DJMAX-style keysounds: the notes ARE the melody. Hit them to play it, miss them and that part of the song stays silent. Empty-lane taps jam along in key.
LOCAL FILE ANALYZER
Analyze any audio file (.mp3, .ogg, .wav, .flac) directly from your device. Decodes, analyzes, and generates the beatmap 100% locally with zero server upload.
WHAT IS THIS?
Deterministic algorithmic audio synthesizer. The generator compiles the track directly in your browser's audio engine using a seed. Two players with the same seed will hear the exact same song and play the exact same synced notes on the multiplayer relay.
THEME
AUDIO
DISPLAY
BACKGROUND VIDEO
Plays the beatmap's video behind the notes when available (osu! & StepMania). Dimmed so notes stay readable.
VR
VR MODE
AUTO turns VR on when running on a Steam Frame and leaves it off everywhere else. ON / OFF override detection for testing. With VR on, ENTER VR appears at the top of the menu whenever a WebXR headset is available.
No headset was found when the game started. It keeps looking every few seconds and switches to VR by itself once SteamVR is running and you are back on the menu. LOOK FOR STEAMVR checks right now.
HIGHWAY DISTANCE
HIGHWAY HEIGHT
Where the note highway sits in VR (Standard, DDR, PIU, DanceRush): how far ahead of you the judgment line is, and how far below your eyes. Measured from where you were at the last recenter. In VR, the controllers play lanes through the gamepad column of INPUT BINDINGS, like an Xbox pad: the triggers are LB / RB, the grips LT / RT, the left stick is the D-pad, and A / B / X / Y are themselves.
LANE INPUT
FEET plays the highways by stepping on a pad drawn on the floor under you, with trackers set to the left foot and right foot roles in SteamVR (or body tracking where the headset has it). DDR and PIU get their cabinet pad, Standard a row of lanes just ahead of your toes, and in DanceRush your feet are the foot cursors. Recenter while standing where you want the pad. A USB dance pad works with any setting.
SYNTH REACH
SYNTH WRONG HAND
In VR, Synth is played with a ball in each hand: cyan on the left controller, pink on the right. Touch each note with the ball of its colour as it reaches the window in front of you (green needs both). REACH is how far ahead of your eyes the window is. WRONG HAND decides whether touching a note with the other ball is a miss, or doesn't count.
SABRE BAD CUTS
In VR, Sabre is played with a light sword in each hand: cyan on the left controller, pink on the right. Swing the sword of a block's colour through it the way its arrow points. Keep your head out of the walls and your swords off the bombs. BAD CUTS decides whether cutting a block with the other sword, or against its arrow, is a miss or doesn't count.
OSU DOME DISTANCE
OSU DOME WIDTH
OSU ORB BRIGHTNESS
OSU STYLE
OSU REACH SCALE
OSU AIM
OSU AIM ASSIST
In VR, the osu! playfield is a dome in front of you. Circles fly in from far behind it and land on it on the beat; the ring on the landing spot closes in as they arrive. DISTANCE is how far away the dome is (circles keep the same size to your eye). A narrower dome (WIDTH) means less arm travel between circles. It is 60% as tall as it is wide. Point a controller's laser at a circle and pull its trigger (or A / X) to hit it; either hand can hit any circle. AIM set to HEAD, LEFT or RIGHT gives you one cursor, from your head or that hand, and either trigger clicks, like a mouse. AIM ASSIST widens every circle by a small angle so a shaky hand still hits. To follow a slider, keep the trigger held and the laser on the ball rolling through the tube. Spin a spinner by drawing circles with the laser or by twisting a controller in your wrist. STYLE set to REACH pulls the dome in to arm's length and turns the lasers off: punch or touch each circle with the ball in either hand as it lands, drag that hand along a slider's tube, and circle a hand round the small ring to spin a spinner. REACH SCALE shrinks the playfield (and its circles) so jumps fit your arms; DISTANCE, WIDTH and AIM do not apply in REACH.
GUNSLINGER AIM
GUNSLINGER RELOAD
GUNSLINGER SCENE
GUNSLINGER AIM set to ASSISTED sends a Gunslinger shot to the enemy you aimed close enough to (within 5°), and its tracer curves onto him; if two are that close, the one whose beat is due is hit. It picks who is hit, never when: timing is still judged on the beat. It never pulls a shot off a bullet you are shooting at, or onto an enemy down behind his cover. PRECISION hits only an enemy your aim passes right through. Each Gunslinger pistol holds 8 rounds, shown as pips on the side of the gun. POINT DOWN reloads a pistol when you point it at the floor (more than 60° below level). A / X reloads it when you press that hand's face button instead, for when pointing down is hard. A reload takes 0.4 s; an empty pistol only clicks, and an empty click neither scores nor breaks your combo. GUNSLINGER SCENE set to RANDOM plays each song in its own place, the same one every time: a neon downtown, a western main street, the docks or a desert highway. Pick one to play every song there.
REFRESH RATE
How many frames a second the headset shows. Higher is smoother, lower is sharper: to hold 144 Hz a Steam Frame draws the game at 80% of the headset's resolution, 85% at 120 Hz, and full resolution at 90 Hz. AUTO runs at the headset's highest rate, or the one picked for NeoBeats in SteamVR's settings. A rate the headset does not have falls back to the next one down. Changes take effect at once, in VR too.
FRAME TIME
ON shows a small panel low in your view in VR: frames per second against the headset's refresh rate, the time between frames (median, 95th percentile, worst), the game's own work per frame, and frames that missed the display. On a Steam Frame it also shows how many headset frames got a new picture. A line with the same figures goes to the log every 10 seconds either way.
CACHE
CACHED SONGS:0 / 200
DDR: 0 tracksPIU: 0 tracksBS: 0 tracks
UI MODE AT STARTUP
ARCADE is a big-screen, StepMania-style flow with press-to-join and local split-screen versus (DDR/PIU).
INPUT BINDINGS (4 LANES)
Click any slot to bind. Press Backspace on keyboard to clear a binding.
GAMEPAD DIAGNOSTICS
No gamepad detected. Connect a controller and press any button to wake it up.
HOW TO PLAY
MENUS:
Navigate with a controller D-pad or arrow keys. A/Enter selects, B/Esc goes back, LB/RB switch playlist tabs.
STANDARD MODE:
Tap the lanes at the bottom of the screen when notes reach the judgment line. Supports multi-touch chords. On desktop, use keys SDKL.
SYNTH MODE:
Drag left/right touch indicators (cyan/pink) to match the continuous neon ribbons. Perfect hits depend on matching the target circle precisely.
SABRE MODE:
Swipe the oncoming blocks in the correct direction (arrows). Left lane blocks are cyan, right lane blocks are pink. Slashes must match the block color and swipe direction!
OSU MODE:
Click or tap each circle the instant its shrinking approach ring lines up. Hold and follow sliders along their path, and spin spinners by circling the centre. Mouse or touch only โ no controller. Use the OSU! search source for real beatmaps, or play any YTM song with an auto-generated map.
DANCERUSH MODE:
No fixed lanes โ keep two fingers (feet) on the pad and slide them to match each marker's horizontal position when it reaches the judgment line. Orange/blue boxes are TAP steps. Full-width bars are JUMPs (both feet down at once). Ribbons are SLIDE steps โ keep a foot riding the ribbon for its whole length; the ribbon glows green while you're on target, yellow if you're drifting, red if you're off it, so you can course-correct in real time. Your score for a SLIDE is based on how much of its length you stayed on target, not all-or-nothing. On desktop, hold A/D to slide your left foot and K/L for your right foot, or use dual analog sticks on a gamepad.
PROGRESS BAR:
The song's progress is integrated into the judgment line (Standard Mode) or the central progress circle (Synth/Sabre Mode).
MULTIPLAYER
CREATE ROOM
OR
JOIN ROOM
ROOM CODE: ------
VS
SELECTED TRACK
YOUR DIFFICULTY
3
INITIALIZING CONNECTION
DECODING NEURAL AUDIO BITS...
0%
TRACK
NO SIGNAL
0COMBO
SCORE
0000000
100.00%
OPPONENT
0000000
100.0%ร0
P1 DDR ยท MEDIUM
0000000
100.00% ยท 0 COMBO
NO SIGNAL
PIU ยท MEDIUM P2
0000000
0 COMBO ยท 100.00%
โณ
ROTATE DEVICE
VERSUS NEEDS LANDSCAPE
PAUSED
RESULTS
TRACK TITLE
S
0892400
98.45%
PERFECT0
GOOD0
MISS0
MAX COMBO0
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