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IKANDY: Music VisualizerNewsv1.6.4
Game update

v1.6.4

IKANDY: Music Visualizer · published 15 Sep 2026, 07:06 UTC

All newsPlayers around this dateRead on Steam

QUOTE: "My name is Daniel Lugo, and I believe in fitness. Life's purpose isn't just about surviving; it's about pushing past your limits." - Pain & Gain

Six weeks in, and more than 600 of you. Thank you. This update is about wide color, PILOT rotation that never hitches, new fractal journeys, and a long list of fixes from a full audit of the app before this build.

4K AND HDR

• Wide gamut output. On a display that reports Display P3, the show now presents in P3 instead of sRGB, and P3 photos and videos keep their color all the way to the screen. It is automatic, and Settings, About tells you when it is on. • Recording gains an SDR 10 bit option alongside the HDR PQ and HDR HLG modes, so smooth gradients keep 1024 levels instead of banding. • The photosensitivity warning now says that HDR displays can present brighter than standard, and where the headroom control is. • 4K and HDR users: open Settings, About, for the HDR output, headroom and wide gamut switches. The status line tells you what you are seeing and why, and the update page inside the app walks through every step.

PILOT AND SCENE ROTATION

• PILOT switches without a stutter, and rotates on the first load again. • FIXED means fixed. A world you set to FIXED stays put through PILOT, the auto cycle and every song change. The MilkDrop preset bag no longer advances while a shader world is on screen. • A running game (One Small Step) is never rotated away, no matter which owner landed on it. • A show rundown with a pool entry keeps rotating as authored, instead of freezing behind a PILOT message when PILOT was off. • Saved multipass shader scenes keep their engine warm between visits, so returning to one takes about half the time.

NEW WORLDS AND JOURNEYS

• Menger gains the Endless Dive camera, KIFS gains Journey Orbit, and Sierpinski gains a Journey control that follows the structure of the song over 16 and 32 bars. • The Endless Dive was rebuilt so the tunnel never repeats itself. The old dive moved through an exactly repeating world, which put a steady pulse in the motion. The new one varies every cell, and it measured clean on the vestibular comfort check three times over. • Sierpinski's journey color shifts keep their brightness now. The previous shift could push saturated colors to white. • Thirteen Vibe Lab presets join the shipped library, including plasma-fluid, Ferrofluid, Hyperbolic Bloom, Ink Advection, Phosphor Scope and Soap Film, with fresh covers. Cherry Brain Wall Mod plays the right way up. • Intensity at 0 is exactly still on every journey scene, including the parts driven by the song structure.

LOGO AND IMAGE STUDIO

• Liquid Metal logos gain flowing 3D volume. • Live Refractive Glass, Studio Material, Brushed Metal and Prism Foil are upgraded for SDR and HDR, and all seven Logo surfaces share one Response control in both editors. • Prism Foil and the default Studio Material had a shader math bug that turned half their pixels invalid on some GPUs. Fixed. • Image Studio gains material editing and native HDR loop playback.

GOD RAYS

• God Rays Auto has been re-measured on every engine, in SDR and HDR. Auto now meters the whole frame, so sparse lights like particles and stars calibrate the rays, and added ray light has a ceiling so rays stay rays. • Your global God Rays amounts return to Auto once so the new calibration can drive. Move any slider to take over again.

OUTPUT

• Spout and NDI output run smoother at 4K. With an output attached, the show paces itself for that output instead of the console preview. • An Output Window keeps its own display's refresh rate (a 144 Hz audience display no longer sits at 60). • Spout and NDI receivers get correct color when the console display is wide gamut. • User WGSL scenes no longer present upside down on the HDR direct route. • The DJ deck monitor and Live Scene Fill no longer hold GPU memory after the console closes.

STABILITY AND SECURITY

• Two field errors closed: a WarpField worker message that could arrive empty, and a Steam ticket callback that could arrive after its deadline. • WarpField recovers from a single bad worker message instead of falling back to the main thread for the rest of the session, and releases its workers when you leave the scene. • A malformed WebP image can no longer hang the renderer during load. • Every developer only switch and probe flag is now inert in the shipped build, the app refuses one more Chromium debugging switch on its command line, and file paths handed to the app by the console are validated before use. • The pre-flight check that launches the packaged app before an upload now runs for every build, not only the Steam one.

Full details for every item live in the in-app What's New page.

More from IKANDY: Music Visualizer

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Game update12 Sep 2026v1.6.1bug smashGame update11 Sep 2026v.1.6.0Quick fix for new users.Game update11 Sep 2026v1.6.0IKANDY 1.6.0: The Live Show Update Quote: "Be excellent to each other, and party on, dudes!" - Bill and Ted IKANDY 1.6 expands the creative library, improves scene transitions, and delivers a smoother, more reliable live-show experience. A Bigger Creative Library · 11 revamped Capture FX, including Time Slits, Time Echo, Living Paint, Liquid Glass, Flow Ink, and Shatter and Reform. · 117 new Ry…