Hey Spinsters, we've got a small update for Halloween with 2 new tracks and some skins as well as some news.
We still have our big 3 updates to do in our mind including the editor update, endless mode and some kind of multiplayer. Stay tuned (and patient!).
Halloween skins!
It's spooky season! We have a free UI palette and costumes for Jim, Lady and OST!
Halloween skins are available until Dec 11 after which they will be replaced with Christmas skins. As usual all holiday skins are available permanently for owners of the Supporter Pack DLC.
Two new tracks!
2 new tracks! We now officially have 70 tracks in the game! - We're bringing a bit of hyperpop and J-funk to Spin with 'tapestry' by Braden Ross and 'Radio' by S087.
New RemiXD difficulty charts! - Daydream by MrCringe - Second Wind by Dama - Spin Cycle (NETCAVY Remix) by jane - The Magician (Eraser Remix) by NOIN
Endless mode
The tech for our upcoming 'Endless Mode' is working! We recently ran a demo on Twitch for our birthday bash - congrats to Metalman20 for passing the 10 minute mark, absolutely ridiculous.
We're figuring out how to gamify it at the moment as well as how to do an endlessly evolving background, but the core experience is pretty fun already - play through endless buildups and drops while the gameplay and track speed get progressively faster. It is the ultimate test of your speen skills.
We're thinking of briefly choosing powerups or bonuses during the few seconds of downtime between tracks for a bit of arcade flare, but nothing confirmed yet.
We also want to add a "zen mode" without any of the score, speed increases or challenge - a fun thing to have running at an expo or party.
Editor update mockups
Daverwob has been working on giving the level editor a much needed redesign to incorporate mouse controls and the UI style of the rest of the game.
We're going with something that resembles the side-panel menu design of the tracklist with buttons for all of the current hotkeys - and tooltips to better explain each feature as well as teach charters the hotkeys in a more obvious way.
There would be 4 side panels. The clip info editor would remain as its own separate page.
Track info
Note editing
Flight path
Hotkeys and help (links to editor guide and Discord)
Fixed a bug with hold note re-grab inconsistency - if you missed the start of a hold note it would only register if you re-grabbed it at the initial position (which could be incorrect)
Fixed a bug where if you skip through the result sequence it could stay displaying a slightly smaller score than what was actually achieved.
Just a heads up, we are taking a bit of time between updates to try out some new game prototypes - usually we spend about two or three weeks on these and then get back to Spin dev. Currently we're messing around with something to do with robots.
Let the Spin wash over you.
Update 1.4 - New tracks, editor update + more
UPDATE 1.4
Hey there Spinners, we're back to our semi-regular updates with a focus on improving the customs editor and adding some new content. Details below.
Give-it-a-Spin 2 winner skins!
Our second round of community skin designs came through and they're so good we decided to add two of each this time. Congrats to the winners!
CrookyCumbles - Tooth and Paw Wheel
Icondor - The Chemical Factory Wheel
Icondor - Comets Track Texture
BananaBoiJeff - Paw Print Track Texture v2
BananaBoiJeff - Fire Track Edge
WL | Eraser - Ice shards Track Edge
Ani - Keyboard Note Skin
hot anime catboy - Building Blocks Note Skin
You can unlock the skins by entering a code found in the #welcome channel of our Discord server.
Two new tracks from B-Sides competition!
We've run our B-sides competition (OST Vol.1 community remixes) competition twice now. The first two winners produced some banger tunes we are thrilled to be able to finally include amongst the base game charts! These were super fun to chart and we hope you enjoy playing them.
The winning songs are Spin Cycle (NETCAVY Remix) and The Magician (Eraser Remix).
You'll find these right next to their respective OST charts with a slight difficulty buff to their OST counterparts.
Special thanks to Discord user Lena for helping with the tempo map for The Magician.
Features
Added Final Boss RemiXD difficulty - good luck!
Improved tutorial! - Mouse glyphs now show with move, taps, holds and scratches
Improved practice mode! - Every single track section has been named and will display in the timeline - Track sections are now used as practice sections allowing for better looping - Score percentage is now clearly displayed in the timeline
Removed Songwhip links (the service has been discontinued) and replaced with other links
Improved customs editor! Tracks can now be cut short at the beginning and end - Now less audio file editing is necessary with annoying silences or long tails - A fade in / out will automatically be generated - This features works per-difficulty, allowing easy / normal to be cut short if desired
Polish
Added artist credit for Hommarju (Dying Scarlet)
It is now possible to bind "Spin Wheel" to vertical mouse (or SDVX controller) axes
Editor: It is now possible to change the colour of a hold note from its tail
Sharpened the font in practice mode section names
Editor: Hold note tails now count as a "last note location" when placing subsequent notes
Vibration pulse will now be felt when changing vibration intensity in options
Options menu now exits slightly more smoothly when selected during gameplay
Better scrolling in the level editor! - Scroll wheel now zooms in / out on the timeline instead of scrolling forward / backward - Scroll wheel will still scroll forward / backward the timeline when mouse is placed over wheel / track - Function is the same as it always was in the clip editor - Scrolling the timeline now moves more quickly if you are zoomed out
Cue point names are now visible in the editor on mouse over
It is now possible to jump between BPM markers and time signatures using left / right arrow keys
Added Gavi Guy to credits for Japanese translation
Up and down arrow keys are now more useable with drop down boxes
Random track select button is back! (located in track filter panel)
Bugs
Fixed a bug where multiplayer would not work with gamepads on MacOS
Fixed a bug where remote play would not work in multiplayer with gamepads
Fixed a bug where scrolling through tracks using mouse wheel could cause repeated SFX
Fixed a bug where "Claim XP" button would not appear on PlayStation until restarting
Fixed a graphical bug with Ginger Lizard's background
Fixed a graphical bug with Dying Scarlet's background
Fixed a bug with Dying Scarlet leaderboards (PlayStation)
Fixed a bug where gamepad vibration wasn't working in the practice window
Fixed an editor bug where 'ctrl + a' would select all notes across all difficultes
Fixed a bug where exiting from credits / input mapping submenus would have bad UI selection
Fixed a bug with CTM controls and overspinning
Fixed a bug where a soft lock could occur when undoing after deleting a time signature marker
Fixed a bug where copying and pasting from note editor fields would also copy and pate notes
Fixed a bug where mouse wheel would scroll the editor timeline when game was unfocused
VR: Fixed a bug where practice mode loop sections did not work
Keep the spin within you.
Update 1.3
Hey there Spinners, we've got a huge update for you today with the addition of a new and completely free VR mode, as well as the release of our Chillhop DLC and PlayStation 4 + 5 port!
You'd better believe we are reusing this GIF!
UPDATE 1.3
There's a lot of things to get through so let's go!
VR Mode
It's finally here! Jump in, have a smash and let us know what you think.
In typical SRXD fashion we have allowed a customisable experience. By default, wheel motion and taps are achieved by contacting either hand's pointer with the wheel itself. Beats are achieved by tapping outside the wheel area.
You can customise which hand does what in the VR tab in the options menu, so if you'd rather have one hand do beats only no matter where you tap, that is an option.
We have some pretty nifty and hopefully seamless aim assist which helps with jagged vertical motion. This helps you get in the groove and jam out without worrying about moving your arms too robotically.
Thanks to everyone who helped with our beta branch on Discord. This is our first time doing anything VR and we do not have access to every piece of VR hardware, so if you find any issues please let us know over on our Discord channel.
Chillhop DLC
Prepare for something quite different to the usual Spin Rhythm base game experience.
Spin, relax and study to 10 of the mellowest, good-vibes tunes to ever hit the rhythm dimension. There's also some sweet lo-fi inspired skins including a recording studio style wheel skin, an XLR cable track edge and some very cute raccoon skins for Jimmy and LadyJ.
We've included 2 Chillhop Music bangers (can you call something so chill a banger?) to give you a taste of the DLC flavour. Enjoy!
Second Wind - L'Indecis
Daydream - Eli Way
We have also included 4 new RemiXD tracks!
Dying Scarlet
Come to Me
Sector 5
Time
Congratulations to the winning charters sodapants, Edge, Kwazi and Loosiano!
Improved UI stuff
We've polished up our UI a little. There's a slightly cleaner look to most of the options menu sliders which now use dots and better visualising of containers, as well as some fancy drop down menus.
Input mapping has been improved with combined keyboard / mouse on one page.
Some more important input options have been moved out to the main settings menu tab
'Hold to move' option has been added for gyro controls
Track select menu changes
‘Track filter’ now has its own tab
Added scratch notes to ‘performance progress’ tab
Practice mode changes
Each section now shows accuracy as well as total score progress
Practice mode sections for each track are now based on cue points
If no cue points are present defaults to evenly spaced sections as before
Tutorial polish
The tutorial now has proper glyphs for mouse controls.
Track editor
Individual background elements can now be turned on and off to your chart's desire.
Check the "toggle elements" buttons at the bottom of the left panel in edit mode. This means you can now use the Monstercat and Chillhop backgrounds without the presence of the furry overlords in the distance!
Demo update!
We've included Daydream in the demo to give the people a taste of Chillhop's style (and to run a cool competition on their Discord).
What's next?!
So what comes next? You all know we're not the best at making and sticking to timelines. The main things we have left on our personal wishlists are improving the editor to be more mouse friendly, adding an "endless mode" which could be pretty fun and some kind of simple lobby-based online multiplayer if it's possible (although it's a massive undertaking).
We also have 6 remaining tracks (including the two B-sides competition winners) to include in a future update.
Until then, hope you enjoy this big update!
As always, thanks for spinning.
VR open beta branch now available!
Hi there spinners!
We've just put the VR mode up on 'communitysneakpeek'.
If you haven't tried this branch before, the beta key is 'earlieraccess'.
This version also has a few other improvements, such dropdowns in the UI for multi-choice items and an improved practice mode that uses cue points again.
You can also try the two new Chillhop tracks which will be released for free alongside the DLC on July 9.
We have officially passed certification on PlayStation! It was a long road, and doing 2 consoles (PS4 + PS5) plus an entirely new VR mode was a bit of a job, but we got it done.
Check out our trailer below (VR mode starts at 40s).
Motion controls feel great on VR. The game becomes a kind of interdimensional drumkit. You move your dominant hand into the wheel to engage it (acting as a tap and hold). Moving your hand while it's engaged moves the wheel, and your off hand can be used for beats by tapping outside the wheel.
Using the regular PlayStation gamepads you can do the usual shenanigans (motion controls, regular stick controls) and we've also added support for the touch pad. It's a bit of a gimmick, but pretty fun to try out.
We've had a few people ask, and I wanted to officially say it here, the PC VR version will be an entirely free update released on the same day as the PlayStation version.
If you would like to be a part of the PC open beta before the Steam VR version hits, so make sure you're on our Discord if you want to be a part of it.
Spin ya later.
VR Update!
VR tease and PS5 port update
What's up Spinners. We've been quietly chipping away at our PlayStation 4+5 port of SRXD, which includes PSVR. We're targeting June (ish) for release.
We will also be pushing out VR mode on Steam as a free update at the same time!
VR feels like the best implementation of motion controls we have achieved so far. Tracks make you feel like you're controlling a virtual drum kit, it's pretty neat!
The VR controller moves the wheel as smoothly as your hand moves, and is "engaged" when the dominant hand (which can be swapped) cuts through the target zone. This acts as a tap or a hold note, and the same happens for beats (and beat holds) in the opposite hand.
If you prefer to play in VR with regular gamepad controls and no waggle, you can do that instead.
On PlayStation we will support regular gamepad controls, gyro and even the wacky touchpad feature - the quality of this touchpad gameplay experience is questionable but hey it's there!
CHILLHOP DLC
We will also be releasing our second DLC alongside PS5 and VR which is Chillhop! Click below to listen to the playlist.
We will be releasing 2 free Chillhop tracks into the base game collection alongside the DLC to give you a taste of their laid back vibe - Daydream by Eli Way and Second Wind by L'indecis.
Thanks as always for your patience.
MERCH DROP
ENTER THE MERCANTILE DIMENSION
You've been asking for like... 4 years, so here it is. We've officially launched our MERCH STORE.
First 50 merch orders (of $15 USD or more) get a free Supporter Pack key (on Steam) - as well as a personal thank-you video from the devs!
Special thanks to the artist aurahack and Discord user Ani for contributing their excellent work to the merch store!
And thanks to all you spinners.
BUG FIX
Fixed a bug where the customs create button would not work if customs were hidden via filter
Version 1.25
Ho ho ho, spinners - can you feel Christmas coming?
It’s been a crazy year since launching 1.0 in March, the Switch version in October and now with the PS5 version in the works (including VR!) - Steve got married, Daverwob had a baby and so much more.
We’ve been quietly chipping away at our next console port while slipping in a few new features for PC. Optimising for Switch meant that many graphical features had to be neutered on PC. We’ve added a bit of sparkle and magic back into the visuals with this patch, including a revamped dynamic background system.
We also licensed two tracks by Akira Complex around 6 months ago. They were raising funds for a personal family emergency and since so many of you loved their work, we decided to licence Dying Scarlet and Come to Me to contribute to the fundraising.
Tragically, soon after this it was announced that they took their own life.
This was a massive shock to their fans and many rhythm game communities within which their work was so prolific. We weren’t sure how to implement these after such a shocking turn of events, but after this much time has passed it feels right to add these levels as a tribute to someone who contributed so much to electronic music and rhythm games.
Dying Scarlet is a bit more relaxed and lower in difficulty, and Come to Me is fast and intense, one for more experienced players.
We hope you enjoy these new tracks and features.
Version 1.25
FEATURES
Two new tracks - Dying Scarlet and Come to Me by Akira Complex - We hope you enjoy these two very cool, contrasting tracks
Dynamic background system - We had big ideas initially for a dynamic, fully customisable background system, and while we never reached those goals, we have added a new (toggleable!) system which adds a lot of colour and energy to tracks. - All tracks now contain a light and dark background variant. These are blended at various strengths depending on which notes you hit - Most backgrounds have been polished and redone to a degree.
“Festive Spirit” skins added to Supporter Pack from 12 Dec to 12 Jan - Enjoy an exclusive Christmassy UI skin and a Santa hat for Jimmy and Lady, available to everyone over the period, but will remain available to those with the supporter pack
Keyboard and MIDI devices can now be split for multiplayer! - That’s right, go head to head with just 1 set of MIDI decks, or even a single keyboard
POLISH
Added spin flash effect for better feedback when spins are hit
Spin tap effect (the spinning square) has been returned to its former glorious brightness level
Calibration now mentions milliseconds in all languages
Gamepad haptic feedback has been improved
Graphic EQ now looks a bit brighter and more shiny (toggleable)
Particles have been returned to their pre-Switch optimisation state - more numerous and beautiful
Improved the world reaction to tap notes - these now decrease in height more smoothly
Tutorial will now show proper inputs for MIDI devices ("tap wheel" and "tap beat")
Added a way to disable scroll wheel (mainly for customs charters) - check input > mouse > enable scroll wheel
BUGS
Fixed a bug where “Clean Finish” achievement was not triggering correctly
Fixed a bug where all players in multiplayer would start their wheels in the same place
Wishing you all a merry Christmas and a happy new year!
Update 1.2
Welcome back Spinners, we've got a decent sized update for you today, along with the release of our Nintendo Switch version!
SWITCH VERSION!
The Nintendo Switch version releases today in all regions!
Go and check it out! You can play with touch screen, motion controls, gamepad and even keyboard and mouse! Yes, we went mad and implemented KB&M controls. We have added mouse sensitivity in the input menu as a day 1 patch, along with improved motion controls (where you can select which axis you can use).
Currently motion controls are available on the right-hand Joy-Con and the Switch Pro Controller.
STEAM VERSION 1.2 FEATURES
Local multiplayer!
An essential Switch feature, we have added up to 4 player head to head on PC to scratch the itch before we attempt to implement proper online multiplayer lobbies.
Players can each select their input, meaning one can play MIDI controls, one gamepad, one keyboard and mouse and so on. Currently it’s not possible to play two players on a single controller.
Players can play on whatever difficulty level they choose and the tracks will dynamically cut themselves to match the shortest track - there are some bugs with the more complicated cut tracks such as Ginger Lizard, but it’s about 98% seamless.
New track unlock system!
Levelling up will now give you a key which can be used to unlock tracks directly.
Tracks are grouped in tiers, and unlocking a single track from one tier will allow access to the next.
Players can now unlock the tracks they enjoy more quickly.
6 new RemiXD tracks!
cold rock it by ★MrCringe★
Your Pain by CrookyCumbles
Lights, Camera Action by Edge
Engine Start by Loosiano
Velours by Programmatic
Coming Too by swago
Monstercat DLC!
Our first actual DLC is here! It contains 10 awesome hand-picked tracks including nostalgic beats, Monstercat classics and some hidden gems that match the gameplay of SRXD perfectly.
You’ll also get a Monstercat wheel skin, a cute giant Monstercat helmet for Jimmy and Lady, as well as a track edge inspired by audio gear ‘Hi-Fi’, with a matching track edge colour ‘Veridian’. Oh, and a Monstercat menu palette inspired by the branding colours of Monstercat Uncaged and Instinct.
Monstercat DLC has its own full-game leaderboard separate from the base game tracks.
Access the DLC from the main menu or the Steam store page.
Track list:
Cheat Codes - Nitro Fun
CRAZY - Tokyo Machine
Into the Light - Notaker, Karra
Shut My Mouth - Koven
THE DROP - Gammer
Blue Shadows - Xilent
Overkill - RIOT
U Got Me - Bossfight
How We Win - FWLR
It's All Over - Shockone
POLISH
Players can now hover over the custom colour profile title and use ctrl + c and v to copy and paste a hex code of the colour profile - try pasting: 4D36E2;4AC9B0;FFCC42;2C9B8D;473CE2;FFFFFF;000000 for the Monstercat wheel colours we used in the DLC trailer.
Players can also do this with individual wheel / note colours
Every track in the game has been scanned for a LUFS value (loudness over time) and then given a volume offset. All music should now be perceived at the same volume - meaning Time (very soft) and Ghost Ship (very loud) should have such a ridiculous disparity in volume.
Removed the option to “restart track” when level editing (this could cause some dangerous save-destroying behaviour)
Removed the option to “create track” when level editing (for the same reason as above)
Track previews have all been redone to be the most exciting part of the song on all difficulties
Track previews fade in and out more smoothly
Added a “preview volume” button for lowering track volume in level select (can be set to 100%, 50% and 0%) - just above the play button
Practice mode button is now available in the “performance progress” side panel
Customs (creating, editing and all other controls) are now accessible from their own side panel
Highlighting the heart icon (favourites) will now bring up the artist QR code
Rebalanced default audio levels to fit with new LUFS system
Fixed some incorrect spelling and naming in the credits
BUGS
Fixed a bug where Korean and Russian exit prompt text would not show up
Fixed a bug where the main menu DLC panels wouldn’t accept mouse hover as a highlight
Fixed a bug where tutorial glyphs would not properly display in tutorials
Fixed a bug where customisation settings were not remembered between sessions
Thanks for spinning.
SRXD News September 2023
Hey spinners, we've back from Gamescom and our very first exhibition of the Switch version! Pix below.
Gamescom!
Thanks to all our Euro Discord members who came to visit and play the game, you are the best. Pix are on our Discord (didn't want to post any faces here in case anyone wasn't cool with that).
Middle shot is Shath, Dave and Steve (left to right) - check out the incredible Jimmy / LadyJ cosplay by Shath's partner Ingrid. She works in film and TV as a seamstress, and custom made these sweet outfits using incredible reflective materials. They look black until they catch the light, and then they turn purple, blue and golden.
We had such an awesome time in Europe (it had been 5 years since our team was there) - and we hope we can come back soon.
Our next event is PAX Aus (October 6-8) - if you're an Aussie and want to meet up during this time, let us know!
Friday and Sunday badges are still available. We're in literally the bottom left corner of the entire hall, next to the southernmost entrance.
Switch port
The Switch version is done, it's rocking a 99% stable 60fps (occasional hiccups in 4 player vs mode and some unoptimised backgrounds).
We have included 4 player split screen which we have playable in the community sneak peak beta branch on Steam if you want to give it a try. It's a bit buggy, but most of the issues have been fixed already, just not pushed live to the beta branch. There's some other broken things we want to polish before putting out a Steam update, but Switch is taking up most of our time at the moment.
Due to the way we have cut tracks for lower difficulties, players can play multiplayer with any difficulty they want independent of each other. This means an XD player and an Easy player can play together and the game will dynamically shorten the XD track at the same place as the Easy cuts, meaning no player will ever experience any down time. There are a few glitches here with some tracks with complicated cuts (such as Ginger Lizard) but the system already works very well for the most part. It was great to see experienced players playing alongside new players at Gamescom with onlookers getting a taste for the variety of difficulties present in the game.
Players can also have custom options profiles (wheel colours, skins etc.) when playing multiplayer.
We were hoping to release in early October, but Nintendo's lotcheck process is taking a bit longer than we'd hoped. Not only is the submission process very thorough, every time there's an issue the game has to be resubmitted, taking potentially another 3-7 days to find the next issue. We've run into a few legal problems tracks using Nintendo samples, which is causing a hold up currently, but we feel like we are close to the end of this process.
Steam update
We've also updated the way levelling up works. Gaining a level will now give you a key which you can use to unlock tracks in basically whatever order you like. Tracks are grouped in "tiers" of 6 songs each, and players only have to unlock a single track from each tier to enable access to the next. This better solves our issue of not wanting to bombard players with too many tracks initially, while giving more agency and ownership over how they build their tracklist out. Players who are happy to play things in order can still do that, and those who know the playlist more intimately can get the tunes they want without having to grind levels they don't like. Neat!
Demo!
We're also working on a Steam demo which will hopefully be ready in time for PAX. It will be interesting to see the effect this has on the game. We've heard mixed things about having demos available for games, but so many people have expressed to us that once they play SRXD they have a completely different and almost instant understanding of what the game is, which has been difficult for us to put into words or market properly in the past. Stay tuned!
Thanks for spinning and hopefully we'll have an update for you soon.