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Watch trailer on Steam ↗SUBSØNIC
Komar Labs · Published by Komar Labs · Official site ↗
1 user reviews — 0% positive (1 reviews) · 19 achievements
Last updated 28 Sept 2026
An audio-reactive twin-stick bullet-hell where the song is the weapon. Play hand-tuned packs, import any track, or drop in a music video and fight inside it: the song builds the level, the video plays behind the fight, and every bullet locks to the beat.
£4.59
Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Action, Indie · 2026 · More under £5 games
About this game
THE MUSIC IS THE LEVEL
SUBSØNIC is an audio-reactive twin-stick bullet-hell where every wave, every pattern, and every boss is built from the song you're playing. Enemies spawn on the onsets. Bullets quantize to the beat. Boss phases follow the track's own structure; the verse builds, the chorus swarms, the drop is a wall. Beat the song and you beat the level.
YOUR MUSIC VIDEO IS THE NEXT LEVEL
Drop in an mp4 or mov and SUBSØNIC pulls the song, builds the entire level from it, and plays the video behind the fight. You're not fighting to your favorite music video anymore; you're fighting inside it.
THREE WAYS TO PLAY
Curated packs — three hand-tuned packs shipped with the game, analyzed and balanced track by track, each building to its own megaboss. Plus bonus tracks for free play. Press play.
Bring your own music — import mp3, flac, wav, or ogg. SUBSØNIC analyzes it offline in seconds, detects its key and structure, and turns it into a playable bullet-hell stage. Your library becomes the game.
Bring your own video — import mp4 or mov. Same analysis, and the video itself becomes the battlefield backdrop.
SHOOT IN KEY
SUBSØNIC reads the harmonic key of whatever is playing and tunes your fire to match. The whole screen blooms in time; austere vector geometry, heavy bloom, reactive to the mix. It is loud, clean, and built to be watched as much as played.
BUILD YOUR RUN
Draft pick-1-of-3 SOUNDCHECK upgrades between songs, stack beat-locked powerups, and grow a tail that is both weapon and wall; wrap enemies Tron-style and nothing gets out. Survive UMBRA, the anti-bloom darkness that inverts the game's light. A live destruction meter rides above your ship, from WARMING UP to ANNIHILATION.
EARN THE GRADE
Every run is scored. Chase the S-rank, clear a stage without taking a hit, earn per-song medals, and push three packs of escalating intensity toward their finales: three distinct megabosses, each one a fight tuned to the song behind it.
FEATURES
Audio-reactive spawns, patterns, and boss phases driven by real signal analysis
Video import (mp4 / mov): the song builds the level, the video plays behind the fight
Curated packs plus full user-music import (mp3 / flac / wav / ogg)
Harmonic key detection that tunes your shooting bloom to the track
SOUNDCHECK upgrade drafts, beat-locked powerups, and a tail that walls off enemies
UMBRA: anti-bloom darkness events that invert the light
Three packs, three megaboss finales, plus free-play bonus tracks
Score attack with letter grades, per-song medals, no-hit clears, and 19 Steam achievements
True HDR output, on by default on HDR displays
A live destruction meter above your ship, from WARMING UP to ANNIHILATION
Full controller and keyboard + mouse support
Adjustable motion intensity for comfort; dial the screen shake and effects down or off
Offline-first. No account, no always-online, no nonsense.
NO COMPROMISES
Premium price, no microtransactions, no crypto, no live-service hooks. Buy it, own it, play it offline forever.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Quad-core 2.4 GHz (Intel Core i3 / AMD Ryzen 3)
- Memory: 6144 MB RAM
- Graphics: Vulkan 1.2-capable GPU; integrated graphics OK (AMD Radeon 610M or better)
- Storage: 1024 MB available space
- Sound Card: Stereo audio output
- Additional Notes: Requires a Vulkan-capable GPU. The game is audio-reactive; visual quality scales automatically to your hardware.
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Quad-core 3.0 GHz (Intel Core i5 / AMD Ryzen 5)
- Memory: 8192 MB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 580 (4 GB VRAM) or better
- Storage: 1024 MB available space
- Sound Card: Stereo audio output
Supported Languages
Latest news
Patch NotesOfficial
LEADERBOARDS!
Today's update introduces leaderboards into the game!!! Ya finally got 'em. Enjoy! TBH I will probably be backing off of this project to go work on another Komar Labs project: RESØNANCE. It's a survival horror game :DRead full article on Community Announcements (KomarLabs Dev)Patch NotesOfficial
v0.21.0: Virtual Keyboard Support!!!
We're tryina get Steam Deck Verified ;)Read full article on Community Announcements (KomarLabs Dev)AnnouncementsOfficial
EA Release: v0.20.0!
Update: the audio engine now keeps time This is the first big update since launch, and it is almost entirely repair work. I spent the last two weeks running a full audit of the codebase and then fixing what I found. Nothing here is a new feature. Several of these were affecting every single run. The music and the game are back in sync The most important fix in this build. SUBSØNIC's whole premise is that the game runs on the song, and the beat clock was reading the wrong clock. It counted audio the mixer had scheduled rather than audio you had actually heard. Any hitch longer than a fifth of a second (alt-tabbing, dragging the window, a shader compile, changing monitors) knocked the two apart permanently for the rest of the song. Every spawn, bullet pattern and boss phase would then fire ahead of the music, with no way to correct it. It now derives song position from what has genuinely reached your speakers. It cannot drift. Related, and embarrassing: alt-tabbing out of a run no longer kills you. The game kept running an unfocused window, so a ten-second trip to Discord meant coming back to a dead player and a campaign pack restarting from level one. Losing focus now pauses. Ten of the fourteen shipped tracks were in the wrong key The key detector ran an analysis window too small to resolve a semitone in the sub-bass, which is exactly where EDM and phonk put most of their energy. The result was that it could essentially only ever answer with the F major scale, and six tracks reported F major. Detected key drives the background colour, enemy bullet colours, the harmonic bloom, and the tuning of every pitched sound effect. So those sound effects have been sitting up to a tritone out of key with the music this whole time. All fourteen tracks have been re-analysed. While in there, two more timing problems: Beat grids drifted. Tempo was fitted to the centre of a vote bin, and the error multiplied by the beat number, so a track could be tight in the first chorus and a ful...Read full article on Community Announcements (KomarLabs Dev)Patch NotesOfficial
SUBSØNIC v0.19.0 — The Groove Update
The board just got a new headliner, the whole game listens to the music harder, and THE APERTURE finally fights fair. Plus a truck of fixes. NEW * STYLUS, the lull-buster. A new medium boss that crashes the party when the board goes quiet. Beat-locked darts, an honest groove-line telegraph, and a full turntable finale that carves a vinyl spiral across the arena. Learn the record or get scratched. * Komar Labs boot ident. A new animated studio open on launch: a waveform ignites the bracket wordmark and lands on a sub-thump. Skippable, always. THE MUSIC PLAYS YOU * Harmonic weak points. Fodder now resonates with the song's scale and flashes open on its own beat. Hit it in the window for bonus damage and score, even the 1-HP stuff. * Timbre heralds. A vocal entry or instrument swap summons a ShapeShifter that reshapes with the track. * Beat-graze chains. Consecutive on-beat grazes build an escalating score run. Dance the bullets. * Your fire sings. Sustained fire plays a melodic run in the song's key; pause and it resets to the root. * Key-locked bullet colors. Fodder bullets now read the harmony: cool for scale tones (worth a graze), warm for out-of-key threats. SPECTACLE * Megaboss deaths now warp the entire arena, an inward suck or an outward blowout riding the slow-mo, synced to the kill. THE APERTURE, TAMED * The hardest megaboss was hard for the wrong reasons: it ran on top of an unthrottled max-density swarm. Fixed. The swarm now eases back while a megaboss is on screen, mid-fight drops stop piling on extra enemies, the gravity well releases you during your mercy window, and a couple of genuinely unfair hits (an invisible pre-reveal hitbox, a lingering screen warp) are gone. Still brutal. No longer cheap. FIXES (the big sweep) * DANTE's supernova finale attack now actually fires (it never had). * DANTE's ember-burnout death animation now plays in full. * MEGALITH's sweep beam now damages along its whole visible length, no more dead outer half. * Arena shape, col...Read full article on Community Announcements (KomarLabs Dev)Patch NotesOfficial
SUBSØNIC v0.18 - "RESONANCE"
SUBSØNIC now bends to your music. The entire arena reacts to the live sound: enemies pulse, the grid throbs, and every beat sends a shockwave rippling across the screen. Megaboss attacks warp the field, and killing one implodes the whole arena in a single cataclysm. Enemies wear a new HDR neon glow, and it all scales to your machine, so it stays smooth from a Steam Deck to a high-end rig. - Live audio reactivity — the game breathes with the actual sound now, not just the beat grid - Screen distortion engine — shockwave ripples, a beat-driven gravity pulse, heat-haze, and chroma splits - Megaboss death cataclysm — take one down and the arena implodes around you - Enemy glow pass — brighter, sharper neon edges with a moving glint - Fix — a slain sniper's final shot now reads as a deliberate severed beam, not a bug - Performance — everything auto-scales to your hardware; low-end machines stay at 60Read full article on Community Announcements (KomarLabs Dev)






