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.
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Date de parution :
5 avr. 2016
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Jeu en accès anticipé

Commencez à jouer dès à présent et impliquez-vous pendant son développement.

Remarque : ce jeu en accès anticipé peut changer ou ne pas changer de façon significative. Si celui-ci ne vous intéresse pas dans son état actuel, vous devriez peut-être attendre qu'il se développe davantage. En savoir plus

Ce que les développeurs ont à dire :

Pourquoi l'accès anticipé ?

“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!”

Pendant environ combien de temps ce jeu sera-t-il en accès anticipé ?

“"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.”

En quoi la version finale prévoit d'être différente de la version en accès anticipé ?

“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.”

Quel est l'état actuel de la version en accès anticipé ?

“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.”

Le jeu sera-t-il tarifé différemment pendant et après l'accès anticipé ?

“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.”

Comment comptez-vous impliquer la communauté dans le processus de développement ?

“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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Remarque : nécessite un casque de réalité virtuelle. Veuillez consulter la section Support VR située à droite pour plus d'informations.

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Mises à jour récentes Tout voir (109)

18 juin

Holodance V0.9.0b11: Initial Game Progression and Accumulated Score

This is another fairly small release but it fixes one important issue and adds something fun:

It's kind of common to use 32-bit integers to store scores. In fact, it is so common that this is also how they are stored in the Steam leaderboards. The problem: We keep track of an accumulated score, each session can give you up to a few million, and (this is not a problem but awesome): We have some very active players. So, currently, three players "hit the ceiling" when it comes to the accumulated score: MechanicaL, koolaide95 and liqiyang.

This version changes how that score is stored internally, and also added a little hacky patch to at least display the correct score in-game, even when it's above 2,147,483,647 (maximum value a signed 32-bit integer can have).

While I was at it, I also added a first version of our "Game Progression" page:

The numbers in parenthesis are your rank in the leaderboards ... and yes ... we've had Style and Skill leaderboards for a little while but they are not shown in the game, yet.

You can view your progress at any time either via Pause or Game Settings:

... and ... I figured you'd usually want to see this right after playing a session, so I also included this pane in the after session stats, and re-arranged the layout a little:

So, while this is still kind of a small update, I hope you'll enjoy this new feature. Eventually, Game Progression will also let you access various leaderboards (which will also get a major visual polishing round), become more graphical and give you more convenient access to the different game mechanics.

Meanwhile, I'm also working on native Oculus and Windows VR (aka WMR) support, and multiplatform and making very nice progress there as well.

Full Release Notes
  • Accumulated Score: As we were using integers to keep track of the accumulated score (32-bit signed, to be precise), the maximum possible accumulated score was 2,147,483,647. We currently have three players (MechanicaL, koolaide95 and liqiyang) who hit that limit. Internally, this update moves tracking that score to a floating point value, which lets us go into numbers of any size - at the expense of some precision. The problem: Steam's leaderboards also use int. But with a little hack, we can display your actual score even there.
  • Game Progression: At any time via the settings, and also after each song, you can now check some progression stats: Your accumulated total score, how many notes you have caught (orbs, sliders, spinners), how many sessions you played (playing the same song multiple times counts multiple times), how many full combos or perfect sessions you have had, how often you started the game, and your current skill and style level, as well as the last skill / style level. Accumulated score, and skill and style level also have your current rank in the leaderboards.
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7 juin

Holodance V0.9.0b10: Mixed Reality Fixes, Privacy Settings V1

So, this has been kind of an embarrassing one, tbh: I love Mixed Reality, a lot, and we have done plenty of Mixed Reality videos in the past. But during development, I don't always get to to MR-stuff ... and it turned out that both our 3rd party Mixed Reality integrations (LIV and MixCast) were both broken. Sorry everyone!

The other thing is something that during my vacation, I realized that Beat the Rhythm (and optionally also Holodance) might become much more interesting if we allowed beatmappers to define orbs for specific hands (as it was introduced by Audioshield), and specific directions (as it was introduced by BoxVR). Obviously this doesn't mean that we'll drop our orbs that you can take with any hand, in any direction ... but the "new thing" is not even an orb anymore. It's modeled as an octagonally shaped drop:

While we may still polish the design, the idea should be quite obvious: Due to the drop-like shape (which has direction), which is emphasized by the outline, the direction is immediately obvious without needing arrows or anything like that. Also, if you have followed the development of Holodance for a longer time, you noticed that we added outlines around the circles because we had visibility issues in bright environments. This shape doesn't have those issues.

One thing you don't see here, yet, is that we can also place symbols for 2x, 3x, 4x, long combo, almost full combo and combo. Those will be very simple (two dots, three dots, four dots, like dice, and a more or less filled square) and will be placed depending on the direction so that they are always inside the dark area (and with the same color as the outline).

With osu! maps, in many maps, there are a lot of very short, straight sliders that never really worked well in Holodance (they were basically just orbs in terms of gameplay). Those will become directional drops. The others will be straight (like the center one). Also, we have 5 colors, so head, hands and feet can be "assigned".

A very early prototype of this new "orb theme" is in this build - and while this is quite early (don't play this with sliders or spinners, yet, it's broken for those), I think you'll like the "physicality" of the behavior.

Full Release Notes
  • Orbs will be Drops: Well, not always, but a work in progress "orb" theme is now available in the Theme selection - it's called "Beat the Rhythm 2" and either play it with the Casual mechanic, or manually disable Sliders and Spinners if you want to try this.
  • Added a Privacy button to Pause and Settings that for now lets you opt-out of Analytics and get the data that has been collected. Eventually, this will become its own area with more settings - especially our upcoming community features will be quite interesting in that regard.
  • LIV SDK Integration: Updated to SDK version 0.1.1. Also fixed an issue with the foreground transparency layer.
  • MixCast Integration: Fixed issue that the MixCast button didn't show up in Streamer Mode even when it should have showed up. The way this works: You need to have either a 3rd controller or a Vive Tracker, or a driver that emulates that third controller / tracker active. Then, when you activate Streamer Mode, and activate the "Mixed Reality" camera, the MixCast button will appear.
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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

À propos de ce jeu

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.

Configuration requise

    Minimale :
    • Système d'exploitation : 7
    • Processeur : i5
    • Mémoire vive : 4 GB de mémoire
    • Graphiques : GTX GeForce 970
    • DirectX : Version 11
    • Réseau : Connexion internet haut débit
    • Espace disque : 8 GB d'espace disque disponible
    Recommandée :
    • Système d'exploitation : 10
    • Processeur : i5
    • Mémoire vive : 8 GB de mémoire
    • Graphiques : GTX GeForce 980 Ti
    • DirectX : Version 11
    • Réseau : Connexion internet haut débit
    • Espace disque : 8 GB d'espace disque disponible
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