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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!

[h3]https://shop.superspin.digital/[/h3]
Be sure to pick up goodies such as:

  • the SPEENPAD 2.0, available in 5 variations!
  • shirts, hoodies, and hats!
  • pins, stickers, and posters!


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.

[h2]BUG FIX[/h2]
  • 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




[h2]FEATURES[/h2]
  • 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




[h2]POLISH[/h2]
  • 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




[h2]BUGS[/h2]
  • 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!


[previewyoutube][/previewyoutube]
The Nintendo Switch version releases today in all regions!

Americas, Europe, Japan, Korea, Hong Kong

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


[h3]Local multiplayer![/h3]
  • 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.

[h3]New track unlock system![/h3]
  • 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.

[h3]6 new RemiXD tracks![/h3]
  • 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

[h3]Monstercat DLC![/h3]



  • 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.

[h2]Gamescom![/h2]

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.

[h2]Switch port[/h2]

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.

[h2]Steam update[/h2]

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!



[h2]Demo![/h2]

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.