In this update3
Full notes
Full Rhythm Towers update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Performance
- Server
- UI and audio
- Maps
Rhythm Towers changes
- Miragemap
The Rhythm Towers Demo launched on Steam at the end of July 2024. Since then, it’s received 35 updates.
Until now, those updates haven’t really been documented in one place. This post is here to do that, and it’ll be updated alongside future demo updates.
Thanks to everyone who’s played the demo and shared feedback. Whether it came through Steam reviews, Discord, email, or in person at events, your input has directly shaped what we’ve prioritised, fixed, and improved.
Why the Demo Gets Updated So Often
We treat the demo like a free early-access slice of Rhythm Towers.
It’s where we:
Iterate quickly
Fix problems before they ever reach full release
Learn what works (and what doesn’t)
Improve the experience in response to real player feedback
That fast feedback loop has been invaluable — especially as this is our first game. You can see your feedback turn into real changes, often within weeks rather than months. That approach isn’t changing.
What’s Changed So Far
Below is a high-level overview of the kinds of changes that have gone into the demo so far.
Performance & Stability
Faster loading and reduced shader compilation stutter
Demo size reduced from 3.8GB to 1.8GB
Improved performance on older hardware
Support for DLSS (with Frame Generation & Reflex), AMD FSR, and Intel XeSS
File and network operations moved to fully asynchronous systems
Audio & Rhythm
Music stem synchronisation rewritten to prevent desync
Latency adjustment added to the options menu
Improved rhythm timing windows
Subtle pitch variation added to footsteps and hit sounds
Visuals
Major visual pass to better match the intended art direction
Stylised line-art up close with painterly depth at distance
Real-time key art added to the main menu
Motion Blur and HDR toggles
Optional cloth physics and foliage interaction on PC
UI & Readability
Mini-map redesigned with clearer visuals
Vertical Rhythm Matching mode (top-to-bottom note flow)
Rhythm Matching UI rebuilt as a proper overlay
Creep path visualisation toggle
Fully hideable HUD
Modes & Content
Multiple difficulty modes affecting timing, scoring, and enemy behaviour
Split-screen co-op with drop-in / drop-out support
Mouse & keyboard + controller split support on PC
New level: Glacial Mirage
Photo Mode
Bug Fixes & Polish
Creep pathfinding and movement rewritten
Fixed rare stalls that could block level completion
Improved projectile collision and Note pickup handling
Numerous split-screen and UI fixes
Tutorial failure conditions corrected
…and a lot more polish across movement, balance, controls, and edge cases
Going Forward
If you’ve played the demo recently, you’ve already seen many of these changes. If it’s been a while, it’s worth checking out again.
We may not announce every single tweak, but the demo will continue to receive frequent updates, and we’ll do a better job of documenting what’s changing as we go.
Thanks again to everyone helping shape the Rhythm Towers Demo.
Source
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