz
    • Hukommelse: 8 GB RAM
    • Grafik: 8 RDNA 2 CUs, 1.6GHz
    • Diskplads: 2 GB tilgængelig plads
    Anbefalet:
    • Kræver en 64-bit processor og operativsystem
    • Styresystem: Windows 11
    • Processor: Intel i5
    • Hukommelse: 8 GB RAM
    • Grafik: GTX 1070 ti
    • Diskplads: 2 GB tilgængelig plads
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