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Hey there Spinners, we've got a huge update for you today with the addition of a new and completely free VR mode, as well as the release of our Chillhop DLC and PlayStation 4 + 5 port!
You'd better believe we are reusing this GIF!
Hi there spinners!
We've just put the VR mode up on 'communitysneakpeek'.
If you haven't tried this branch before, the beta key is 'earlieraccess'.
This version also has a few other improvements, such dropdowns in the UI for multi-choice items and an improved practice mode that uses cue points again.
You can also try the two new Chillhop tracks which will be released for free alongside the DLC on July 9.
If you have feedback, good or bad, please let us know via Discord.
Thanks for spinning.
Ho ho ho, spinners - can you feel Christmas coming?
Its been a crazy year since launching 1.0 in March, the Switch version in October and now with the PS5 version in the works (including VR!) - Steve got married, Daverwob had a baby and so much more.
Weve been quietly chipping away at our next console port while slipping in a few new features for PC. Optimising for Switch meant that many graphical features had to be neutered on PC. Weve added a bit of sparkle and magic back into the visuals with this patch, including a revamped dynamic background system.
We also licensed two tracks by Akira Complex around 6 months ago. They were raising funds for a personal family emergency and since so many of you loved their work, we decided to licence Dying Scarlet and Come to Me to contribute to the fundraising.
Tragically, soon after this it was announced that they took their own life.
This was a massive shock to their fans and many rhythm game communities within which their work was so prolific. We werent sure how to implement these after such a shocking turn of events, but after this much time has passed it feels right to add these levels as a tribute to someone who contributed so much to electronic music and rhythm games.
Dying Scarlet is a bit more relaxed and lower in difficulty, and Come to Me is fast and intense, one for more experienced players.
We hope you enjoy these new tracks and features.
Welcome back Spinners, we've got a decent sized update for you today, along with the release of our Nintendo Switch version!
Hey spinners, we've back from Gamescom and our very first exhibition of the Switch version! Pix below.
Hi Spinners,
Steve's been knee-deep in Switch optimisation, and with Shath and Dave idle we decided to put together our first DLC of shiny cosmetics and an unreleased music track by Daverwob.
A while ago some Discord members mentioned they wanted a way to support development (such as Patreon) beyond simply buying the game. We have been thinking about releasing a supporter pack for a while, and we wanted to use this as an opportunity to go through the DLC release process before our song packs go live.
[url=https://store.steampowered.com/app/1664540/Spin_Rhythm_XD__Supporter_Pack/]
Hi Spinners, We've had our heads down mainly doing optimisation for Switch and experimenting with some VR stuff. Daverwob has been doing some new levels including a 2Mello track included in this update! We've also licensed new tracks by Meganeko, modus, Eli Way and two from Akira Complex Working on some of these tracks lead to Daverwob requesting some much needed editor updates from Steve including proper swing support. More changes meant this snowballed into a pretty big editor update. We hope you enjoy this mixed update! Details below.
Hi there, What a crazy week it's been! Welcome to all our new Spinners. We are blown away by everyone's response to the launch. We've got a small patch we're pushing out before we take a bit of a break (we're all heading interstate for a wedding then taking a couple of weeks off).
Hi Spinners, thanks for your support and patience on the road to 1.0. Extra thanks to all our Discord members who helped with beta testing this release, translations, and the love and memes that keep us going.
Check out our official trailer, and please retweet our launch tweet if you can! If you haven't left a Steam review yet for SRXD, we would greatly appreciate it.
[previewyoutube=_VZbB9OYr5A;full][/previewyoutube]
Hi Spinners, this is a small update before Christmas just to give you a few new tracks and show you what we've been working on to prepare for 1.0.
Hi everyone
We've been busy working on our Switch port and final updates before 1.0. We were recently asked to join the Melbourne International Games Week Steam sale, so we decided to release two new tracks and some minor bug fixing for the occasion!
Go and check out a bunch of other games that are proudly made in Melbourne, Australia!
Details below.
FEATURES
2 new tracks from the artist Sharks who is signed with Disciple!
Hi everyone
With the new scoring system having been in the wild for a month now, we've made a few small changes to clean it up and make it less punishing or discouraging for new players, without the need for any kind of leaderboard resets.
Details below.
FEATURES
The main feature of this patch is the refining of our recently updated scoring system. Having a score reduce from PFC > SFC > FC ended up feeling like multiple layers of punishment for not being perfect, so we have simplified the whole system.
Hey spinners, This hotfix turned into a warm fix with Steve away and Dave dying slowly from Covid (basically it took a little longer to get out than we'd hoped). Thanks as always for your patience!
This is Update 18
We weren't sure whether we wanted to update our scoring system before 1.0, but we started chatting on Discord with many of our players and went down a rabbit hole.
It's not a sexy or glamorous update, but it's one that we think will benefit everyone, whether competing at the highest level or just starting out. Our new system ditches the accuracy bonus (measured in ms and shown at the end of a level) for a simpler one with more grades of precision.
We were hoping to get this out before the Steam sale, so sorry to our new players for the leaderboard reset. This should be the absolute last reset before 1.0.
We also spent a couple of weeks greatly polishing the gamepad experience for Switch (and PC). It was feeling super nice, but there are still a few annoying things that break in specific situations, so we're going to roll that back and add it in a future update.
In other news, Steve has gone to Canada for about a month. Shath and Dave are going to work on the Monstercat DLC (updating the levels to suit the current design standards, and make some slick backgrounds), add the final 5 levels, and work on trailers etc.
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