
Tame wild notes into your beat, converting them into your next note.
By the last wave, the storm of sound you composed is taming everything on screen.
One bar. Sixteen steps. A playhead sweeping it at tempo, firing every note it touches.
Earn fans to buy more equipment, avatars, and more. The better you perform, the more fans you earn. The more difficult the performance, the quicker your career accelerates.
Seven ranks, STUDENT to LEGEND. Seven stages, the PRACTICE ROOM to the WORLD STAGE. Every rank adds a channel to your desk and books a bigger room. But beware, as you progress, the more you get the ear of the rests.
You book your own nights. Every stage runs a week, and its sheet has three or four of them, a short opener, a headline that names the kit the promoter wants to hear, a late slot with a rougher crowd. Each pays a different fee, asks a different thing of you, and wears its own difficulty right on the poster, so you read the risk against the money before you take the gig. That is the whole difficulty system: no setting buried in a menu, just a decision you make in public, for money.
The rests want silence, and they want to silence you. The way to combat silence is some wicked beats. Show them who's boss and don't let the silence win.
Composing mode, the full desk open. Pick your kit, set the chords, the key, the tempo and the swing, and hear it all apply live on the next bar.
Then PLAY IT, and the game performs your track as an actual run: level-ups offer only your layers, and every note you earn lands exactly where you wrote it. The beat stays in your career rotation or you can bench it.
Roguestorm Beats is coming to Steam for Windows and Linux,
Add it to your wishlist and Steam will tell you the moment it launches. Build notes and playtests land in the Discord first.