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.
All Reviews:
Very Positive (175) - 87% of the 175 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).

Our main focus is currently polishing and adding features to Free Mode. Once Free Mode has everything, including the in-VR beatmap and full multiplayer support, we'll go back to finishing Story Mode.”

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 (currently 3 finished, 4 more are playable).

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 2018-02-22 (V0.9.0b2): 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 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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Recent updates View all (114)

August 11

Holodance V0.9.0b21 (beta): Tech Update, Mixed Reality, Bugfixes

During the last few months, I worked primarily on the in-VR beatmap editor. Unfortunately, this isn't ready for this release, yet. However, we also did quite a few technology updates and bugfixes that we silently pushed to separate branches dedicated to different Unity versions and eventually also (finally) updated to the new SteamVR Unity integration which has SteamVR Input 2.0. This lays the foundation for full Valve Index support. For now, it gives you the ability to re-bind input according to your preferences.

Update Highlights
  • LIV Mixed Reality support is finally working again
  • Story Mode Level 1 / Paradise Beach has significantly improved performance and also looks better (the Ocean and sky in particular)
  • Slicing OctaDrops works much better now
  • The stats shown in Game Progression can now either use the legacy system (Steamworks), or our new server. For more details on what is changing here, see: Building Our Own Backend Server
  • Story Mode: Fixed the one event that was broken that prevented the "Knows The Secrets" achievement from being unlocked. This is secret is hidden in the tutorial.
Chronological Changes List
  • Updated to Unity 2018.4.3f1.
  • Removed old UNET (Unity Networking) code and promised myself to never ever touch a networking solution by Unity again.
  • Ported from using WWW to using UnityWebRequest; this should also solve some image loading hiccups in the Music Library.
  • Updated PostProcessing v2 from 2.1.4 to 2.1.7
  • Updated Oculus SDK from 1.29.1 to 1.36
  • Unity to Unity 2019.1.9f1.
  • Story Mode Bugfix: In Level 11, there were several fires where the background transparency was broken. Fixed.
  • Story Mode: Level 12 - this is a huge level but almost everything the player sees is at a large distance, so reduced lightmap resolution from 0.8 to 0.05 to improve baking time and significantly reduce memory consumption. This reduced the project asset
  • size from 750MB down to 40MB (in the build, the difference is much smaller but haven't checked the build size, yet).
  • Story Mode, Level 9 (Ice Desert): Optimized lightmapping for higher quality with lower memory consumption (this is also a huge area, and we have increased the detail right around the player, while significantly decreasing the detail in the wider area). This reduced the project asset size from 300MB down to 200MB. Altogether, the build size went from 6.3 GB down to 5.9 GB, download size from 2.3 GB to 2.2 GB. So that's nice.
  • Updated to Unity 2019.1.10 - this fixes the Toggle issue that caused our language selection to go crazy (I already had a workaround implemented but that workaround unfortunately didn't fix the issue as reliably as it should have).
  • Updated Volumetric Fog to 10.4
  • Updated HxVolumetrigLighting to 1.3.6e
  • Performance UI Polishing: Retro Clubbing and Triggered (available in Beat the Rhythm) have flashing lights that are always disabled when Flashes are disabled in the comfort settings. This could be confusing when the performance option is switched on but overridden by the photosensitive comfort setting. To prevent that kind of confusion, the performance Toggles are now disabled (non-interactive) when the comfort-setting has Flashes disabled, and an explanatory message is shown.
  • Updated LIV SDK from v0.1.0 to v0.1.5
  • Fixed LIV support
  • Fixed LIV-Issue: Progress from compositor showed up permanently in Mixed Reality because LIV SDK uses its own layer masks; fixed by adapting our approach (using VR-camera as base, and then adding/removing layers as needed, via two properties; we only need to remove one single layer)
  • Added Mixed Reality UI (LIV-logo, Mixed Reality label etc.) also to our Minimal UI because Mixed Reality might "kick off" already before entering "Streamer Mode".
  • Very nice: Using PostProcessing v2 instead of v1, bloom and color grading is now compatible with Mixed Reality. That is so cool!
  • Stage Paradise Beach / Story Mode Level 1: Massively improved quality of the sky while at the same time making the file size significantly smaller.
  • Applied similar changes to Level 2 ("Above the Clouds") and Level 9 ("Freezing Cold").
  • Removed the brief cleanup pause before and after songs because it was disorienting and should no longer be needed with Incremental Garbage Collection.
  • Time Dilation: For slicing, we had moved the Velocity Tracker into the blade - because that's usually what we want to derive velocity from. For Laserblade Time Dilation, however, the fun is in allowing intense rotations of the blades without speeding up time, and only speeding up time when the handle is moved quickly. To restore this feature, we now have two Velocity Trackers attached to the laserblades: One in the handle, for Time Dilation, and one in the blade, for everything else.
  • OctaDrop Orb Theme: Added proper physics for punched OctaDrops when they hit the ground.
  • OctaDrop Orb Theme: Added pretty decent physics for sliced OctaDrops when they hit the ground
  • Level 01 / Paradise Beach: Replaced PlayWay Water with Crest Ocean Renderer. Looks better, has much better performance, causes a lot less trouble.
  • Level 01 (Story Mode) / Paradise Beach: Major improvements to the look of the water; also fixed several issues in the environment (like, the beach falling off like a pool).
  • Retro Clubbing / Sci-Fi Attack: Fixed issue where fog was uniform instead of noisy. That bug had been introduced just recently.
  • Porting to SteamVR Unity Plugin 2.0 (SteamVR Input 2.0): Step 1: Package-ified SteamVR Unity Plugin 1.2.3 to make switching easier.
  • Performance Optimization: Removed roughly 0.5KB of memory allocations each frame.
  • Porting to SteamVR Unity Plugin 2.0 (SteamVR Input 2.0): Step 2: Switched to SteamVR Unity Plugin 2.3.2, fixed all the compilation issues (those were quite a few), adapted code to a simplified version of the actions. Works. Yay!
  • LIV Integration: Updated LIV-Logo to new style.
  • Porting to SteamVR Input 2.0: Step 3: Proper implementation of different actions (instead of faking them). We now use: InteractUI, Pause, Skip, LetGo, Scroll and Fire. Pause and Skip can be mapped separately for "playing". Fire should only be in the Action Set "gun" (for the gun mechanic) but due to an apparent bug in the Input system, added a fallback in the default Action Set for now.
  • Cleaned up the whole startup procedure: This fixes several warnings and errors during startup and made the whole thing more reliable.
  • Game Progression: Added an option to display the old Steam data.
  • Avatar System: Fixed a few issues, including a crash when selecting Jane. We had to remove the arms length setup. Eventually, we'll replace this whole system with something way better.
  • Updated Oculus Desktop from 1.36 to 1.38.1
  • Updated XR Legacy Input Helpers from 2.0.4 to 2.0.6
  • Performance: Minor memory allocation fixes (partially introduced with SteamVR 2.0)
  • Story Mode: Fixed the one event that was broken that prevented the "Knows The Secrets" achievement from being unlocked.
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March 18

Holodance V0.9.0b19 (alphadev/beta): A *lot* of Update ;-)

So this is kind of a huge one, because the last patch update was in June 25, roughly 9 months ago. We did post some updates to the alphadev channels and also beta channels but announced them only via our Official Discord. But this current version will probably go to the default channel in a week or two, so it would be awesome if you could opt-in to the alphadev or beta channel, try it, test it and let us know what you think about it (ideally in the forum to keep things organized).

This is a really long list, so here are some of the highlights:

Settings / Themes / Game Mechanics / Presets
This has been completely re-designed to make the different game mechanics easier to find and activate. Also, we previously had quite a few implicit changes in the settings (e.g. when you activated Laserblades or Guns) that did make sense when we originally introduced them but became pretty annoying over time, as development evolved (like, choosing guns would always activate the balloons - but actually shooting drones is more fun than shooting balloons ;-) ).

We have consolidated almost all the settings into one screen (Settings / Style / Presets & Themes), and have added a few presets that set up everything in a consistent way that hopefully makes sense. After activating one of the presets, you can still fine-tune everything according to your likes and dislikes. Here's the current list of presets:
  • Casual Mode
  • Catch Orbs
  • Punch Drops
  • Slice Drops
  • Shoot Drones
  • Shoot Balloons

Gun Mechanic
We've had this in the game for a long time but polished it a lot during the last few months:

The explosions are now based on how perfectly you time shooting the drone. If the timing is perfect or near perfect, the explosion is very quick. If, however, the timing is a little off (a little too early, or a little too late), you get a longer explosion as a penalty. Before, the explosions were random and the longer explosions would unfairly obstruct the view. Now this is "by design" if your timing is off.

Also, all explosion effects were polished and optimized to work really well with the drone and gameplay.

The gun mechanic will still get proper support for sliders and spinners.

New Slider Visualization
This comes with the new OctaDrop theme (see below). We've had that theme in previous builds - but the slider visualization is new. It's true 3D: Sliders in the OctaDrop theme are now streams of the OctaDrop outline. ;-)

OctaDrop Theme
This now has its own hitsounds, also for sliders and spinners, and full support for punching and slicing as well as directionality. The OctaDrop theme will be the default theme for Beat the Rhythm but we'll also keep this as an option in Holodance as well. We're still polishing the OctaDrops and will make some of the mechanics more strict. But it's already close ... at least in our opinion ;-)

Improved Handling of Tempo Changes
Notes are now properly looking ahead so they use the tempo while they play for the buffered ahead spawning. Previously, the orbs were speeding up just when the tempo of the song already had increased. We need this for the original soundtrack of Beat the Rhythm which has quite a few tempo-changes, and even switches back and forth between 3/4 and 4/4 in one song.

Backend Server
This is currently only visible in the leaderboards that show up after a session. The leaderboard when you select a beatmap and the leaderboards in Story Mode are still the Steam Leaderboards, so currently, in some places, we have two different leaderboards, an old one, and a new one. That server not only has new leaderboards but will also let us do things like song ratings, beatmap ratings (in terms of "how fun is it"), and difficulty ratings and will also be used to host beatmaps you create with our upcoming beatmap editor. It will also let you do things like in-game "challenge me". The possibilities are literally endless, so this will evolve a lot over time.

Important: We might reset our backend server a few times until the release of Beat the Rhythm. But you won't lose your skill on such a reset ;-)

Scoring: Velocity and Directionality
In the first early versions of Holodance, the velocity bonus used the velocity on impact. Then, I thought using the maximum velocity between catching two orbs was a good idea. It wasn't. So that's reverted, and velocity on impact is what matters again. This is coherent with moving from primarily catching orbs to primarily punching orbs. You can still catch orbs - but punching is more fun and will give you the higher scores.

The OctaDrop theme also has directionality, so some of those drops will come at you with a direction (very short sliders in osu! beatmaps are converted into those directional drops). We had a rotation bonus but that never really felt right because how does wildly rotating your controller really matter in the game? Well, now that bonus is based on how well you are in tune with the rotation of the drop. Makes a lot more sense, doesn't it?

Tracked Appendages:
One really special thing about Holodance from the beginning was that you could also catch orbs with your head. One problem with this was that it gave you a bonus, so it does give you an advantage with your score - but not everyone enjoys this mechanic. So now, we're properly tracking which appendages you use: Two Hands (TH), Head and Hands (HAH), Head Hands and Feet (HHAF), Head Only (HO), Hands and Feet (HAF), Single Hand (SH), Two Feet (TF) or Single Foot (SF). And each gets its own leaderboard. While in principle, you could play each map in any way, maps designed for a specific gameplay style will also be preferable, so Beatographer will let you say what style a map was designed for. With guns, laserblades and bow and arrow, there are only single hand and dual wielding, or in the case of bow and arrow, obviously, only single hand.

We have started localization. We have quite a bit of Chinese already done, Japanese, Korean and Russian are there but very incomplete, and the translations we have were done using Google translate (so expect some weirdness). As many of the texts are still changing, we'll do a professional full translations when things have stabilized a bit.

Game Package Size
The game package has become much smaller, going from 9.5 GB down to 6.3 GB.

Lots of Bug Fixes and Unity Updates
A lot of bugs were fixed. A lot of new bugs were introduced by incrementally updating Unity, and then fixed (either by more Unity updates, or by implementing workarounds). But using Unity 2018.3 significantly improves the development process, especially due to the new nested prefabs workflow. I wish I had done this much earlier.

Also, ported PostProcessing from v1 to v2. As the color grading set up works differently in v2 compared to v1, there will be some changes in the color grading. Also, v2 has a new bloom effect that provides higher quality, at the cost of lower performance. But it has a "Fast Mode", which you can activate via the performance settings. We have both versions in a current builds, so you can easily switch between the two. But eventually, we'll remove v1 from the project.

Full Chronological Changes List:
  • Sliders: Now also play a hit sound the first time you touch them. Not having this was mildly disorienting.
  • Sliders: A completely new way to visualize Sliders - they are now streams of the OctaDrop outline.
  • Directional Drops: Part of the black magic hackery for the tracers is that very short sliders are now automatically converted to directional orbs.
  • OctaDrops: Moved spawning particle closer to player to prevent interference with screens.
  • Leaderboards: We had two release on alphadev with the new OctaDrops where we had storing your scores to the leaderboard disabled (because the new OctaDrops tracers, which are a new visualization for sliders, were still very experimental and I wasn't perfectly sure they wouldn't give you ridiculously high scores ;-) ). This is all safe now, so leaderboards are stored again.
  • Orbs / Drops / Flying Notes: We did some major refactoring to clean up years of adding cool things and make the whole thing much more modular. Still not quite perfect working towards that.
  • Directional Orbs: Moved logic that converts sliders into directional orbs from our new Tracer implementation to the beatmap parser which is a much more appropriate approach and solves several issues we've had previously.
  • OctaDrops: Orbs that were missed now properly dissolve instead of just disappearing; or worse, bumping to the floor causing plenty of physics action (we still have this for the old orbs).
  • Core Engine: Notes are now properly looking ahead so they use the tempo while they play for the buffered ahead spawning. Previously, the orbs were speeding up just when the tempo of the song already had increased.
  • Directional Orbs: We now use both, a minimum time and distance for sliders to determine whether we convert them to directional orbs. Only if both criteria are met, the slider is converted to a directional orb.
  • Core Engine: In some maps, we have fairly massive streams which both is a problem for visibility of the next notes and also can be a performance issue. For that, we now keep track of the distance and time between the current note and the next note, and if they are too close, we can use alternative visualizations. With this, we could even convert streams into sliders, which is more appropriate when we focus on punching instead of catching (with orbs; obviously you can't punch a slider).
  • Flatscreen UI: Fixed a bug that we have had in the game since forever which caused sliders and range sliders (the UI element) to not work when trying to control them via mouse. The problem were our UI audio events that didn't properly bubble the events. Interestingly, this only caused an issue with dragging - everything else always worked just fine.
  • OctaDrop Tracers: Now flash in and out like the full OctaDrops.
  • OctaDrop Tracers: Now have much improved particle effects for tracers - instead of emitting a turquoise old-style particle effect at the end of a tracer, you now get particles emitting from the catchers based on the catcher velocity during following the tracer, and one final effect based on the completion, and emitted from the catchers, at the end.
  • Main Score HUD: This went through a few iterations, from the "big smiling face" via the more sci-fi style HUD that we use in all the new environments. The truth, however, is that the tech we used for this was never really designed for that purpose (it was a good test-case for what can be done with our ScoreFlash Asset Store package, though). For the new Beat the Rhythm "Triggered" environment, we now have a shortcut that simply puts the information into UI elements that are part of the environment. This is not quite as flexible, so the old approach will remain for where we need the flexibility. But step by step we'll move some of this UI into appropriate styles and places for the environments where we can do that, which are most.
  • Main Score HUD: Fixed small glitch that caused the score per drop / slider to not be shown for sliders until the next note was caught again, after a note was missed (only in the special new shortcut approach).
  • Flatscreen UI Part 2: Range sliders were actually still broken, the fix for normal sliders didn't work for those. Reason was that for some unknown reason a OnPointerUp was sent, and Range Sliders used that to reset the state. They no longer do, and so now they work.
  • Localization: Started globalizing (= preparing for localizing) the UI. Used Google Translate to Chinese for testing. This is a pretty big one, including re-baking some of the fonts - there is still a lot of work to do ... but I made some really significant progress.
  • Beat the Rhythm / Beat Challenge: Fixed Gun Mode (using drones and showing the orb score huds). Particles still don't show up.
  • Play Area Calibration: Combined World Rotation / Movement and UI Rotation into one Element, added reset for the rotation (for some reason, only the position got reset, essentially making reset not have any effect on world/ui rotation). Also added a Recenter-Button - but only for hardware that actually has Recenter (we currently only use standing / room-scale setups).
  • Localization: We're currently in the process of localizing the whole game. We won't localize the voice acting in Story Mode for now, but all texts in the UI and messages during gameplay will be localized. For now, we start with Chinese. Japanese, Korean and Russian will follow very soon. If you want the game in your language, please let us know!
  • Analytics: Slowed down sending some of the analytics so they will hopefully get through more reliably.
  • Performance: Significantly reduced allocations, especially with the new OctaDrop theme and the new tracers.
  • Music Library: The "range sliders broken on flatscreen UI broken"-fix caused a new bug in VR, where clicking a button in a list would start dragging and basically scroll to the beginning of the list on each click. That issue only was on the alpha channel but boy was that an annoying one. Fixed.
  • Music Library: There was one super-annoying bug that sometimes occurred where you'd click on invisible panes and instead of getting what the button you clicked on shows (e.g. Favorites), you'd get what the button at the same location in another screen shows (e.g. Genres). This should be fixed now. Also, panes reacting to pointing and button presses when they are actually hidden below you should no longer happen.
  • Community Server: To cut dependencies on Steamworks, we are building our own community server for leaderboards, player state, achievements and also most popular and so forth. This is a larger project but we're making progress - players are now registered with the server ;-)
  • Gun Mode: Removed trails and multiplier rings from gun. Those looked pretty dumb and didn't really serve that much purpose.
  • osu! beatmaps: Fixed a bug that kept the slider velocity multipler of inherited timing points when there was another timing point. osu! handles this differently: Each timing point resets the multiplier to 1x and you need another inherited timing point to change it (if you want to change it). This had created issues with our Eternity map (Eternity is the last song of Beat the Rhythm and now I'm kind of glad I'm still using the osu! beatmap editor to build this one because our own, native beatmap editor isn't ready, yet)
  • osu! beatmaps / procedural maps: Fixed a few pretty nasty issues that caused wrong counts of total notes, especially with the new OctaDrop theme, which could, among other issues, trigger a "full combo" in the middle of a song.
  • Difficulty: This is a rather "hot" subject because we use the calculated difficulty as basis for the skill and style level. There were some rare cases, where the difficulty would use outdated data. While we still do display this outdated data, we make sure to use the actual mapping data, with any tweaks (e.g. the quick repeaters replaced with actual orbs in the OctaDrop theme), for the final calculation that will be used to determine skill and style levels.
  • New leaderboard UI: Finally upgraded the leaderboards to our new UI style (we had this integrated with the new UI style for quite a while - but it was very very hacky). The Steam leaderboards, however, still use the old UI (and will eventually disappear).
  • Smart Leaderboards: The new leaderboard lists are simplified and have less information and automatically show the most relevant entries: If you are in the top 10, the top 10 are shown. If you are below that, the top 1 and, depending on the number of entries available in the leaderboard, top 10 entry are shown, then the two ranks directly above you, and the ranks below you. This is linked to the new leaderboard community server. The leaderboards also show how your score has changed compared to your last session.
  • Tracked Appendages: One really special thing about Holodance from the beginning was that you could also catch orbs with your head. One problem with this was that it gave you a bonus, so it does give you an advantage with your score - but not everyone enjoys this mechanic. So now, we're properly tracking which appendages you use: Two Hands (TH), Head and Hands (HAH), Head Hands and Feet (HHAF), Head Only (HO), Hands and Feet (HAF), Single Hand (SH), Two Feet (TF) or Single Foot (SF). And each gets its own leaderboard. While in principle, you could play each map in any way, maps designed for a specific gameplay style will also be preferable, so Beatographer will let you say what style a map was designed for. With guns, laserblades and bow and arrow, there are only single hand and dual wielding, or in the case of bow and arrow, obviously, only single hand.
  • Hitsounds and Effects: The OctaDrops and Laserblade/laserbeam deflection have new hitsounds, and the gun also has a new gun sound.
  • Gun Mechanic - Shooting Drones: The explosions are now based on how perfectly you time shooting the drone. If the timing is perfect or near perfect, the explosion is very quick. If, however, the timing is a little off (a little too early, or a little too late), you get a longer explosion as a penalty. Before, the explosions were random and the longer explosions would unfairly obstruct the view. Now this is "by design" if your timing is off.
  • Gun Mechanic - Shooting Drones: All explosion effects were polished and optimized to work really well with the drone and gameplay.
  • Tracers (Sliders) & Spinners: Added possibility for looped sounds while following tracers and spinning spinners. For now, this is only used by the OctaDrop theme and we use the same loop for both.
  • OctaDrop Orb Theme / New Slider Visualization: Fixed a bug that caused sliders where you didn't catch the head caused a miss, breaking the combo. Finally, the new OctaDrop theme is fully working as intended ;-)
  • Added a little "cleanup phase" before and after each song, to avoid nasty things (framedrops) from happening while playing songs. This drops into the compositor; we'll probably remove that once we switch over to Unity 2019.1 which has incremental garbage collection.
  • File Scanners (MP3 / osu): In earlier versions of our file scanners, there were quite a few cases that could cause inconsistencies in the data, so we had a "do a full rescan every week" logic, that would make sure that if there were inconsistencies, they would be remedied within a reasonable time. That was added a long time ago, before we had a button to do a "Full Rescan", which does the exact same thing but by clicking a button. Also, inconsistencies should now be rare and really only occur when you change the library sources (add or remove local osu library, or local music and so forth). Long story short: We don't do automatic full rescans just because a week has passed. If you change the sources, do a "Full Rescan". Also, if you run into "Beatmap not found" errors when trying to start a song - do a "Full Rescan".
  • Community Server: Prepared logic for popular and recently played.
  • Story Mode: Fixed a long standing bug that caused all start/stop events to be called twice in Level-01.
  • Music Library: Fixed issue where locally loaded images were flipped upside down.
  • Music Library: Fixed a few more issues with image loading, some of which were introduced during the current iteration.
  • Leaderboards: Fixed problem that caused player avatar images to not be loaded.
  • Fixed issue that caused total notes to be off by one (one too few), which also resulted in full combos being triggered when players missed exactly one note, and this also threw off the leaderboard logic.
  • OctaDrop Theme: Polished hitsounds.
  • Player: Fixed issue that player height and player chest height (this is where the target area is) was not stored correctly.
  • Music Library: Fixed RecentlyAdded sorting issue (the most recently added songs were at the end of the list).
  • Audio Files (osu! beatmaps and local music): Fixed an issue that would have songs muted half way into the song. This was fairly rare but it did happen with a few osu! beatmaps, in particular when the audio files were mono. This should no longer happen now.
  • Music Library: Improved error message when beatmap files are not found (which is usually a result of changes to the folders and no 'Full Rescan' having been done).
  • Leaderboards: Fixed nasty issue that broke the "per beatmap" leaderboards
  • Added initial Oculus SDK support, using Oculus Integration 1.32.
  • Made controllers work properly with native Oculus support (tracking, position offsets, buttons).
  • Made haptic feedback on controllers properly work with native Oculus support.
  • Proper support for Dash (Holodance automatically goes into pause when Dash is activated).
  • Adapted loading screen to native Oculus SDK ... but that doesn't work too well because OVROverlay apparently is kind of buggy and also it seems the Oculus compositor lacks quite a few nice features that the SteamVR compositor has (fading things in and out conveniently, suspending rendering, working reliably).
  • Oculus Guardian system is now properly used to determine the Play Area.
  • Fixed broken Player Height check when using native Oculus SDK.
  • Now the haptic intensity slider also has the expected effect when using native Oculus SDK.
  • Fixed several issues in the loading screen when using Oculus SDK.
  • Fixed remaining issues with loading screen when using Oculus SDK: The progress and floor hadn't shown up; we had used a single texture for the logo instead of the 3D multi-billboard logo we used in SteamVR; there was no fading (in SteamVR, we crossfade, with Oculus SDK, due to limitations in the API, we have to fade out, switch to the compositor, then fade back in); and the overlays were in the wrong locations when entering levels where the player platform is not located at the origin (e.g. Paradise Beach).
  • Initialization on Game Load: Avoid unnecessary wait times.
  • Loading Screen: Fixed a really annoying bug that caused one progress bar to start up with the Beat the Rhythm color theme.
  • Music Library: Added UI-based universal keyboard. This still needs more input options but at least it's a start.
  • Native Oculus SDK: Fixed head gameplay objects not being tracked when not using SteamVR.
  • Music Library: Fixed theme-issue with keyboard that caused exception spam which also resulted in severe performance degradation.
  • Fixed automatic performance settings for 2080 (Ti), 2070 and 2060
  • Ported project to Unity 2018.2.20f1 - it was a bit of a hassle but it seems that almost nothing broke, so that is quite nice.
  • Ported project to Unity 2018.3.3f1. More hassles, and a few things did break (including a few fairly nasty crash bugs), but it seems there's nothing we can't handle.
  • One of the things that caused crashes was that we frequently used MeshFilter.mesh instead of MeshFilter.sharedMesh, when actually not really needing a new Mesh instance. Changing this not only fixes those Unity 2018.3 crash bugs but also slightly improves performance.
  • Story Mode almost completely broke in 2018.3.3 ... fixed all issues that I found: No audio, no voice acting, first orb thrown by Pritvitej didn't work, high five, fist bump, stroking and tickling didn't work, and a few more.
  • Another crash occurred more sporadically when storing the sessions; this is now hopefully also fixed.
  • Changed all Rigidbodies to "Continuous Speculative" which should be both, faster and more reliable.
  • Removed Slider/Tracer Themes because we only had two themes, and the non-default one was broken.
  • Added option to disable the orb trail particle effects (Themes / Orb Trails (Particles))
  • Ported project to Unity 2018.3.5f1, which fixed one extremely nasty "system crash" bug that happened both with the built game and the Unity editor: When closing the game, it would freeze for a while, then other running applications would randomly crash, the screen would go black, and usually, a hard reset would be required to continue working. This bug was specific to Unity 2018.3 and didn't occur on 2018.2 or 2019.1.
  • Ported PostProcessing from v1 to v2. As the color grading set up works differently in v2 compared to v1, there will be some changes in the color grading. Also, v2 has a new bloom effect that provides higher quality, at the cost of lower performance. But it has a "Fast Mode", which you can activate via the performance settings. We will have both versions in a few builds, so you can easily switch between the two - but eventually, we'll remove v1 from the project.
  • Major shader and shader keywords cleanup.
  • Major texture cleanup; took full game from 9.3 GB down to 6.3 GB. This should also speed up some of the level (environment/stage) and avatar loading times.
  • Using current velocity instead of max velocity (since last punch) for calculating the bonus. Using maximum velocity made sense when "catching" - but we're back to punching, and there, the current velocity on impact is best.
  • Made laserblades shorter - 80cm are long enough (that's just the blade).
  • Rotation is now based on direction of punch / slice vs. direction of the orb. With all themes except OctaDrop, the expected direction is "forward" (the opposite direction into which the orb is flying).
  • Finally, finished implementation of slicing.
  • Completely re-designed "Themes" UI: Added six presets (Casual Mode, Catch Orbs, Punch Drops, Slice Drops, Shoot Drones and Shoot Balloons). This also no longer makes arbitrary changes when changing the mechanic (it did this before - that's what the defaults are used for now).
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“At one point, you will effectively dance with dragons, and even get a high-five if you’re good enough.”
4/5 – The VR Base

“With plenty of music variety, your workout is only limited by your music choice. For those who like to dance or like the challenge of sliding and spinning notes this game can become addicting quickly.”
8.5/10 – VR Fitness Insider

“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!”
4/5 – Cas & Chary

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 (WIP, see Early Access), 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 (WIP, Early Access), 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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