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Rift of the NecroDancer News

Rift Profiles Coming Soon!

[p]Hey NecroDancers! Our team’s been cooking up a cool new feature for you to show off and add a personal touch on the leaderboards, so here’s a little preview of what to expect when it drops![/p][p][/p][h3]Introducing Rift Profiles![/h3][p][/p][p]Rift Profiles are a way for you to add a personal touch to your spot on the leaderboard. You can unlock Profile items by accomplishing certain achievements!
[/p][p][/p][h3]What can you unlock?[/h3][p][/p]
  • [p]Character Portraits and alternate poses[/p]
  • [p]Frames[/p]
  • [p]Badges[/p]
  • [p]Name flairs
    [/p]
[p]There are over 200 items you can unlock when this update goes live, including DLC related items. To unlock DLC items, you will need to purchase at least one track (free tracks don’t count sorry!) from the related Music Pack![/p][p][/p][p][/p][h3]How do you unlock?[/h3][p][/p][p]These items are all attached to different achievements. Some achievements will match the Steam achievements you’ve been working on to this point. Others will be totally new! These achievements give us the opportunity to challenge you with some of our most difficult achievements yet, and yes, we plan to keep adding additional Profile items and challenges as we go![/p][p][/p][p]Items will be given retroactively, so you may have a TON of unlocks pop-up on your first log in for all the achievements you’ve already done. [/p][p][/p][p]The hardest achievement, you ask? All you have to do is clear 32 Impossible Rhythm Rifts in Remix Mode using the Coda Modifier. Easy peasy! 😉
[/p][p][/p][p]Did you know it took one year before someone (shoutout SpootyBiscuit) completed the original “Impossible, Right?” Crypt of the NecroDancer achievement? Fun fact. Mentioning for no particular reason.[/p][p][/p][h3]When does this drop?[/h3][p][/p][p]This feature drops October 30, along with the next Music Pack 👀 Stay tuned![/p][p][/p][p]If you like this feature, we’d love to integrate it into more parts of the game so there are more opportunities to see and compare your Profiles, so let us know what you think![/p]

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]

RIFT Beta Patch 2

[p]The publicbetatesting branch has received a new build with bug fixes and QoL updates![/p][p]You can access this branch by right-clicking Rift of the NecroDancer in your Steam library ➡️ Properties ➡️ Betas, and opting into publicbetatesting from the dropdown. Build 1.7.1-b21290 is live on the `publicbetatesting` beta branch on Steam - visit the "Properties" menu for Rift in your Steam library and navigate to the "Betas" tab to opt into this beta branch![/p][p][/p][h2]🔁 Changes[/h2]
  • [p]Changed practice mode to allow taking damage[/p]
    • [p]Now, missing a hit in practice mode will actually decrease HP[/p]
    • [p]If HP is decreased past 0, it will go into the negatives (so you can see how many times you were hit)[/p]
  • [p]Added early and late indicators to MISSed notes[/p]
    • [p]E and L indicators will display on MISSes (requires the E/L indicator setting to be turned on)[/p]
  • [p]Changed vibe chains to still be rewarded even if food in the vibe chain was missed[/p]
    • [p]Previously, missing a food item that was part of a vibe chain would not reward vibe power correctly[/p]
    • [p]Now, food can be missed and the chain will still correctly give vibe power[/p]
  • [p]Changed track select menu scroll speed[/p]
    • [p]Just an experiment! We'd love to hear how you feel about it[/p]
    • [p]We DIDN'T change Custom Music scroll speed, so you can easily compare there[/p]
[h2]⚒️ Fixes[/h2]
  • [p]Fixed traps not appearing if the practice mode range was set to just after they were meant to appear[/p]
    • [p]This also resolves the fan favourite issue of Twombtorial Challenge being inaccurate from the actual level![/p]
  • [p]Fixed Electric Avenue being rewarded when using Golden Lute modifier[/p]
  • [p]Fixed sorting by BPM not working correctly after changing difficulty[/p]
  • [p]Fixed the navigation bar UI not updated to new keybinds immediately[/p]
  • [p]Fixed immediate reentry of some menus not working correctly[/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 VO playing when getting a game over in Challenges[/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 not scaling with playback speed in practice mode[/p]
    • [p]Vibe power now correctly lasts longer when playing at 50% speed, for more accurate placement practice[/p]
  • [p]Fixed feedback form overlapping dialogue in story mode gameplay[/p]
  • [p]Fixed controls menu position resetting when changing a key bind[/p]
  • [p]Fixed minigames not always displaying the early and late indicators[/p]
  • [p]Fixed changing practice mode parameters and then disabling and re-enabling practice mode not returning the parameters to default[/p]
  • [p]Fixed (? hopefully) the final hit VFX not playing[/p]
    • [p]There were about 7 unique and exciting ways this could occur, but we hopefully got all of them! Please report if you see this issue again[/p]
  • [p]Fixed (partially) a softlock that could occur during the first boss battle transition if the game was paused at the wrong time[/p]
    • [p]This is a bandaid fix for a deeper issue that is much riskier to resolve without impacting the rest of the game[/p]
  • [p]Fixed several remix mode inaccuracies (mostly in the editor)[/p]

Rift is BACK with the Everhood Music Pack!

[p]If you believe music is the heart of gaming, this collab is for you. The Rift of the NecroDancer: Everhood Music Pack is a collision of two indie titles that have integrated their soundtracks into the very fabric of their design. Get ready to feel the beat and experience a new dimension of rhythmic gameplay![/p][p][/p][previewyoutube][/previewyoutube][p]
The new Everhood Music Pack injects five trippy songs into the Rift:[/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]The album artwork used in game for the Everhood collaboration is by Ilustrata, produced by Yetee Records, a division of The Yetee LLC.

hololive Make Their NecroDancer Debut!

[p]From their streams right into your game! Five of the hololive talent are lending their stellar voices to Rift of the NecroDancer in the hololive music pack, including the graduated Gawr Gura. Catch your favourite VTubers in a brand new light. Available on Steam today, just in time for the summer sale! [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]The new hololive Music Pack injects five fabulous songs into the Rift:[/p][p]You can get the songs individually, or buy the whole music pack for 25% off.[/p][p][/p][p][dynamiclink][/dynamiclink]Before our favourite Gooba graduated, she was generous enough to offer us REFLECT to include in the hololive Music Pack—free for everyone to enjoy, so don't forget to download it![/p][p]
[dynamiclink][/dynamiclink][/p]
Patch 7 Notes
[h2]1.6.0-b20971 [/h2][p][/p][h2]⚒️ Fixes [/h2]
  • [p]Fixed vibe power not working in Eldritch House Impossible Remix[/p]
  • [p]Fixed incorrect VO triggering when viewing the game over results of a Remix level[/p]
  • [p]Fixed inconsistent track length display[/p]
  • [p]Fixed text being allowed to spill out of the description box in Custom Music[/p]
  • [p]Fixed exiting and reentering the controls menu not resetting the menu selection to the top[/p]
  • [p]Fixed Vibe Chain SFX not being attached to any SFX sliders[/p]
  • [p]Fixed later boss portraits being visible when a chapter was completed[/p]
  • [p]Fixed 'Play Back to Back' option causing incorrect boss tutorials to play if difficulty was changed in a previous level[/p]
  • [p]Fixed new calibration values being saved even when the new values were not confirmed[/p]
  • [p]Fixed full combo being awarded if the level was failed before monsters appeared when Coda Modifier was equipped[/p]
    • [p]This also fixes the achievements All a-Coda to Plan and Impossible, right? being awarded incorrectly[/p]
  • [p]Fixed inputs not being registered briefly if they were held when the game changed input contexts (ie, going from gameplay to a tutorial and back)[/p]