Thanks for your patience, spinners. We've been a bit long between major updates, which was due to some small project work we took on (Spin-related) for which we are under NDA. We should hopefully be back to bi-weekly updates from now.
We thought we would be in Taipei for TGS, but it was cancelled due to coronavirus. We spent a few more days on our XD difficulty patch making it as good as possible. Details below.
Looking forward to feeling everyone's rage at the XD levels.
UPDATE 4
FEATURES
XD DIFFICULTY - The hardest, most furious difficulty has arrived, XD (Xtreme Difficulty) contains more taps, more colour swapping, double match notes, faster note speed, full length tracks and new “beat holds” (requiring lift offs similar to regular hold notes) - Beat Holds will not damage the player for lifting off early, but will damage the player for not lifting off at all
Scratch zones! - All levels have been updated with Scratch Zones, build up huge energy and score by repeatedly moving the wheel left and right - for when a spin or a bunch of notes in succession just wasn’t hype enough - Scratch zones will flash when maximum score has been reached
Note sounds! - A short, high-frequency ticking sound (for when notes hit the wheel) can be enabled in the sound options
Practice mode! - During any level hit pause and enable practice mode and you will be unable to fail - You can snap to the cue points in the level (using B and N - “Back” and “Next” for snap left and right) and G to “Go to start cue point” - Gameplay can be slowed down or sped up with P and Left Shift + P
Editor update - Place beat holds with shift + 3 - Place scratch zones with 6, to end a zone place a hold note tail with shift + 4 - Horizontal slices in hold notes should be much easier to place and manage now
New track artwork for OST levels featuring a clear badge showing they are from OST Vol.1
Tutorial (Easy) has been updated to include scratch zones
Tutorial (Hard) shortened and only includes lift off notes, beats and beat holds
BALANCE
Inject (Expert) made slightly less difficult (more like a 2/10 than the 5/10 it was)
This Is It (Expert) difficulty more in line with its rating (mainly in the non-drop sections)
Flight (Easy, Normal, Hard) difficulty more in line with its rating
Scoring for FC runs will now be fully consistent - Previously there was an issue with being able to gain a higher multiplier before a hold note (when a beat note started in the same place) and having that note be worth more than it should
Spins now have a fixed amount of points, there are no more points to be gained by delaying the spin and tapping late
Various levels (New Game, Coming Too, Spin Cycle, I See Lite) have been polished based on Discord feedback (thanks user @glovetheglove!)
Gamepad players will now have a speed boost for the widest flick sections in hold notes
Multipliers are disabled in SpinFM (this is to better facilitate a more fair weekly Champion Challenge tournaments and fairer competition overall
POLISH
Spinners now appear from their placement upwards rather than before and after their placement (this now makes sense as the spinner activates at the beginning of its placement not the middle
Spinners now render as a world object (as opposed to on the track) - their width should be uniform between difficulties and track speeds - To place a beat spin, simply place the two objects on top of eachother and it will now render on the track correctly
Spins have a fresh new look
When holding an equal score on the leaderboards, your name will appear first, followed by others in the equal place
Every single level has had a once-over and been tightened up (if any of these suck hit us up in Discord to complain)
Rattlesnake (Easy) has a more concise musical cut at the end (similar to the Normal ending) Intro sound volume has been lowered
Music has overall had volume lowered to make room for note SFX
New Game (Easy) preview loop has been fixed
BUG FIXES
The crazy particle bug in the Coming Too level has been fixed
Spam resistance (forced damage when spamming left / right to avoid cheese) no longer activates during a scratch. This prevents punishing players during fast motions after scratch zones
With hold mouse to move off, a secondary tap binding will also “hold” the wheel (secondary tap used to only tap, which meant players could not use this button for hold notes)
Welcome to our 3rd major update. We've added five new, completely free levels for you bringing our total to 23.
Coming Too by Melbourne DJ FarfetchD (feat. Elysium and Nutmeg), an infectious groove that will stay in your head for days
I See Lite by Kitty, a blissful tune and one of our SRXD OST Vol. 1 originals
Métropole by Anomalie, a musical love-letter to the city of Montreal, and the title track from his groundbreaking debut EP
Showdown by F.O.O.L, a Monstercat classic that brings some heavy nu-disco vibes
Believe by Teminite, a true epic from his recently released EP ‘Unstoppable’
PATCH NOTES
Features
Five new levels!
Spin FM is LIVE! - Intergalactic radio station SpinFM is always online, jump in and play whatever the DJ algorithm spins up for you. Compete for first place with whoever is in the room, achieve global combined high scores or just hang out and spam emotes. You can’t die in SpinFM, so just have fun and do your best.
Fixes
Fixed the game locking when alt+tabbing, minimizing, or using exclusive fullscreen.
Fixed Wacom touch loading on most machines
Fix overlap of Perfect/Good feedback effects
Mouse left click (mouse 0) was always bound to tap. It can now be unbound (via “Grab Wheel” binding)
Random no longer offsets the selected track by 1 and submits to the wrong leaderboard in certain situations
Balance
Scoring update (your old S ranks will now be worth less as the score potential has increased - sorry) - Match, taps and beats are now worth double their original values to match the higher value of holds - It is now more difficult to “break” the hold note bonus (mainly during 90 degree flicks) - this is still currently impossible on gamepad in certain places (the widest possible flicks on The Magician and Inject Expert) but we’re working on a solution for this
Ginger Lizard (Expert) made ever so slightly less annoying towards the end
Ginger Lizard (Hard) ending and pre-chorus made a little more exciting
Rattlesnake (Hard) intro beefed up a touch
Reach You (Normal) slightly polished (a few more taps)
Other small level polishes here and there
Polish / Misc
Option (in Audio) to enable muting the game when window focus is lost so your parents never catch you Spinning
Leaderboards have been reset!
All playthroughs are now leaderboard submissions (and are free / no time limit)
New beat visual effects
Progress bar and timer for how far into the track you are
Daily leaderboard submissions will also submit to regular leaderboards
Steam Rich Presence (to match Discord) w/ localization and Join Spin FM support
The tiny bits of geometry on either side of the top of the wheel have been removed
Example SFX when changing volumes
Beat wings now show in Tutorial (Hard)
We hope everyone has an awesome Christmas break and look forward to meeting all our new spinners in the new year.
Welcome to our 2nd major update. We've enabled global leaderboards, a bit of spit and polish, some needed fixes and more
We're working hard on our bigger Christmas update which will contain 5 new levels (maybe 7 if we can stretch it), a sweet, kind-of-unique multiplayer mode and more.
PATCH NOTES
FEATURES
Global and Friends leaderboards for all tracks and difficulties
There is a cooldown for submissions that is the exact length of the selected track (this is to prevent quitting and starting repeatedly. We want submissions to be a true performance like a smaller-scale daily run). Come at us, haters
You can see where you place vs your friends below the main global leaderboards on each track
Discord Rich Presence (so you can spy on which tracks the devs are working on)
Anti-aliasing options
Frame limit option (inaccessible when VSync is enabled)
Daily leaderboards now support additional difficulties (Normal and Hard), however you still only get one shot on one difficulty, so pick carefully. The button is in the bottom right of daily leaderboard and yes it's tiny.
FIXES
Reduced stuttering during gameplay
Wacom can be enabled in options (disabled by default)
Removed touch wheel/beat split (may introduce as an option later) - this broke most player’s trackpad experience
Fixed Daily Leaderboards being empty
Game will now pause when losing window focus
BALANCE
Expert difficulty notes move faster (around 10%)
Hard difficulty notes move faster (around 5%)
Hypersphere difficulty lowered to 3, but level made slightly harder overall (all difficulties)
Adventures (Hard) made slightly more difficult
This Is It (Easy) has been made slightly less difficult in the 2nd drop
Highscore (Expert) is more fun
Minor polish to various other levels
Scoring update! Hold notes now give you more points the longer they go on, spins now have a weak and regular spin threshold which will afford score accordingly - max scores have changed so you may find your S becomes an A and so on. RIP
LANGUAGES
Здравствуйте! We have Russian language support
POLISH
Beat notes have a new textured look, and higher contrast with teal spin notes
Added Steam Controller translations for new language (Korean, Russian)
See yourself on the Daily Leaderboard, even if you don’t make top 30
Welcome to our 4th hotfix, just a bit of polish (not the language Polish, that will be coming soon thanks to Discord user Kiran. Also shoutouts to another Discord user Daddy who will be providing a sprinkling of speculaas with some Dutch translations.
Patch notes:
Fixes
Fixed an impossible section in Flight: Expert, also made the level slightly more fun early on
Fixed using up your Daily one-shot when the track is not yet loaded
Fixed various translations and text-UI overflows
Fixed small cursor (Windows only)
Fixed where you could submit onto tomorrow’s Daily leaderboard when starting before the turnover
Fixed hit sounds when previewing Daily after submitting a daily score
Fixed a spin mechanic bug when using controllers
Expanded HUD multiplier to 4 digits
The team will be back together tomorrow to plan the direction of our next larger update.
Okay Spin wizards, we've passed 1000 members on Discord! Welcome to all our new members. If you're not part of the team yet come give us a hug at our Discord channel.
PATCH NOTES
CONTENT (FREE)
Three new levels representing future bass, glitch and synthwave (come at me genre police)
Adventures by Monstercat royalty Hyper Potions and Subtact
Ginger Lizard by Kiwi legend Opiuo (us Aussies claim him as our own like Russel Crowe, Pavlova, the flat white and lamingtons)
Hypersphere by Swedish synthwave artist Douglas Holmquist from the awesome Pinout OST
CONTROLLERS
WACOM, Mac trackpad and Windows Touch support - Coming soon: ability to customise how much of the touch region is used for wheel control / beats
OPTIONS MENU UPDATE
Tabs for different option groups (General, Visual, Audio and Input)
Keyboard and mouse bindings
Deadzone setting for gamepads
Vsync option and frame limiter - not available when vsync is ticked)
Screen resolution option (including refresh rates and windowed modes)
Gamepad aim assist toggle
Hold note assist toggle
Hold mouse click to move wheel toggle
Enable motion controls toggle
Ability to mute vocals (3,2,1 GO)
Language cycle option
Sounds now have their own mixer channels and you can adjust the volume of each (SFX, Voice, Master)
Ability to remove note clearing zone after taking damage
You can now see your audio latency in milliseconds near the calibration button
POLISH
New tracks now have a “New” tag so they are easier to locate
Mouse cursor is now much more visible (larger with higher contrast)
Quick restart button (default R after pausing)
Hit sound SFX are less grating (high cut on the top end, less glitch sound)
Previous Daily run results can be viewed (arrow at the bottom - only works from today)
Daily leaderboard now has skulls for failed runs, and ticks for success (and overall much more polish)
Monospaced font for leaderboard (and other UI elements) for legibility
Lift off notes (after holds on Hard / Expert) have new art and visual feedback
Custom track editor has its own fresh UI
You can now delete custom tracks from your list
Warning dialogue before deleting custom tracks
Warning dialogue before starting a Daily run
The Daily song preview fades in to be less jarring
Custom levels can now be played with different amounts of health and track note speed
“2Mello” fixed to “2 Mello”
Menu hints and tips that extend over the screen width (ie French language) now scroll for legibility
Hotkey changes in pause menu (Esc)
Pressing the Esc key again will now unpause the game instead of quitting - The Q key will now quit to level select - The R key will replay the current level - Results screen has been touched up
BALANCE
Track difficulty tags have been modified (difficulty 3, 5, 7 and 9 is now shown)
Track order has slightly changed (Flight has an appropriate difficulty number, and the three new tunes have been slotted in at the appropriate difficulty
Hard, Expert and XD difficulty now share the same health pool (5 blocks)
Slight polish to Razor Sharp - Expert and Normal (slightly more difficult)
Made the ending of Flight (Expert) less annoying
Bubbles (Expert) now has more release notes after holds
Daily runs can no longer be attempted twice via force quitting the game
After a pause, the game will countdown a short timer before resuming play
BUG FIXES
You can no longer press buttons while “Random” track is selecting (allowed you to change difficulty before the track had selected)
Keyboard priority in menus fixed (should no longer require extra presses in some situations when going back to main menu from Arcade)
Heavy, slow spins (after hold notes) fixed
Arrow keys no longer turn off mouse input in menus
Tabbing through difficulties in the level editor no longer works due to fixing a bug (sorry to all those using this to practise hard and below - proper practice mode is coming)
VISUAL TWEAKS
Accuracy beams on track side rails is brighter (corresponding to “perfect” and “great” hits)
Results menu difficulty is easier to see
New cover art and description for OST tracks
Match note + tap note wheel feedback brightness has been lowered
Languages
NEW LANGUAGE - Korean! Special thanks to Discord user Auth
Thanks so much to our wonderful community. Keep piling on the awesome feedback.
Small hotfix out today, we're actually working on a bigger update coming in 1 week (aiming for Friday 8 Nov Australian Eastern - probably 7th in some parts of the US)
This will include 3 new tracks along with numerous QoL fixes such as KB&M mapping and more.
Fixes
Fixed glitch that occurs when failing a Daily Leaderboard Challenge (broken backgrounds, etc.).
Numerous small menu translation fixes (thank you Discord users!)
Slight polish to Reach You (Expert, Hard) - some annoying stuff gone, some bits slightly harder
Thanks so much to our incredible fans on Discord! Keep your suggestions flowing and we will keep logging them.
The main priority here was to push out a hotfix for the mouse requiring a click to "engage". You can disable this by pressing Q on the options menu - look for the check box that appears.
This isn't a true fix, but we are working on a revamped options menu for an upcoming bigger patch which should add many more QoL fixes and a splash of polish.
Current fixes
Fixed the white flickering that occasionally appeared in the middle of the screen giving you a surprise migraine
Added a super secret option to toggle hold mouse click requirements. (Press Q in the Options Menu and a new checkbox toggle appears with no text at the bottom. A full fix and comprehensive options menu change is coming in the next content update)
Fixed issue where spamming buttons could activate replay/next before song complete stats are read.
Fixed bug where opening a website from the game would prevent Steam updates and the game from closing properly.
Fixed an issue with Fullscreen / Windowed switching on startup.
Disabled “Next” button on song complete for the last song on the tracklist.
Fixed formatting and scrolling issues on Daily Leaderboard
Fixed MIDI input / navigation on song failure
Fixed a rare crash when changing from menus into game
Changed game icon
There are so many things we want to fix and improve, so keep your suggestions flowing in Discord and we will keep logging them.
Early access is ticking along, we hope to have 1.0 out by the end of the year or early 2021 (which includes a Switch port).
DIFFICULTIES
Easy and XD difficulties have been implemented since launch. The game aims to be both welcoming to newcomers and a good challenge for experienced rhythm gamers. We regularly polish levels based on user feedback, and we've reached a point where we are happy with the difficulty curve of the current 36 tracks.
Users regularly give feedback that they would like Easy and Normal levels to be full length tracks, and this almost always starts a discussion with strong views on both sides.
Electronic music isn't like most of the rock music that was present in Guitar Hero - a lot of it is really long (5 minutes+) which would be difficult to keep entertaining on easier difficulties which lack Beats and more complicated colour swapping. Even on XD difficulty which contains full length tracks, users complain that some of the tracks feel too long. It's impossible to please everyone here, but there may be room for extending the length of some tracks in Easy and Normal to match the length of Hard in the future. It is a ton of work though, and the more tracks we add the less likely this becomes.
We hope that by having 40-50 tracks by 1.0 and more in the future, there will still be a good value proposition for users who only want to play Easy and Normal tracks.
LEVELS
We have 40 tracks currently licensed, which includes 10 original tunes from out OST Vol. 1.
We should be able to add another licensed track to reach 40 official levels by 1.0, and we're looking to create a 10 track DLC with Monstercat to launch alongside 1.0, which would bring the total available levels to 50.
There's also OST Vol.2 which is in the works, and a few more tracks we have our eyes on from a variety of sources.
With the launch of our custom track update you can now create levels to any music you own (as long as you convert it to .OGG format. Check our editor guide here.
We will continue to add features to the editor as necessary, the main large update being more robust mouse controls in the note editor, and custom lengths per-difficulty.
We can't facilitate sharing inside the game as it's a paid product (unlike free games like OSU! and Clone Hero).
CHALLENGE MENU
Our last planned challenge is the Weekly challenge leaderboard. This will add a new mutator to each weekly challenge. Unlike dailies, players will be allowed multiple attempts at a weekly challenge.
BACKGROUNDS
We want to add the ability to customise the backgrounds in your custom levels. This is proving quite the challenge though so we may have to scale down our expectations on what we can deliver.
TWITCH
We have some interesting ideas for Twitch integration such as code-sharing with your audience for collective scores, chat affecting a streamer's game with mutators and more.
ACHIEVEMENTS
We want to include achievements by 1.0. Nothing too grindy or annoying.
SINGLEPLAYER TOUR MODE
By the time SRXD hits 1.0 we should have around 40-50 tracks in the game. For a first time user navigating through these could be overwhelming. We will include a simple single-player experience to unlock tracks in a sequence.
MULTIPLAYER
We already have working split screen versus multiplayer which will be included in a future update (when we have better finalised mutators and complete a proper UI for the mode).
We have further ideas on co-op and counter-op modes (currently being explored in the live online multiplayer SpinFM).
MIDI COMPATIBILITY
We will be polishing our MIDI detection and calibration tools throughout Early Access with the aim of supporting as many MIDI devices as possible. We have run into some strange hiccups (such as the Native Instruments MIDI mode issue, or the odd IDance VDJ Intro input errors and the DJ Hero / IIDX controller's lack of a wheel tap input). We were able to fix these quickly because we have physical access to these wheels. We know there are potentially thousands of other wheels to cater for and with the help of the community we should be able to build support for many more MIDI devices.
Make sure you jump into our Discord channel and check the controller review chats before committing to any expensive wheel purchases.
We will try to keep this up to date as we add features. More to come.