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Project Arrhythmia News

Story Mode Playtest

[p][/p][h2]Timeline[/h2][p]Entries End: October 26th, 2025[/p][p]Playtest Starts: October 31st, 2025[/p][p]Playtest Ends: November 23rd, 2025[/p][p]Playtest Feedback Ends: December 7th, 2025[/p][h2]Details[/h2][p]You must own the game and be willing to give feedback at the end of the playtest! Playtest participants will be notified via email and added to a special Discord channel in the official Vitamin Games server. Please ensure you have both spelled correctly! You should hear back by the 26th (ish).[/p][p]There will be no story segments present in this playtest, so don't worry, it only spoils non-boss levels.[/p][h2]Sign Up Now[/h2][p]https://forms.gle/Zvhub3xzqcfEU1As7[/p]

Top Hat Studios Parts Ways with Project Arrythmia

[h2]Joint Statement[/h2]It is no secret that over the past 5 years, the development of Project Arrythmia has changed substantially, and in turn, so has the trajectory and schedule of the game. During this time, Top Hat Studios & Vitamin Games have worked mutually to deliver the best possible experience to as many players as possible. As we come up to the halfway point in the decade, both parties have decided to re-evaluate their relationship.

When they first started working together, the game was in a vastly different state, and the roadmap for development looked very different. Over time, this roadmap changed substantially; consequently, the two parties' collaboration became contingent on a vastly different plan from what they had mutually set forward nearly half a decade ago when they first started working together. In that time, the publisher has grown to mostly work with a different category of games, and Project Arrythmia no longer fits the mold it did 5 years ago, due to both the publisher's and the game's respective evolutions. Both Top Hat Studios & Vitamin Games met in recent months to discuss the best way to move forward, and ultimately decided that the situation was too different to reshape their working relationship fairly for both parties involved.

Obviously, development evolves and is ever-changing, especially with games with the scope of Project Arrhythmia. It isn't in anyone's interest to force a square peg into a round hole, and the situation simply isn't right for the two parties to continue collaboration, given the massively different trajectory of the game. Both parties agree that this is the best way forward and believe the game's future will be better without the assumptions made when the original publishing relationship began 5 years ago.

Top Hat Studios wishes Project Arrhythmia all the best and appreciates the time it spent with the game, its developer, and its community. Vitamin Games thanks Top Hat Studios for its efforts and assistance over the past 5 years and wishes them the greatest success with their new games.

[h2]Personal Note[/h2]While you're at it, I recommend you give the Top Hat Studios library a look over! Here are some of my favorites!

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Look forward to more updates soon! I'm very excited for the next chapter of the game!

Community Spotlight: Aug 25–Sep 08, 2025

Community Spotlight
Aug 25–Sep 08, 2025
[p]Here are the top 5 new(ish) trending workshop levels!
While Abandoned really wowed with its clean/crisp gameplay and meticulously created set pieces. I think each level in this set has something neat/different to offer. So happy to see a mix of old and new creators! I recommend you check them all out~ [/p][p] [/p][h2]Close to Me (Red Moonrise Mix)[/h2][h3]Fun reimaging of the titular blue cube boss from JSAB, now with hat![/h3][p][dynamiclink][/dynamiclink]
[/p][h2]Nightfall[/h2][h3]This boss rush level shows a truly incredible showcase of animation talent![/h3][p][dynamiclink][/dynamiclink]
[/p][h2]Abandoned[/h2][h3]A perfect mix of gameplay and spectacle, truly a fantastic level![/h3][p][dynamiclink][/dynamiclink]
[/p][h2]wing[/h2][h3]A fun, more "classic" PA level, the color palette makes me wanna eat the level![/h3][p][dynamiclink][/dynamiclink]
[/p][h2]Nano Love(Onyx)[/h2][h3]Another cat to add to the growing glaring of PA cats![/h3][p][dynamiclink][/dynamiclink][/p]

Community Spotlight: Aug 11–Aug 24, 2025

Community Spotlight
Aug 11–Aug 24, 2025
[p]Here are the top 6 trending Workshop levels from the last 2 weeks! Definitely check them out, some of these are simply amazing~ [/p][p][/p][h2]Jupiter[/h2][p][dynamiclink][/dynamiclink][/p][h2]Maze of Mayonnaise[/h2][p][dynamiclink][/dynamiclink][/p][h2]Webpunk[/h2][p][dynamiclink][/dynamiclink][/p][h2]Barcode Valkyrie[/h2][p][dynamiclink][/dynamiclink][/p][h2]Aurora[/h2][p][dynamiclink][/dynamiclink][/p][h2]Systems[/h2][p][dynamiclink][/dynamiclink][/p]

Patch Notes Roundup - 25.3.5 to 25.6.1 [Alpha]

[p]Hey everyone! We've had a lot of updates recently, so here's a mega changelog post to catch you up on all the juicy fixes, improvements, and a few moments of "Unity... pls". Let’s break it down:[/p][hr][/hr]
25.3.5 [Alpha]
[h3]Changes / Improvements[/h3]
  • [p]General optimizations to improve performance, especially on lower-end devices (not guaranteed to boost all levels equally).[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed gradient type not updating properly in the editor.[/p]
  • [p]Wouldn't you like to know, weather boy~[/p]
[hr][/hr]
25.3.6 [Alpha]
[h3]Changes / Improvements[/h3]
  • [p]Updated project to latest version of Unity 2021 LTS.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed various multiplayer/end-of-level screen issues.[/p]
  • [p]Fixed editor cursor glitching.[/p]
  • [p]Fixed end-of-level screen buttons being disabled.[/p]
  • [p]Fixed note/checkpoint alignment.[/p]
  • [p]Fixed Zen mode default not saving in editor/test mode.[/p]
[hr][/hr]
25.3.7 [Alpha]
[h3]Bug Fixes[/h3]
  • [p]Unity made an undocumented change that broke checkpoint rewinding. It’s now fixed via a spicy workaround. Thanks, Unity~[/p]
[hr][/hr]
25.3.8 [Alpha]
[h3]Bug Fixes[/h3]
  • [p]Unity “fixed” a “bug” that broke some editor functions. We worked around it. Again. Unity... pls 2: Electric Boogaloo.[/p]
[hr][/hr]
25.3.9 [Alpha]
[h3]Bug Fixes[/h3]
  • [p]General collision fixes. Nothing flashy, just solid hits.[/p]
[hr][/hr]
25.4.1 [Alpha]
[h3]Improvements[/h3]
  • [p]Fixed game hanging on level saves (especially on larger levels).[/p]
  • [p]Improved level creation code for weird edge cases.[/p]
  • [p]You can no longer quit the game while a level is saving in the editor. You're welcome.[/p]
[h3]Bug Fixes[/h3]
  • [p]Fixed preview/editor speed settings not resetting properly.[/p]
  • [p]Player collision should now be consistent and reliable.[/p]
[hr][/hr]
25.4.2 [Alpha]
[h3]Bug Fixes[/h3]
  • [p]Fixed an issue where the editor saved levels as "level.vgd_test" instead of "level.vgd". If affected: just rename the file to "level.vgd". Autosaves are unaffected. All good.[/p]
[hr][/hr]
25.5.1 [Alpha]
[p]This one's mostly for modders.[/p][h3]Changes[/h3]
  • [p]Minor UI text tweaks.[/p]
  • [p]New main menu setup.[/p]
  • [p]Initial keyboard control overhaul (testing).[/p]
  • [p]Under-the-hood work for story mode.[/p]
  • [p]Some credit screen changes.[/p]
[hr][/hr]
25.5.2 [Alpha]
[h3]Changes / Improvements[/h3]
  • [p]Editor: improved color selectors and shape selector behavior.[/p]
  • [p]Tutorial elements (objects, events, markers) are more robust.[/p]
  • [p]Improved editor readability and usability.[/p]
  • [p]General menu tweaks.[/p]
  • [p]Crash playerpref added to demo intro (until new intro lands).[/p]
  • [p]Testing new build settings for better platform consistency.[/p]
  • [p]Player core rendering no longer tied to FPS.[/p]
[h3]Features[/h3]
  • [p]You can now disable tutorial objects when creating a level.[/p]
  • [p]Seizure warning is back in the game.[/p]
[h3]Player Changes[/h3]
  • [p]Game speed slightly reverted: now 22 units (was 25).[/p]
  • [p]Start acceleration reverted.[/p]
  • [p]Stop acceleration increased to 5 (was 2 in 25.5.1); should feel snappier on keyboard.[/p]
  • [p]Removed instant turn acceleration cancel.[/p]
[hr][/hr]
25.6.1 [Alpha]
[h3]Changes / Fixes[/h3]
  • [p]Fixed prefab updating issues in the editor.[/p]
  • [p]Improved level title system for more flexibility.[/p]
  • [p]Level intro now displays map creator name.[/p]
  • [p]Added new debug command uioff (disable in-level UI for testing).[/p]
  • [p]Fixed multiplayer menu overflow.[/p]
  • [p]Minor editor and menu UI improvements.[/p]
  • [p]Laid groundwork for future realtime object types.[/p]
  • [p]Removed placeholder languages — community translations coming soon![/p]
[h3]Features[/h3]
  • [p]You can now parent prefab objects to other objects for realtime behavior on spawn. Fancy stuff.[/p]
[hr][/hr][p]That’s it for now! Thanks for sticking with us through Unity shenanigans, performance tuning, and some long-overdue QoL updates. More to come soon! 💙[/p][hr][/hr][h2]Join the community![/h2][p]To get the latest game news and hang out with fellow researchers![/p][p]Join the official Discord![/p]