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Lynium: Play the Rhythm›Events›Lynium 2.1.2 — Patch Notes
In-game event

Lynium 2.1.2 — Patch Notes

Lynium: Play the Rhythm · published 23 Aug 2026, 05:51 UTC · build 24887546

All eventsPlayers around this dateRead on Steam

2.1.1 recalculated what a play was worth. 2.1.2 is about what a play is: six new mods — three that end a run the moment it stops being clean and three that rewrite the chart before the first note falls — long notes that finally pay for the time you hold them, and eighteen mods that lead with their own icon instead of a three-letter code you had to learn. The weather reaches the glass in front of you, your library remembers where you have been, and every screen behind the language picker finally answers in the language you picked.


SIX NEW MODS


No Miss does not care how ugly you play, only that you keep playing. SSS or Nothing will end a run on a note you hit well — just not well enough.

Three ways to lose

No Miss, Perfect and SSS or Nothing share one card in Others. Clicking it cycles off ⇒ No Miss ⇒ Perfect ⇒ SSS or Nothing ⇒ off, with a step dot for each. Each one sets a bar and ends the run the instant you drop under it.

  • NO MISS: any Miss ends the run — every other judgment survives. It is the results screen's FULL COMBO! made into a rule.
  • PERFECT: an Excellent, a Good, an Acceptable or a Miss ends the run. MAX and Perfect both survive, because the game weighs them the same 300 — this is PERFECT CLEAR!, the SS grade.
  • SSS OR NOTHING: only MAX survives. A Perfect ends the run. The only mod in the game that can kill you on a note you hit well.
  • WHAT THEY COST: nothing. ×1.00, no Unranked pill, so the run still counts and still ranks.
  • WITH NO LOSS: mutually exclusive in both directions — turning either on turns the other off.
  • AN ORDINARY RUN: unchanged — still 10 health a miss out of 150, so it still takes fifteen misses to lose one the old way.

And three that rewrite the chart

  • MIRROR: the lanes are flipped left to right. It counts on the boards — the chart is the same one, read from the other side.
  • RANDOM: the lanes are shuffled. Unranked, because what you played is no longer the chart the mapper wrote.
  • NO LONG NOTES: every long note becomes a normal one. Unranked, for the same reason.

EIGHTEEN MODS, EIGHTEEN ICONS


Opening Mods used to mean decoding a wall of three-letter codes. Now every card wears its own face.

  • TELLING MODS APART: a two or three letter code and a hue — ICS, HYS, NLN, a legend you had to learn ⇒ eighteen mods, eighteen drawn icons, each tinted to that mod's own colour
  • THE PANEL: amber chrome, which is Increase Speed's own colour — it made that one card look permanently pre-selected ⇒ blue on near-black, and a glyph tile on every section heading, chevron up for the mods that raise your score and down for the ones that lower it
  • THE FOOTER: one line saying the thing a grid cannot say about itself: that the cards combine, and the multiplier moves as you pick them

And on every badge that reports a run

  • THE BADGES: a Lynium triangle tinted per mod with the full name written across it — "Hyper Speed" hung off both sides, "No Long Notes" wrapped into three cramped lines ⇒ a dark chip with the glyph over the short code, from the same lookup the panel uses
  • THE RESULTS SCREEN: invented its own abbreviations — HYPER, SLOW, NO LN ⇒ HYS, DCS, NLN, the same strings the leaderboard row already showed and the same ones the game submits
  • THE GAMEPLAY STRIP: 12 px under the health bar, close enough to read as attached to it ⇒ 60 px clear
  • HOVERING A BADGE: nothing ⇒ the mod's name and its description, in your language

LONG NOTES PAY FOR THE TIME YOU HOLD THEM


Sustains used to be a two-point formality you could sleepwalk through. Now the combo counter ticks under your finger.

  • A LONG NOTE: 2 combo, whatever its length ⇒ 1 for the head, one per tick while you hold, 1 for the release
  • THE TICKS: two per musical beat, so the same note is worth the same combo at 120 BPM and at 200
  • LETTING GO: from 75% of the note it is already credited, and you can drop it. Holding to the end pays no extra, so a chart's maximum combo stays one number.
  • A FOUR-BEAT NOTE AT 180 BPM: 2 combo ⇒ 7, with five marks drawn down its body
  • COUNTING STARS [4K NM]: MAX NOTES 639 ⇒ MAX COMBO 1,106 — the same chart, 73% more combo to hold together
  • THE HELD PART OF THE NOTE: a flat body all the way down ⇒ the spent portion drains toward a cold neutral and keeps 90% of its light, so you can see how much of it you have already earned
  • SCORE AND ACCURACY: unchanged — the ticks add no judgments, so nothing dilutes your average and the million splits exactly as before
  • YOUR LIBRARY: re-measures itself once on the next launch, and the boards now show a run's combo against the maximum the chart actually has

STAR RATING, ON THE STANDARD THE GENRE SHARES

  • THE CALCULATION: our own ⇒ the difficulty standard the popular rhythm games share, so a chart's stars mean the same thing wherever you read them
  • THE CATALOGUE: every chart already on the server re-rated on the new numbers
  • THE COLOURS: our own scale ⇒ the colour scale that goes with it, so a rating reads the same on the site as it does in the game

YOUR LIBRARY REMEMBERS WHERE YOU HAVE BEEN


The green pill tells you at a glance which of a thousand sets you have never once opened.

  • PLAYED: nothing in your local library said so — only the download panel knew ⇒ a green Played pill on every difficulty you have a score on
  • THE FILTER: a chip that cycles four states: everything, the difficulties you have played, the ones you have not, and the sets you have never started at all
  • 4K AND 7K: one combined entry inside a dropdown ⇒ a four-segment toggle on the bar — All, Standard, 4K, 7K — with the full, translated list still one chevron away
  • WHERE THE MARKS COME FROM: a server round trip every time you opened the screen ⇒ read from disk at startup, so they paint on the first frame, work offline and survive a restart. The server is asked once a session.
  • WHAT STICKS: the mode is a taste, so it persists — the played filter is deliberately session-only

A set answers two different questions

  • A GROUPED SET: shows Played when any one of its difficulties is, and inside, only the one you actually played carries the pill
  • WHY FOUR STATES AND NOT THREE: "what have I not played" and "what have I never started" are different questions — a four-difficulty set with one play answers yes to the first and no to the second

THE WEATHER REACHES THE GLASS


Rain beads and runs down the screen in front of you. The numbers you play by never blur for a frame.

  • THE WET AND FROZEN SCREEN OVERLAYS: sat in the project for years wired to nothing — the only rain rig in the game was a disabled object parked 2,000 units under the home screen ⇒ driven by the beatmap's own weather, in the home screen, song selection, gameplay and the editor
  • THE HUD: shared a camera with the world, so wetting the glass smeared the score and the health bar with it ⇒ its own camera in front of the glass — score, health, accuracy and the ranking cards stay sharp
  • TWO NEW ROWS IN VISUALS: Wet screen and Frozen screen, each killing only its own overlay, both on by default. The weather still falls either way.
  • THE EDITOR: snow blew sideways off the top of the frame, because it inherited the editor camera's roll ⇒ the glass has its own camera at identity, so drops fall with the screen's down
  • THE FROST: distortion 43.6 and a uniform fill layer over the whole screen, which erased the lane ⇒ distortion 10, blur 0.02, the fill layer off, and the vignette turned up instead — one draw call instead of two, and the notes stay readable

THE FIRST FOUR SECONDS


The song announces itself in the middle of the screen now, holds long enough to be read, and hands the stage over as the blur melts off the artwork.

  • THE TITLE CARD: anchored to the top edge, sitting in the top quarter of the screen ⇒ anchored to the centre, about 120 px lower, clear of the band where notes are read
  • HOW LONG IT STAYS: 1.90 s ⇒ 2.90 s
  • THE ATTEMPT ROW: appeared from the second try and pushed the whole block down, so the card moved between attempts ⇒ splits its height above and below the anchor, and the card stays where it was
  • "BEATMAP BY": centred on the same axis as everything else ⇒ right-aligned to the card's own edge, so a long name has the whole card to use
  • THE BACKGROUND: blurred and then unblurred behind the black curtain, so the first frame you ever saw was already sharp ⇒ the curtain lifts on a blurred cover that holds while the card is up and eases into focus exactly as it leaves
  • HOW MUCH BLUR: 750 — a value tuned for a cropped cover strip, which reads as a grey sheet at full screen ⇒ 20, where the artwork is still recognisably itself
  • ON PAUSE: the background carried on clearing behind a frozen card ⇒ both freeze together

THE INTERFACE ANSWERS WHEN YOU TOUCH IT

  • INTERFACE SOUND: clicks, keys and the counters on the results screen answer when you touch them
  • ITS VOLUME: one Effects slider covering hitsounds and interface together, so quietening one quietened the other ⇒ its own Interface volume, at 80% by default

ACHIEVEMENTS


Sixty-five of them. The other forty-six were defined, listed, and never granted. Now they grant.

  • THE GRADES: an SSS, an SS at 100% with nothing below Perfect, ten SSSs, and an SSS earned with a speed mod running
  • HOW MUCH YOU PLAY: sixteen steps from your tenth play to your ten-thousandth — 10, 25, 50, 100, 200, 300, 500, 750, 1,000, 1,500, 2,000, 3,000, 4,000, 5,000, 7,500 and 10,000
  • COMBO: 500, 1,000, 2,500 and 5,000 notes in one run, a chart passed without dropping a single note, and a hundred full combos
  • ONE FOR EVERY MOD: Hidden, Fade In and both at once, Increase Speed and its Nightcore, Hyper Speed and its Overclocked, Decrease Speed and its Daycore, No Loss, Mirror, Random, No Long Notes — plus Hyper Speed with Hidden, the three new strictness mods, and one for having passed a chart with every mod in the game
  • THE BOARDS: the world top 100, the world top 10, and a #1 on any beatmap
  • MAPPING: publishing your first beatmap, getting one ranked, a hundred likes on one of them, and a hundred beatmaps downloaded into your library
  • MULTIPLAYER: your first win, and your fiftieth
  • FAILING: your first fail, a hundred fails, and failing on the very last note of a chart

BUGFIXES

  • A beatmap image that does not reach 16:9 now covers the whole screen, instead of being cut off down the sides.
  • The results screen says what the play was worth, instead of leaving you to work it out by subtraction.
  • The song plays on from the last note into the results screen, instead of stopping dead with it.
  • Giving the speed mod back is twice as fast.
  • A chart that a mod rewrites is rewritten before the first note falls, not while it is already falling.
  • In the beatmap editor, R plays and pauses the song in any layout, and the space bar joins it in Mania — and both go quiet while you are typing in a field.
  • A publish batch that dies is noticed now, instead of waiting on a marker that never lands.

SEE YOU ON THE PLAYFIELD

Found something broken, or want to tell us what to build next? We read everything — and you can report it from the page it is on.

Join the Lynium Discord
lyniumgame.com

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