An audio-reactive twin-stick bullet-hell where the song is the weapon. Play hand-tuned packs, import any track, or drop in a music video and fight inside it: the song builds the level, the video plays behind the fight, and every bullet locks to the beat.

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Early Access Game

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Note: Games in Early Access are 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?

“Subsønic is built by a one-person studio, and the core game is complete and playable today: three music packs, three megabosses, full score-attack progression, and the import system that turns your own mp3, flac, wav, or ogg tracks into playable bullet-hell stages. Early Access is about growing it with the people who actually play it. I want real players stress-testing the music-import pipeline against libraries I could never assemble alone, telling me where the difficulty curve sags, and helping decide what gets built next. Some things are simply better made with a community than in isolation: online leaderboards, more music packs, deeper controller support, and expanded audio and accessibility options. I would rather ship something solid now and shape the rest in the open than vanish for a year and guess what you want.”

Approximately how long will this game be in Early Access?

“Roughly six to twelve months. The game is already complete enough to enjoy from day one; the Early Access period is for adding online leaderboards, more music packs, expanded controller and accessibility support, and balance tuning driven by player feedback. If those land sooner, I will leave Early Access sooner. I would rather reach 1.0 when it is genuinely ready than pad the timeline to look busy.”

How is the full version planned to differ from the Early Access version?

“I plan to grow Subsønic in a few clear directions during Early Access. Online leaderboards are the big one: global and per-pack score competition, which the game is built for but does not ship with on day one. I also plan to add more music packs, deepen controller support (correct on-screen glyphs and full controller navigation), expand the audio and accessibility options (such as independent music and effects volume), and keep hardening the music-import pipeline so it handles a wider range of files cleanly. Beyond that, I plan to use player feedback to tune difficulty and scoring,
and to decide which new features and content are worth building. The goal for the full version is a richer, better-balanced game with more to play and more ways to compete, shaped by the people in Early Access.”

What is the current state of the Early Access version?

“The Early Access version is complete and fully playable, not a demo or a vertical slice. It ships with three music packs, three distinct bosses, and full score-attack progression with letter grades and no-hit clears. You can play the curated packs or import your own music (mp3, flac, wav, or ogg), which Subsønic analyzes offline and turns into a playable stage tuned to that track. It supports both controller and keyboard and mouse, includes Steam achievements, and runs fully offline with no account required. It is a single-player game. What is not in yet: online leaderboards, additional packs, and the deeper controller, audio, and accessibility options described above. If those matter to you, that is what Early Access is for; if a complete single-player bullet-hell with your own music sounds good today, it already delivers that.”

Will the game be priced differently during and after Early Access?

“I plan to raise the price as I add content and features during Early Access, so buying now in Early Access will be the lowest the game is offered. I do not plan to lower it. Early supporters get the best price and help shape what comes next.”

How are you planning on involving the Community in your development process?

“As a one-person studio, I read everything. I plan to use the Steam Community hub and discussions as the main channel: gathering feedback on difficulty and balance, taking bug reports (especially from the music-import system, where real-world libraries will surface cases I cannot test alone), and letting players weigh in on which features and music packs get built next. I plan to post regular updates and patch notes so it is always clear what changed and what is coming, and to treat Early Access as an ongoing conversation rather than a one-way release.”
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About This Game

THE MUSIC IS THE LEVEL

SUBSØNIC is an audio-reactive twin-stick bullet-hell where every wave, every pattern, and every boss is built from the song you're playing. Enemies spawn on the onsets. Bullets quantize to the beat. Boss phases follow the track's own structure; the verse builds, the chorus swarms, the drop is a wall. Beat the song and you beat the level.

YOUR MUSIC VIDEO IS THE NEXT LEVEL

Drop in an mp4 or mov and SUBSØNIC pulls the song, builds the entire level from it, and plays the video behind the fight. You're not fighting to your favorite music video anymore; you're fighting inside it.

THREE WAYS TO PLAY

  • Curated packs — three hand-tuned packs shipped with the game, analyzed and balanced track by track, each building to its own megaboss. Plus bonus tracks for free play. Press play.

  • Bring your own music — import mp3, flac, wav, or ogg. SUBSØNIC analyzes it offline in seconds, detects its key and structure, and turns it into a playable bullet-hell stage. Your library becomes the game.


  • Bring your own video — import mp4 or mov. Same analysis, and the video itself becomes the battlefield backdrop.


SHOOT IN KEY

SUBSØNIC reads the harmonic key of whatever is playing and tunes your fire to match. The whole screen blooms in time; austere vector geometry, heavy bloom, reactive to the mix. It is loud, clean, and built to be watched as much as played.

BUILD YOUR RUN

Draft pick-1-of-3 SOUNDCHECK upgrades between songs, stack beat-locked powerups, and grow a tail that is both weapon and wall; wrap enemies Tron-style and nothing gets out. Survive UMBRA, the anti-bloom darkness that inverts the game's light. A live destruction meter rides above your ship, from WARMING UP to ANNIHILATION.

EARN THE GRADE

Every run is scored. Chase the S-rank, clear a stage without taking a hit, earn per-song medals, and push three packs of escalating intensity toward their finales: three distinct megabosses, each one a fight tuned to the song behind it.

FEATURES

  • Audio-reactive spawns, patterns, and boss phases driven by real signal analysis

  • Video import (mp4 / mov): the song builds the level, the video plays behind the fight

  • Curated packs plus full user-music import (mp3 / flac / wav / ogg)

  • Harmonic key detection that tunes your shooting bloom to the track

  • SOUNDCHECK upgrade drafts, beat-locked powerups, and a tail that walls off enemies

  • UMBRA: anti-bloom darkness events that invert the light

  • Three packs, three megaboss finales, plus free-play bonus tracks

  • Score attack with letter grades, per-song medals, no-hit clears, and 19 Steam achievements

  • True HDR output, on by default on HDR displays

  • A live destruction meter above your ship, from WARMING UP to ANNIHILATION

  • Full controller and keyboard + mouse support

  • Adjustable motion intensity for comfort; dial the screen shake and effects down or off


  • Offline-first. No account, no always-online, no nonsense.


NO COMPROMISES

Premium price, no microtransactions, no crypto, no live-service hooks. Buy it, own it, play it offline forever.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Generative AI was used to assist in writing and editing some of Subsønic's text, including portions of this store page and its marketing copy. The game's visual art is procedurally generated through code (algorithmic, not generative AI), and its music and sound are licensed or procedurally synthesized.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Quad-core 2.4 GHz (Intel Core i3 / AMD Ryzen 3)
    • Memory: 6144 MB RAM
    • Graphics: Vulkan 1.2-capable GPU; integrated graphics OK (AMD Radeon 610M or better)
    • Storage: 1024 MB available space
    • Sound Card: Stereo audio output
    • Additional Notes: Requires a Vulkan-capable GPU. The game is audio-reactive; visual quality scales automatically to your hardware.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 3.0 GHz (Intel Core i5 / AMD Ryzen 5)
    • Memory: 8192 MB RAM
    • Graphics: NVIDIA GTX 1060 / AMD RX 580 (4 GB VRAM) or better
    • Storage: 1024 MB available space
    • Sound Card: Stereo audio output
    Minimum:
    • Requires an Apple processor
    • OS: macOS 11.0 (Big Sur)
    • Processor: Apple M1 or later (Apple Silicon only)
    • Memory: 8192 MB RAM
    • Graphics: Apple M1 integrated GPU or better (Metal)
    • Storage: 1024 MB available space
    • Sound Card: Stereo audio output
    • Additional Notes: Apple Silicon only (M1 or later); Intel Macs are not supported. Audio-reactive — stereo output recommended. Photosensitivity: contains flashing and strobing effects.
    Recommended:
    • Requires an Apple processor
    • OS: macOS 13.0 (Ventura) or later
    • Processor: Apple M1 or later
    • Memory: 8192 MB RAM
    • Graphics: Apple M1 or better
    • Storage: 1024 MB available space
    • Sound Card: Stereo audio output
    Minimum:
    • OS: Ubuntu 22.04 / SteamOS 3 or newer (glibc 2.35+), 64-bit
    • Processor: Quad-core 2.4 GHz (x86-64)
    • Memory: 6144 MB RAM
    • Graphics: Vulkan 1.2-capable GPU; integrated graphics OK (AMD Radeon 610M or better)
    • Storage: 1024 MB available space
    • Sound Card: Stereo audio output (PipeWire / PulseAudio / ALSA)
    • Additional Notes: 64-bit x86-64 only. Requires a Vulkan-capable GPU and glibc 2.35 or newer. Runs on Steam Deck. Audio-reactive — stereo output recommended. Photosensitivity: contains flashing and strobing effects.
    Recommended:
    • OS: Ubuntu 24.04 / SteamOS 3 or newer, 64-bit
    • Processor: Quad-core 3.0 GHz (x86-64)
    • Memory: 8192 MB RAM
    • Graphics: NVIDIA GTX 1060 / AMD RX 580 (4 GB VRAM) or better
    • Storage: 1024 MB available space
    • Sound Card: Stereo audio output

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