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Watch trailer on Steam ↗Beat the Rhythm VR
narayana games UG · Published by narayana games UG · Official site ↗
Last updated 27 Sept 2026
Are you ready to become a beatmaster? Punch the drops with your fists, slice 'em with laserblades, shoot drones with guns or bow and arrow. Begin with our original soundtrack, then move on to osu! beatmaps or any song from your local music library - in the ultimate VR rhythm game.
Indie, Casual, Sports · More free games
Dive into Beat the Rhythm VR, a casual indie sports game where you slice through beats with laser blades or punch them out. Perfect for both original soundtracks and your personal music library, this unique VR experience offers endless fun and creativity.
About this game
Unlimited content:
- Music produced specifically for this game, with gameplay handcrafted by the developers - always perfectly on the beat
- Any osu! beatmap, which means: High quality player generated content and a huge selection of music to play with (12K+ songs)
- Any song you like from your local drive or YouTube, with our procedural beatmapping (supported file formats: mp3, mp4, m4a, ogg, flac, wav, wma, opus)
- Create handcrafted maps for your own music, and share with other Beat the Rhythm and Holodance players
Play in four different disciplines:
- Using your bare fists to punch the drops, tracing Sliders, spinning them Spinners?
- Using laserblades to slice those drops?
- Using laserguns to shoot evil drones (or balloons if you prefer)?
- Rhythm Archery - for the clubbing sci-fi elves amongst you.
How will you play?
- Zen-like solitary: Just you and the music, zero distraction
- Asynchronous competition: Leaderboards in various categories, challenge-me feature
- Cooperative multiplayer: Master the maps together with your companions
- Competitive multiplayer: Beat the best to be the best, bending the limits of time and space
Audio-reactive Environments
We call the engine we're using for Holodance and Beat the Rhythm Synesthetic VR - because we want to create an experience of Synesthesia. So the environments visualize the music.Trippy Game Modes
Whether you want to enter a psychedelic experience with color varying color saturations, hue-shifts, strobe-lights and special combo Bullet Time events, or you want to control time altogether with your movement in Time Dilation - there simply is no other Virtual Reality rhythm game that offers this kind of flexibility. Well, except our own Holodance, of course - but with Beat the Rhythm we focused on just the rhythm and left the dragons to those who really want to dance with them.System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: 8
- Processor: i5
- Memory: 8 GB RAM
- Graphics: GTX GeForce 1080
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 5 GB available space
- VR Support: SteamVR or Oculus PC
Recommended
- Requires a 64-bit processor and operating system
- OS: 10
- Processor: i5
- Memory: 8 GB RAM
- Graphics: GTX GeForce 2070
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 8 GB available space
Supported Languages
Latest news
AnnouncementsOfficial
Devlog 2: Building Our Own Backend Server
This was (and still is) a big one! I actually knew we needed our own backend server for a very long time: One reason Holodance is still only available on Steam is because I heavily relied on the Steamworks backend for leaderboards, achievements and keeping state for players (i.e. progress in the game, mostly for Story Mode). In order to let you play with people on other platforms, like Oculus Home, Windows Store or PlayStation Network, we either need to use a third party service (there are some, like PlayFab or GameSparks, or roll our own. With Beat the Rhythm VR, we not only want cross-platform but cross-game: All the community features, like leaderboards, song and beatmap quality rankings, session streams and so forth should be consistent and shared among both games, so that we can have one (hopefully) large community for both games, instead of two smaller, isolated player communities. And there’s another thing: I’m still working on our own in-VR beatmap editor and the fun with that really only starts when you can conveniently share your hard mapping work with your fellow players. Which opens a whole other can of worms and tricky challenges that need to be faced. Having our own backend server solves a lot of these issues; even if solving some of these issues makes developing that backend server significantly more complex than just a leaderboard-system. A little Personal History Before I started working on VR games full-time in 2015, after several years of doing it “on the side” (since 2007), as freelance software-engineer I had a really decent income. Which was really cool! But that was due to taking whatever software-engineering project came along. That was still kind of fun. But when I’m totally honest, this wasn’t really what I was here for, and I had known that for sure at least since 2007 … but really, as a hunch much much longer. Most of my time, I spent working with databases, Web frontends, early Java days mobile apps, some of which I developed from scratc...Read full article on Community Announcements (jashan)AnnouncementsOfficial
Devlog 1: A new kind of "Orb" - The OctaDrop
We have already been working on Beat the Rhythm for quite a while. Some of that work already went into Holodance, so if you were following the release notes there, some things in this posting may sound familiar - but not quite all of it. So here is a first devlog: Music is Done - Beatmap Design in Progress Just yesterday, Billy Mello finished the last song for the Beat the Rhythm original soundtrack. It's called Eternity and is a marathon (full 12 minutes). All of the music for the game has been produced in a very close collaboration between Billy and me, and I think this initial set of six built-in songs will give you a good start into the game. The songs are composed and produced with a progression in difficulty: It begins fairly easy with a short, almost tutorial-style song, and gets longer and more intense and complex with each track. Time, the fourth song, switches meter a few times, so there are 3/4 sections as well as 4/4 sections. It's the most experimental song we have in the game. The Singularity, our fifth song, is about the Singularity, so the obvious thing to do is play with tempo-changes - we go from a relaxed 64 BPM up to 256 BPM in the finale. We call the style Gamestep - so there is obviously quite a bit of Dubstep in there, but also 8bit-elements, trance and house. The idea is to have music that is intense, for intense gameplay. As you can also use osu! beatmaps, or your own music, you get a huge variety. We have also already done a bit of experimental beatmapping for our built-in songs - but the core game elements are currently getting a fairly major upgrade, so that's what this devlog really is about: Orbs are becoming OctaDrops When I started developing Holodance, which was originally called "Holodance Episode 1: Dancing with Dragons", after a few early prototypes, I fairly quickly moved into what is now called Story Mode and then, a lot of time went into building environments, modeling and animating dragons, voice-acting, making it all work tog...Read full article on Community Announcements (jashan)






