Paradiddle lets you play drums in VR without the limitations of the real world. It opens up many possibilities for learning how to drum, through an intuitive interface, a realistic sound system and recording-playback capabilities.
All Reviews:
Positive (42) - 92% of the 42 user reviews for this game are positive.
Release Date:
Oct 31, 2017

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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?

“Paradiddle still has a lot of room to grow. Early Access is extremely valuable at this stage in order to get a better idea of how people are using the app and what sorts of improvements they'd like to see. Fostering a community around the app will also get people to share their recordings with each other, which is one of the major ways Paradiddle shines as a teaching tool.”

Approximately how long will this game be in Early Access?

“With the current list of upcoming features, a realistic estimate would be a mid-to-late 2018 full release.”

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

“The full version will include features such as:
  • More drum types, such as the xylophone, steelpan and marimba.
  • Improved visuals.
  • Additional audio reactive environments that users can play in.
  • Advanced audio features and tools such as MIDI integration, exporting note sheets, metronome, looping and sequencing.
  • A built-in recording library to help teach users various drumming rudiments and song parts.
  • Mixed reality recording support.
  • A profile tab that will keep track of stats relevant to the user's play style.
These features will be slowly added into the app throughout the Early Access period. The community feedback will play a great part in determining which of these should be prioritized, or whether there are any other crucial features that should be added.”

What is the current state of the Early Access version?

“Paradiddle is perfectly usable as a drumming tool in its Early Access form, and has cross-platform VR support for the Oculus Rift and the HTC Vive. It currently features 9 different drums, some with 100+ sounds just based on hit velocity and hit location on the drum. Users can drag and drop as many drums as they want through an intuitive interface to create their own sets, and record and share their recordings with others.”

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

“There are currently no plans to change the pricing of the Early Access version, though this might change after Early Access ends.”

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

“Community feedback will play a significant role in determining which upcoming features should be prioritized. Since users can freely record and share their recordings with others, the community will also be invaluable when it comes to sharing recordings of various rhythms, rudiments and song covers.”
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Recent updates View all (17)

February 1

Paradiddle February Update: Major Performance Improvements, Rock Band Pedal Integration, Pedal Guide

Happy New Year everyone - the February update is out!

Quite a bit has changed and been improved internally, so if you find yourself running into any new issues that you weren't seeing before, you can always roll back to the early_version branch on Steam. Here's what's new with this update:

Performance Improvements
I've been meaning to optimize parts of the app since the beginning of Early Access, and I'm happy to say that I was able to spend the past month and a half to optimize some of the more performance-hungry components. It was really helpful to be able to get your feedback when you were observing performance drops, so a huge thank you to everyone who let me profile and debug their performance issues!

As a result, there have been major improvements in the amount of CPU and GPU time consumed by Paradiddle. If you were ever running into frame rate issues or spikes, or were having trouble maintaining a constant 90FPS in the app, it'd be great if you could give the app a try again and see if things are better now. If you're still having frame rate drops - please let me know and I'd love to help you figure out what the bottleneck might be. There are still a few areas of optimizations left, but all the big ones have been taken care of. On my PC, I've seen CPU usage decreases up to 80% and a GPU usage decrease up to 30% during some of my more intense playing sessions.

Rock Band Pedal Integration
Rock Band Pedals can finally be used in Paradiddle without going through other keyboard emulating software like Joy2Key, or other tools like rb2midi. There are two ways of doing it:
  • Through USB: This method requires you to connect the pedal to your PC via USB, by connecting your Rock Band kit. You might need to get the USB breakaway cable in addition if the kit doesn’t already have one. Once your kit is connected and the drivers properly installed, it’ll work like a regular controller, and the kick pedal will trigger the kick in Paradiddle by default. If you’d like to use the pedal to control the hi-hat instead, you can change this in the Controls menu under Options, where it says "USB Input" under Rock Band Pedal.
  • Through the microphone jack: This method doesn't require any additional hardware except for the pedal itself, so you won't need to have a Rock Band kit/controller or the USB breakaway cable. To configure it, go to Controls and click "Mic Input" under Rock Band Pedals. This will bring up a list of your audio input devices. Select the microphone jack that your Rock Band pedal is connected to, and then select the action you want it to trigger. Note: The mic jack currently isn't saved and loaded automatically across sessions, so you'll have to re-do it when you start Paradiddle. This will be added in the next update, sorry about the inconvenience in the meantime!

The Pedal Guide
Up until now, information about how to use pedals in Paradiddle, pros and cons of each option, and other tips I've shared have been scattered around on our Discord and the FAQ. This is why I decided to create a comprehensive pedal guide on the website to act as a central resource for all of this info. If it looks like I missed anything out, feel free to let me know so that I can update it. I hope this helps some of you who are trying to figure out which pedal to get, or how to get your existing pedals to work in Paradiddle! You can find the pedal guide here

Other Changes
  • Kick Drum Default Velocity Setting: You can now adjust the default velocity of the kick drum under the "Drum" tab of a kick drum's options. This affects the velocity that's played when the kick is triggered via the controllers, pedals without velocity information (USB pedals, Rock Band pedals), or any other peripherals emulating keyboard input such as driving pedals.
  • Drums now have a fun little load animation when they are loaded into the scene.
  • Opening a secondary window in the Options tab now closes any windows that were previously open. This prevents things from getting ugly where you could have multiple windows open on top of one another in previous versions.

As always, more changes are on the way. I'm still trying to push some smaller core features out, but my plan is to also release some bigger features throughout 2019, such as more types of percussion instruments, a functional note highway system, some built-in educational content, Steam Workshop integration and more.

If you're enjoying your VR jam sessions in Paradiddle and excited about upcoming features and improvements, I would really appreciate it if you wrote a review on Steam. It doesn't have to be long - any review helps in showing that Paradiddle is trying to be the most flexible, responsive and user-friendly VR drumming app out there. The more we can get the word out, the more support and resources I'll be able to get in realizing that goal. Thank you for your support so far!

- Emre
Join us on Discord!:
Paradiddle drum covers Youtube playlist (your cover could be on here too!)
Official Paradiddle website:
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December 6, 2018

Paradiddle November Update: Vive Tracker Integration, Cymbal Animations, MIDI Hi-Hat Improvements

The November update is out (a couple of days late because of some last minute testing), with lots of fixes, improvements and a few exciting new features! Since the previous update never left beta due to a few bugs that were still in that version, you might also want to take another look at the previous update's notes in case you had not been using the beta over the past couple of months.

Whiplash Cover and Paradiddle in the News
Before going over the changes in this update, I quickly wanted to add a link to the latest Whiplash Drum Cover I recorded in October in order to showcase some of the more advanced features in Paradiddle:
It was performed using electronic drum hi-hat and kick pedals, playing audio out from Superior Drummer 3 through the live MIDI integration, and recorded in mixed reality via LIV (, which Paradiddle fully supports. The video description on YouTube has further details on how everything was set up, but let me know if you have any questions about recording similar content, and I’ll be happy to help out.

Paradiddle was also in the news recently, in a one-on-one interview with VRScout on the future of audio production and drumming in VR & AR! Make sure to check out the article if you’re interested in hearing a bit more about how Paradiddle came to be and some of the design choices behind it:

On to the updates!

Vive Tracker Support for Pedal and Foot Tracking
I’m super excited to announce that Vive Trackers are finally supported in Paradiddle as foot or pedal trackers! They can currently be used to either trigger the kick or control the hi-hat. Here’s what you need to know about setting them up:

Make sure your Vive tracker is connected before you launch the app, as currently Paradiddle can’t detect it if the tracker is connected after the app starts. As long as it’s connected, you should see a little white sphere pop up where your tracker is with some options floating above it. The options are:
  • Kick or Hi-Hat Pedal: Use these to select what functionality you want your tracker to perform. The kick mode currently triggers the kick at one specific velocity, but in further updates I’m hoping to add some velocity sensitivity to this that’s based on how hard the tracker is pressed down.
  • Calibrate: The tracker might just work by default if you’re using it as a foot tracker, but it’s highly recommended to calibrate it on first use. Simply press the Calibrate button, press down on your pedal or your foot down on the ground as the instructions direct you, and pull the trigger to complete your calibration. This value will be automatically saved and loaded, so you won’t have to worry about doing it again each time.
  • Down and Up Threshold: The down threshold determines how close the tracker needs to get to the calibration height before the pedal is triggered. The up threshold is how far it needs to go back up before the pedal is reset to an “up” state. You can also refer to this picture which illustrates how the thresholds work. The thresholds were set to default values where you ideally shouldn’t have to tweak them at all, but you’re free to do so if you want finer control over the tracker movement and how it triggers the kick/hi-hat.
  • Reset Defaults: Resets the tracker mode, threshold values and calibration values to default.

All of the calibration and threshold values are saved automatically when you exit the app, so no need to worry about re-calibrating or resetting those values! The app also supports as many Vive trackers as can be connected, and will keep track of these values for each tracker.

Quick note: This feature is still in development and this is just a big first step, so if you have a Vive tracker, I’d really appreciate it if you could test this out and let me know if you have any comments or further suggestions. The UI will most likely be improved further in future releases as well, I just wanted to get an initial usable version out so that people with Vive trackers could finally use them in Paradiddle.

Physics-Based Cymbal Animations
All cymbals now have the option to toggle cymbal animations on, similar to the ones seen in the Whiplash cover video! My hope is that this’ll make playing on the cymbals a little more fun, while making it feel like real thing even more. The animations are on by default for the ride and crash cymbals, and can be toggled on/off in the newly added “Drum” tab of the drum options menu. I’m curious to hear about your experiences with it and whether you prefer to keep it on or off while drumming, so let me know if you have any thoughts.

MIDI Hi-Hat Change Control Message Support
For those of you with electronic drum hi-hat pedals, Paradiddle now supports Change Control (CC) messages sent through hi-hat pedals to open and close the hi hat. Keep in mind that MIDI In still has to be enabled for the hi-hat drum for this to work. You can see how this works in the Whiplash cover video, as I was using an e-drum hi-hat pedal.

In addition, Change Control hi-hat messages are also supported through MIDI out. So if you connect Paradiddle to a Digital Audio Workstation(DAW) like Superior Drummer, you can open/close the hi-hat in the app, and have it send the relevant hi-hat open/close messages to the DAW. This allows for effects such as hi-hat choking in DAWs, where the sound of an open hi-hat sound will be choked as the pedal is pushed down and the hi-hat closes. Note that you don’t need an e-drum hi-hat pedal for this - if you do have one, Paradiddle will just forward the messages to your DAW, but if you don’t, then it’ll still send the relevant messages when the hi-hat opens or closes as a result a button press, a USB pedal press, etc.

Other Changes and Fixes
  • The tutorial messages are now always oriented towards users, to accommodate the app being launched from any spot within the play area.
  • MIDI: Fixed a MIDI bug where the channel of sent MIDI messages didn’t match up with the MIDI channel selected on the drum. Paradiddle was always sending the message out of the channel+1, but now the MIDI message channel should exactly match up with what’s shown in the drum options.
  • MIDI: Shortened the duration between Note On and Note Off messages sent out of Paradiddle, in other words the MIDI note length, from 2.5 seconds to 250 milliseconds. This was done to ensure Paradiddle worked better with certain drumming games/apps, but let me know if this duration is too short or still too long, or if you’d rather have the option of tweaking this value. I’m considering turning that into a slider that can easily be adjusted.
  • Fixed a bug with the previous (beta) release where saved drum sets were missing a name.
  • The default window size of Paradiddle was changed back to 1280x720 (720p). If you have specific needs to scale the window size up or down, or any preferences when it comes to this, let me know. I might consider making the window size a configurable option in the Graphics menu.
  • The mouse cursor is no longer “captured” and hidden by the Paradiddle window, and no longer bounded by the window boundaries. This should make it easier to move the Paradiddle window around or do other things on your desktop while Paradiddle was open. Note that you’ll still need to make sure Paradiddle is in focus and the active window if you’re using the Space/Ctrl keys to trigger the drums, because Unreal Engine only accepts keyboard input while an app is in focus.
  • Fixed a drum set loading bug that had to do with backwards compatibility. Some older drum set files didn’t load properly, which led to broken values for MIDI notes on drums that had more than one MIDI note, such as the ride cymbals, but this is now fully resolved.
  • Disabled a debug functionality that triggered on a specific key press that displayed additional information when a drum was hit. It wasn’t meant to be enabled for everyone and was just for my own testing.

As always, more changes are on the way, and your feedback can help! Feel free to reach out to me through any of the channels below, or the Steam Discussion Forums, and I’ll consider your suggestions and try to resolve your issues right away. Some of the features and changes I’m looking at for the next release are: stick calibration (repositioning the sticks relative to the controllers), driving pedal support, UI improvements/rework, cymbal choking, and a couple more smaller changes.

If you're enjoying your VR jam sessions in Paradiddle and excited about upcoming features and improvements, I would really appreciate it if you wrote a review on Steam. It doesn't have to be long - any review helps in showing that Paradiddle is trying to be the most flexible, responsive and user-friendly VR drumming app out there. The more we can get the word out, the more support I'll be able to get in realizing that goal. A huge thank you to everyone who's already written a review!

- Emre
Join us on Discord!:
Paradiddle drum covers Youtube playlist (your cover could be on here too!)
Official Paradiddle website:
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About This Game

Drumming Reimagined For Virtual Reality

Paradiddle lets you explore your percussion skills freely in a flexible and responsive VR environment. Drag and drop as many drums as you want from your palette. Arrange and scale them with ease to create the setup that works best for you. Save custom drum sets and load your favorites whenever you come back.

Virtual Drums, Realistic Sound

In Paradiddle, drums give off different sounds based on a variety of factors, with some drums supporting over 100 sounds just based on how hard they were hit. Certain percussion instruments, such as the ride cymbals, also play different audio samples depending on what part of the instrument was hit.

A Platform for Sharing and Learning

Record your songs and share them with others in the Paradiddle community. In a song playback, Paradiddle uses visual cues to show when each drum is about to get hit. Speed up, slow down and play along to a recording in a uniquely immersive learning environment—or just sit back and the watch the show.

Full Feature List

  • Play different types of percussion instruments without worrying about making noise, having a dedicated space for them, or buying them.
    The current list of playable drums are: hi-hat, bass drum, snare, 3 types of toms, 2 types of crash cymbals and 2 types of ride cymbals.
  • Realistic and responsive sound system, powered by FMOD.
  • Create and customize your own drum kit.
  • Record and share the songs you’ve played with others in the Paradiddle community.
  • MIDI input/output support. MIDI devices (such as electronic drum pedals) can be integrated into Paradiddle to trigger any drums within the environment. Likewise, Paradiddle can also send MIDI output, which means you can use the app to trigger your own samples in your favorite digital audio workstation. This transforms Paradiddle into an extremely powerful audio creation tool.
  • Peripheral integration. In addition to MIDI devices, any peripheral that can emulate keyboard input (such as USB pedals) can be used in Paradiddle as a way to trigger the kick drum or control the hi-hat.
  • Customizable controls. Remap your VR controller buttons to different actions such as opening/closing the hi-hat or triggering the kick.
  • ASIO Support. Audio enthusiasts that want maximum customization of their audio settings can switch their output device to ASIO. By default, the app uses WASAPI, and a lot of time was spent to ensure that the latency was kept to a minimum with the default settings.
  • Customizable drum sound options. You can customize settings of individual drums, such as their pitch and max volume. These settings will expand in the future to give users greater control over the sound that comes out of their drums.
  • Ability to load and play back audio files from your system as you play on your drums.

System Requirements

    • OS: Windows 7 SP1 or newer
    • Processor: Intel i5-4590 or AMD FX 8350 (equivalent or better)
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GTX 970 or AMD Radeon R9 290 (equivalent or better)
    • Storage: 2 GB available space

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