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Spin Rhythm XD News

SRXD Birthday Sale!

Hey Spinners, hope you're well,

It was only a year ago that we released SRXD to the world. While it may be strange to celebrate our baby's birthday when we're working on a new, less attractive baby (mobile version), we wanted to let our XD fans know that we care.

So please enjoy 33% off for a week!

Let's take a look at what we've achieved in our first year.

  • Support for new control control schemes (click to move on / off, gyro, rotating joystick controls, Wacom and more)
  • Added 23 free tracks for a total of 38 (with more to come!)
  • Implemented global leaderboards
  • Added daily challenge
  • Added online multiplayer radio SpinFM
  • Added the brutal XD difficulty
  • Added new game mechanics including beat holds, scratch zones and lift off notes
  • Released out OST Vol.1
  • Flew half way round the world to PAX East to showcase the game
  • Implemented Razer Chroma RGB support
  • Added juicy results screen stats and announcer vocals
  • Added full custom charting support (more features still to come!)
  • Implemented a ton of accessibility features
  • Added track sorting features
  • Hundreds of bug fixes and QoL updates
  • Signed two DLCs (Monstercat and Chillhop music)
  • Probably many more we missed from just skimming our update list!


Thanks to all of you for being part of our fantastic first year on Steam!

Stay safe and stay speen'd.

New music licenses, DLC reveal

Hey Spinners, hope you're well,

An update!


Mobile development is rolling along. We've had to dramatically restructure our Unity project to include both the mobile and XD versions in one project. It's a bit of a nightmare, but it's preferable to working on separate projects and manually bringing shared assets across.

Level designer Dave has not been required as much on mobile, so he's been busy charting some new free tunes which you can find on our official Spotify playlist. Since mobile dev started, we've licensed and charted a few new tunes which we will release as free levels once we are able to ship XD updates again (after the mobile version is released).

New licenses!


We've licensed a Camellia track! Check out Body F10ating in the Zero Gravity Space. Many of you have been requesting Camellia for a while, and I'm sure it will provide a crazy challenge in SRXD.

We have also licensed another Haywyre track, Let Me Hear That. We're using the live version you can hear on YouTube. It's got a few small differences from the official release we think will make a more interesting level design (this chart is already completed).

We've also finished charting Heading East by Farfetch'd - one of our older licenses, and definitely one for our Glitch lovers.

So that's minimum 3 free tracks next update!

DLC reveal!


We'd also live to reveal our first DLC pack - a collaboration with Chillhop Music!



We met David from Chillhop at PAX East earlier this year. He turned up at our booth wanting to hang and jam with the game. We quickly forced him to take the idea of a Chillhop DLC back to his team, and we're glad he did.

The guys at Chillhop curated 10 incredibly cool, relaxing tunes to help you chill, study and relax to (and PFC). Check them out on the official SRXD x Chillhop Spotify list or by clicking the image below. We also have been loving their incredible merch - we have been living in our Chillhop hoodies all winter.



This pack will be $11.99USD for 10 tracks (with appropriate regional pricing).

Even though we're announcing this now, we want to wait until after 1.0 to release DLC. We don't believe it's a good look to release paid DLC in Early Access.

Having said that, the charts are done, and will be super easy to ship after 1.0 once we get some sweet backgrounds in there.

We want this pack to be on the easy - medium side of the difficulty curve, and a great place to go if you're looking to move up a difficulty and want a more chill experience.

Other things


We are also busy polishing every single level in the game. As the game has been released and we've seen a ton of custom charts produced by our incredible community (check out the #customs-showcase channel in our Discord channel). The ideas - of what works, what's fun, what's clean, what's difficult - have evolved over the year the game has been released, so we're taking the time to polish the official charts. This includes:

  • Polishing out of time notes (are still quite a few!)
  • Removing center taps before spins for extra readability
  • Adding slightly more variety with scratch zones (especially in easier difficulties)
  • Removing excessive lift off notes, and placing some where they fit more nicely (we went a bit wild when we first added them, especially in Hard where the element is meant to be only introduced).
  • Remove excessive wheel "drift" (when note patterns force the wheel to move repeatedly in one direction, causing problems for players who don't use click to move, or those with smaller mouse pads)
  • Ironing out difficulty spikes


We are also going to extend all of the easy and some of the normal difficulty levels in length. One of the main complaints with SRXD (and reasons for negative reviews / refunds) is that it is too difficult for new players. We hope that by extending the easier difficulties, we can provide casual players and those new to rhythm games with a more comprehensive experience, without feeling like they're being pushed to the harder difficulties.

This will mean that on average Easy levels will be the same length as Normal levels (2-3 minutes). We've already done this with the Chillhop levels, so we know it works well.

As always, take care and keep spinnin'.

Hotfix 16 - Scratch zone bug

Hey Spinners,

A very nasty bug was discovered by some of the members of Spinsha.re! We decided to push out a hotfix for you all.

Oh, and if you're wondering why the hotfix numbers seem wack, we don't release patch notes for each one, but we do keep track of the patch numbers internally.

HOTFIX 16


FIXES
  • Fixed a nasty bug where creating a scratch zone at the start of a level would force on the level editor overlay, allowing editing of official charts and breaking leaderboards.
    - Thanks to the Spinsha.re Speenrunners for finding this epic bug.
  • Deleted some broken leaderboard entries exploiting the above bug.
  • Creating a custom level when “show only favourites” is selected will no longer soft lock the game.


We're still pumping out mobile dev, but we have another small announcement to make shortly (which we will do in a separate news post).

Stay tuned!

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.


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.

Update 10 - Two New Tracks + Track Sorting



Welcome to Update 10.

We wanted to let you know what our team is working on at the moment as it means updates may be fewer and further between.

Steve and Shath (code and art) are working on the single-player campaign. This is a massive task that requires a ton of design work and iteration, but should mean we have a set of single-player fundamentals that carry over to the mobile experience. Unfortunately this means these two can't contribute as much to the regular patch cycle.

David (who is responsible for the editor among many other things) is completely refactoring the way levels are loaded and unloaded. This mammoth task ties with the single player experience, but also means that he can't contribute as much to the regular patch cycle. This means that with things like track sorting (which requires many of the track loading and unloading processes) we may have to redo a bunch of the sorting work once his loading refactor is complete.

Dave and Will (design and code) are still contributing to the regular patch cycle, but Dave is starting to work on DLC track packs, which means free track updates may not be as regular. We've still got a few more free tracks to deliver though.

UPDATE 10


We aimed for something small after our short break of 2 weeks, and as with most things we think will be small, they end up a bit bigger than expected.

Two new tracks brings our total to 38, and we have also included a track sorting and favourite system.



Details below

    FEATURES

  • Two new tracks!
    - Lovesick by Moe Shop - Can you tell what maisou is singing about? Neither, but this bop has some wild energy.
    - Hot Pursuit by Tut Tut Child - We've had this beast of a track licensed since forever, we just never got round to charting it. It's fast, furious and extremely difficult, so we hope you enjoy it.
  • Track sorting!
    - Click the sort button in the arcade / custom play menu and go nuts! Hotkeys are CTRL on keyboard, beat button on MIDI and a new "context" menu button on gamepad.
    - You can also add favourite tracks by clicking the star, or opening the sort menu and ticking the first option (this is so MIDI users can quickly hit beat + forward to add a favourite).
    - You can filter by favourites only to make your sorting life easier.
    - We are unable to include sorting by rank until David has finished his loading refactor. While gathering all the information that the sort needs, It chunks with just 38 arcade tracks, we don't want to think about what happens with more tracks.
    FIXES

  • Fixed a bug preventing inspecting previous daily scores. You should be able to see today and the previous week.
  • Fixed a bug where approximately once a month there was a chance that the same daily would occur twice in a row (this fix however means it’s not possible to check daily scores from the last version).
    POLISH

  • Mimic (XD) now rated 28.
  • Rattlesnake (Expert) now rated 22.
  • Mimic (Easy, Normal, Hard) made slightly easier to better fit their difficulty rating.
  • The Magician (Normal) updated a spin that was out of place.
  • My Museum (Expert) has been polished.
  • Never Count On Me (XD) has had a polish (particularly towards the end).
  • Never Count On Me (Expert) intro has been fixed to allow a proper countdown.
  • Coming Too (all) intros have been fixed to allow a proper countdown.
  • Coming Too (XD) has had a light polish.
  • Velours (Expert) drop has had a polish.
  • Colorblind offset has been adjusted (the track was slightly ahead of the beat, which made it feel rushed). Some difficulties may have had leaderboard resets as a result of shorter or longer spin notes when quantised to the new BPM.
  • Velours (Expert) has had its drops refreshed.
  • Rich text has been disabled in leaderboard (Steam name) entries.
  • Radar graph has been added to Customs menu.
    BUGS

  • Asian characters will now show up when mixed with English (in track descriptions, subtitles etc.).
  • Volume slider bug (exiting menu while a slider is clicked and held) has been fixed.
  • Volume menu looping bug has also been fixed.
  • In editor, scrubbing while unpausing will no longer automatically scrub on mouse move.


Keep spinnin' and grinnin' all of you.