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 on the market.
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Molto positiva (145) - Il 90% delle 145 recensioni di questo gioco sono positive.
Data di rilascio:
5 apr 2016

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Gioco con accesso anticipato

Ottieni l'accesso anticipato ed inizia a giocare ora; prendi parte a questo gioco mentre viene sviluppato.

Nota: i giochi in accesso anticipato non sono completi e potrebbero venire modificati in futuro, oppure rimanere incompleti. Se non vuoi giocare a questo gioco nel suo stato attuale, ti conviene aspettare per vedere se verrà sviluppato ulteriormente. Altre informazioni

Cosa dicono gli sviluppatori:

Perché l'accesso è anticipato?

“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!”

Per quanto tempo questo gioco rimarrà in accesso anticipato?

“"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).

We're aiming to have Story Mode finished as well mid 2018.”

Quali saranno le differenze fra la versione completa e quella ad accesso anticipato?

“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 è lo stato attuale della versione in accesso anticipato?

“Update 2018-02-20: 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 soon 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.”

Il prezzo del gioco varierà durante e dopo l'accesso anticipato?

“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.”

Come pensate di coinvolgere la Comunità durante il processo di sviluppo?

“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.”
Altre informazioni
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Nota: Richiede l'uso di un visore per la realtà virtuale. Visualizza la sezione "Compatibilità con R.V." per ulteriori informazioni.

Acquista Holodance


Aggiornamenti recenti Mostra tutto (102)

25 aprile

[Beta-Branch] Holodance still V0.9.0b6 but new ;-)

This is just a small patch, and still only on alphadev and beta but we have made some changes under the hood, and also added changes requested by players:

  • Gun Mechanic: The laser sight can now be switched off in the Theme settings. Default is still on. Funny enough: I like it better without ;-)
  • Simple Gun Orb Theme: While the drone orbs had a really nice "target locked" sprite, the simple "balloon" theme only had a circle that was actually kind of hard to even notice. Now the simple gun orb theme has the same target locked sprite as the drone theme.
  • Environment The Desert: The color grading wasn't behaving properly in this level when flashes, saturation changes or hue shift from Psychedelic Mode were active. Fixed.
  • Loading Screen: Fixed issue that loading texts hadn't shown up.
  • World Position Offset: Change steps for world position offset from 10cm to 5cm because we've had players that needed more fine-grained control. Also increased the maximum offset from 30cm to 40cm. We're conservative with the offset because using a larger offset can give you trouble in Level 3, Story Mode, when the game moves the target area around.

If you haven't opted in to a beta branch before, this guide will be useful: Opting In and Out of Steam Client and Product Betas. You can use either beta or alphadev, those are now in sync (we've had this version on alphadev for about a week, with a few updates already).
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22 aprile

[Beta-Branch] Holodance V0.9.0b6: Ported to Unity 2017.4 ... and more ;-)

The biggest change, and main reason why we will still keep this version on the beta-branch for a few days is that we have ported from Unity 5.6 to Unity 2017.4. The last two weeks, I mostly spent fixing issues due to that update, and trying some new features just to revert due to the trouble they caused.

But 2017.4 does open up quite a few possibilities, so I have no regrets. Also, if you're running on Ryzen architecture, this should fix a pretty nasty performance issue that was due to Unity's particle engine not working well with that architecture. So, you may want to try switching particles back on (if you had them disabled for performance reasons before).

Please try this version, it should not give you any troubles - but if it does, I'd love to hear about it (one issue I have just noticed: the texts during loading are currently not shown ... I have already fixed this a few times, will be easy to fix it again, so don't be concerned about that one)!

If you haven't opted in to a beta branch before, this guide will be useful: Opting In and Out of Steam Client and Product Betas. You can use either beta or alphadev, those are now in sync (we've had this version on alphadev for about a week, with a few updates already).

You may have noticed that we skipped the V0.9.0b5 release notes. Apologies for that. The reason: There really wasn't that much change, so we'll include those here.

Streamer Mode has one major new feature:

Bullet Time 360 Pans in Holodance
Cameras that are fairly close to the player now have an "auto 360 pan" feature that gets triggered when time slows down. This is obviously inspired by Bullet Time in Matrix. We had a much worse version of this before, this is the second iteration ... it won't be the last (eventually, we'll use Cinemachine with paths for a more natural and fluid camera movement).

Full Release Notes (includes 2 items from 0.9.0b5)
  • Streamer Mode: Removed 360 Rotation camera and replaced with a rotation that works on any close camera. This is activated by checking "Time Dilation Rotation" in the Streamer Mode flatscreen UI. (edited)
    Streamer Mode: Made "Switch Cameras on Rhythm" persistent.
  • Gun Mechanic / Drone Orb Theme: The explosions had a fairly annoying distortion that could cause discomfort in VR and didn't really look all that great. Removed.
  • Laserblades (this was in 0.9.0b5): Added soft trails (instead of the ugly sharp ones) and added particle effects which are activated based on the current combo, as well as much improved "impact particles" which are based on the laserblades instead of the orbs
  • Logging (this was in 0.9.0b5): Removed logging of when session were stored - this was just bloating the logfiles.
  • Local Songs: Made configuration for local songs path and osu extra songs more robust against misconfigurations.
  • Themes: Renamed "Easy Mode" to "Style Mode" because this mode lets you focus more on style.
  • Themes: Added description to Time Dilation. Improved descriptions of different game mechanics.
  • Style Settings / Guidance: Fixed issue that Impact Timers dropdown was not made interactable / non-interactable based on Impact Timers checkbox.
  • Configuration Files: Added a file copy in addition to writing the string read from the file. We had a situation where the "copies" were empty with zeros, which should not happen if we directly copy the file. However, also keeping the string may give us useful debug information in cases of failure, so now we keep both.
  • Ported to Unity 2017.4 ... and fixed too many issues to list (but some, I do list).
  • Updated Hx Volumetric Lighting to 1.3.2
  • Removed NAudio from project because we currently don't use it, anyways, and it has dependencies that make builds file in Unity 2017.4.
  • Updated Volumetric Fog & Mist to 9.1
  • Updated Tunnel FX 2 to 1.4.1
  • Updated Relief Terrain Pack to 3.3l
  • Upgraded to Unity 2017.4.1f1 (from 2017.4.0f1)
  • Removed all UnityScript code from project.
  • Updated TextMesh Pro to
  • Updated UniMerge to 1.10.3
  • UI: Fixed very annoying issue that caused the laser pointers to behave really flaky with buttons and dropdown lists (this was introduced with Unity 2017.4, so this only went to alphadev).
  • UI: Fixed even more annoying issue that caused the slider animations to be completely off (this was introduced with Unity 2017.4, so this only went to alphadev). This refers to the UI sliders and range sliders - there's a button to "pull the slider towards you" which makes it much easier to change the values because you don't move the handle at a large distance. Now the animation towards you is perfect, and the animation back is almost perfect.
  • Moved project from Mono Runtime 3.5 to 4.6 (well, see below - we didn't stay with 4.6).
  • Major cleanup / refactoring.
  • Updated Unity Standard Assets: Utility, Prototyping, Particle Systems, Environments, Effects, Characters.
  • Removed all compilation warnings!
  • UI: Fixed issue introduced in earlier version of 0.9.0b6 that caused scrollbars to not react to clicking in the empty area.
  • Fixed issue that controller textures came up all black; this was due to using .NET 4.6, solved by reverting to 3.5 for now.
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“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

Informazioni sul gioco

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.


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.

Requisiti di sistema

    • Sistema operativo: 7
    • Processore: i5
    • Memoria: 4 GB di RAM
    • Scheda video: GTX GeForce 970
    • DirectX: Versione 11
    • Rete: Connessione Internet a banda larga
    • Memoria: 8 GB di spazio disponibile
    • Sistema operativo: 10
    • Processore: i5
    • Memoria: 8 GB di RAM
    • Scheda video: GTX GeForce 980 Ti
    • DirectX: Versione 11
    • Rete: Connessione Internet a banda larga
    • Memoria: 8 GB di spazio disponibile

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