Upcoming months, 1.0 delay
Hey Spinners,
So we're about 3/4 of the way through our current patch which involved David's loading code refactor and a bunch of other fixes. The build is running okay, although there's probably a million things the loading changes will have broken that will need thorough testing. We have a new track to release (Heading East by Farfetch'd) and more.
We have however had to take on some other commitments.
Our mobile publishers Habby have been back in touch with us, they've asked to join forces to finalise development of the mobile version before the end of the year. We are committing 3 months of development time to doing some serious optimisation of the game for mobile platforms (both iOS and Android) for a planned launch in November.
This unfortunately means we have to put our current patch on hold.
It's a huge honour for us to have been approached by Habby, they're a mobile publishing startup with incredible talent (their founder was responsible for some of the biggest mobile games of recent years such as Piano Tiles and Dancing Line) and their attitude towards games (Habby is an amalgamation of Happy and Hobby) align with ours.
In many ways the game works best on mobile where you are directly touching the wheel - similarly to how DJ controllers work, except without the need to adapt to a circular input method.
We're really excited to be able to finally release this version to the world. It's been on our plates for years but it just needs this final push.
For those who don't know Spin Rhythm was originally a mobile game prototype, it started life as a simple puzzle game where you had to match colours on a disc, but our love of rhythm games inevitably made us sync the gameplay to music. It was only when our artist Shath heard Nitro Fun's 'New Game' that the whole aesthetic musically and visually started to come together.
Check out some old design material below.

Don't worry, we will not abandon the PC version, it is to us the official, most hardcore version and the one closest to our hearts. We are a small, genuinely independent team with limited resources, in full COVID lockdown in Melbourne, which means our dev resources are even thinner than usual.
Our original plan was always to release mobile first and use the proceeds to fund the PC version, to ultimately create our vision of a new kind of hardcore rhythm action game in the style of Guitar Hero. It was only after hitting a few development snags and leaving some gameplay experimentation to Habby around halfway through 2019 that we decided to push ahead with PC instead of Mobile.
Once the SRXD ball was rolling it was difficult to stop it, but we have a responsibility to our publisher and ourselves that we have to see to fruition.
We will try to keep you guys updated as development progresses. If you're curious to hear more about the mobile version as it progresses (or just want to vent about a delayed 1.0) hit us up in the chat.
Since mobile doesn't need level design work, Dave will still be working on DLC charts, and new free charts which we can hopefully drop in a lump when we get time to finish up this current patch in a few months time.

All the best and keep spinnin.
So we're about 3/4 of the way through our current patch which involved David's loading code refactor and a bunch of other fixes. The build is running okay, although there's probably a million things the loading changes will have broken that will need thorough testing. We have a new track to release (Heading East by Farfetch'd) and more.
We have however had to take on some other commitments.
Our mobile publishers Habby have been back in touch with us, they've asked to join forces to finalise development of the mobile version before the end of the year. We are committing 3 months of development time to doing some serious optimisation of the game for mobile platforms (both iOS and Android) for a planned launch in November.
This unfortunately means we have to put our current patch on hold.
About Habby
It's a huge honour for us to have been approached by Habby, they're a mobile publishing startup with incredible talent (their founder was responsible for some of the biggest mobile games of recent years such as Piano Tiles and Dancing Line) and their attitude towards games (Habby is an amalgamation of Happy and Hobby) align with ours.
In many ways the game works best on mobile where you are directly touching the wheel - similarly to how DJ controllers work, except without the need to adapt to a circular input method.
We're really excited to be able to finally release this version to the world. It's been on our plates for years but it just needs this final push.
For those who don't know Spin Rhythm was originally a mobile game prototype, it started life as a simple puzzle game where you had to match colours on a disc, but our love of rhythm games inevitably made us sync the gameplay to music. It was only when our artist Shath heard Nitro Fun's 'New Game' that the whole aesthetic musically and visually started to come together.
Check out some old design material below.

Don't worry, we will not abandon the PC version, it is to us the official, most hardcore version and the one closest to our hearts. We are a small, genuinely independent team with limited resources, in full COVID lockdown in Melbourne, which means our dev resources are even thinner than usual.
Our original plan was always to release mobile first and use the proceeds to fund the PC version, to ultimately create our vision of a new kind of hardcore rhythm action game in the style of Guitar Hero. It was only after hitting a few development snags and leaving some gameplay experimentation to Habby around halfway through 2019 that we decided to push ahead with PC instead of Mobile.
Once the SRXD ball was rolling it was difficult to stop it, but we have a responsibility to our publisher and ourselves that we have to see to fruition.
We will try to keep you guys updated as development progresses. If you're curious to hear more about the mobile version as it progresses (or just want to vent about a delayed 1.0) hit us up in the chat.
Since mobile doesn't need level design work, Dave will still be working on DLC charts, and new free charts which we can hopefully drop in a lump when we get time to finish up this current patch in a few months time.

All the best and keep spinnin.