1. Rift of the NecroDancer
  2. News
  3. Turn it up with the Monstercat Music Pack!

Turn it up with the Monstercat Music Pack!

[p]Check me-owt! Put your nine lives to use fighting monsters in the Rift with Monstercat… and… crabs?[/p][p][/p][p]Anyways, get ready to dig your claws into the Monstercat Music Pack, a curated selection of songs from a global EDM powerhouse, expanding the vibe and soundscape of Rift of the NecroDancer! Check out the trailer below.[/p][p]The Monstercat Music Pack brings 5 new songs to the Rift:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]You can get the songs individually, or buy the whole music pack for 25% off![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Read the full patch notes below![/p][h2]Rift of the NecroDancer v1.8.0 is now available![/h2][h3]🆕 New Content and Features[/h3]
  • [p]Added Monstercat DLC, including 5 new tracks:[/p]
    • [p]"Crab Rave" (125 BPM)[/p]
    • [p]"Final Boss" (130 BPM)[/p]
    • [p]"New Game" (128 BPM)[/p]
    • [p]"PLAY" (128 BPM)[/p]
    • [p]"Waiting For You (feat. Joanna Jones)" (122 BPM)[/p]
[h3]🔁 Changes[/h3]
  • [p]Changed all in-game menus to move the selection cursor automatically when holding the 'Up' or 'Down' buttons[/p]
  • [p] 'Up'/'Down' must be held for a minimum duration before auto-scroll begins[/p]
  • [p] The same auto-scroll delay also applies to all Track Select menus, resulting in a slightly longer initial delay but a much faster continued scroll rate[/p]
  • [p]Changed practice mode to allow taking damage[/p]
  • [p] Missing a monster in practice mode will decrease the HP counter as if the track was played normally[/p]
  • [p] Reaching zero HP in practice mode does not trigger a game over[/p]
  • [p] HP can be decreased past zero, indicating how close the run would have come to clearing the song in normal play[/p]
  • [p]Changed MISSed notes to show Early/Late indicators[/p]
  • [p]Requires the E/L indicator option to be enabled in the accessibility settings[/p]
  • [p]Enabling this setting also causes MISSed notes to be indicated in Practice Mode[/p]
  • [p]Reverted Vibe Chain changes from Beta v1.7.1 based on feedback from the beta build[/p]
  • [p]Food items must once again be hit in order to complete the Vibe Chain[/p]
  • [p]Wyrms must once again be fully held in order to complete the Vibe Chain[/p]
  • [p]If you've been playing on the stable branch, you shouldn't notice any difference[/p]
[h3]⚒️ Bugfixes[/h3]
  • [p]Fixed traps not appearing if the practice mode range was set to just after they were meant to appear[/p]
  • [p]Fixed some traps not appearing in Challenge Mode, causing Twombtorial's Challenge stage to play out differently[/p]
  • [p]Fixed Electric Avenue being rewarded when using Golden Lute modifier[/p]
  • [p]Fixed Track Select menu not sorting by BPM correctly after changing difficulty[/p]
  • [p]Fixed menu navigation bar not immediately updating to reflect changed key bindings[/p]
  • [p]Fixed some menus not being re-enterable immediately after navigating to the previous menu[/p]
  • [p]Fixed the story mode menu position resetting when quitting the hard boss battle tutorial[/p]
  • [p]Fixed the story mode menu position resetting when quitting from the game over screen of a boss battle[/p]
  • [p]Fixed high score banner failing to appear if a higher score was achieved offline[/p]
  • [p]Fixed positive voiceover response playing when getting a game over in Challenge Mode[/p]
  • [p]Fixed a beatmap error in the final boss battle[/p]
  • [p]Fixed a softlock that occurred when entering and exiting the calibration test from inside the bestiary[/p]
  • [p]Fixed Vibe Power duration not scaling with playback speed in practice mode[/p]
  • [p]Fixed feedback form overlapping dialogue in story mode gameplay[/p]
  • [p]Fixed controls menu scrolling to the top after changing a key binding[/p]
  • [p]Fixed minigames not always displaying the Early/Late indicators[/p]
  • [p]Fixed practice mode parameters not returning to default when disabling and re-enabling practice mode[/p]
  • [p]Fixed visual effects for the final hits in a Rhythm Rift not playing correctly in various cases[/p]
  • [p]Fixed a softlock that could occur during the first boss battle transition if the game was paused at the wrong time[/p]
  • [p]Fixed Remix Mode not following the original rhythm for some tracks that make heavy use of Portals and Bounce Traps[/p]