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I managed to land a collab with popular monkeytuber BananaJuju, she will feature in the artwork for an upcoming song. The art was made by Mr. Seori
Previously I went for a stencil buffer based solution for UI clipping, however I quickly realised this wasn't a very good idea, as it required many pipeline re-bindings which was slow, this has now been changed to use user-defined clipping planes which should be much faster.
I made an optional new timing mode that roughly matches what MM+ did, in some systems it may be smoother, however it's still a very heavy WIP, things like unpausing make it lose a bit of sync, so beware of its experimental nature!
As you can guess, getting my first job in 5 years hasn't really been particularly good for my sanity, so I starting taking my meds again, overall I'm very happy with my job, we have good conditions and the pay is okay. Hopefully I can invest some of the money back into PH.
Rush notes have been added to the game. Similar to ordinary notes, except you have to press them as fast as possible until you hit a charter-defined cap.
Partnering with the people over at wiki.gg Project Heartbeat now has a wiki, it has some funky facts about the game and the people that worked on it that I don't think I've ever talked about, most important it will serve as a centralized knowledge base.
The song creation dialog has been re-designed, to be more easy to use and more quickly explain the (current) youtube URL requirement.
yt-dlp will now automatically try to update itself on startup, this should lead to me not needing to push updates manually for that anymore.
I've redesigned the way the game handles rich presence, it now shows more data, I also made it work with Steam!
See you in 1.0!
The engine has been updated to the latest development branch of Godot, this means that we now have a few extra features that allow improved performance on the Vulkan renderer, such as draw batching, generally you won't notice much change, other than a lower CPU usage, but it might improve performance on inhumanly dense charts.
There's very little work to be done on 0.20, the update will be released to verify that it's all fine, hopefully before the end of the year and then we will exit early access.
Project Heartbeat is popping off hard, as I told you guys before, I will be working on some new features soon, rush notes are likely to be the next big feature to add to the game.
On another note, when scrolling through the song list (specially when wrapping around) you will now see some placeholders, these are there to prevent having empty spaces and to give you something to look at while the short scroll finishes, this prevents having to load all the song UI elements.
This is something i've wanted to do for a while, basically, I want to have system that lets you configure basic PH features right on first start, such as the note skin or the health system. You can also just skip it and use the defaults like before!
Judgement graphics have always sucked in PH, they were nothing more than labels, i finally got around to designing new ones, I also made the combo count use some new number graphics as well, might use them for the score counter on the top right too, who knows.
The results screen now has a new fancy stats tab, I hope you guys like it! It was made with help from the PH discord and specifically from Steven, I still plan to make some cosmetic improvements.
I made some changes to the results screen based on user feedback, I hope you like them, there's still one more feature I want to add to it, but that will come later.
The range sliders in the options menu have been redesigned to be much nicer and more usable by mouse.
I have instantly pivoted to working on another kind of game, a less niche one, tailor made for consoles (particularly switch/switch2) so I can hopefully make some money, I don't want to talk about it until I have something to show though, I wouldn't want to disappoint again, but if you are around in the discord you probably know what it is.
I pushed some experimental song list changes, after a lot of iteration and input from the discord I finally came up with a design I like, there are some minor bugs here and there still, but I think i'll be able to solve those.
While they aren't ready yet, I've been working on replays, I laid some of the ground work for them, most of the stuff involved making the holds and other parts of the game more deterministic.
We are well on our way to going out of early access, I will do a small update to stable with the new features and bugfixes soon (tm), then I'll finally work on rush notes and then we might be ready for release, I hope.
I am once again at a complicated crossroad, I feel very demotivated and things aren't getting better, I fear for my future. I've been trying to learn some 3d sculpting too, let's hope that comes out good.
As some of you may be aware, in this year since the last major update I started a Patreon, this has not just resulted in a much-needed help to sustain myself (PH isn't profitable at all, with me not earning minimum wage most months) but also it has allowed me to have a "reason" to work on engine extensions that can be shared between different games.
The input system has been replaced by SDL, this will finally rid us of strange issues the game was facing since release. Yes, this also means Steam Input finally works well with the game! Long-gone is the need to go into options to change your current controller manually, now you can even play using two or more controllers at the same time! (not sure why you'd do that, but you can).
I decided to revamp the input glyph system used in the game, as mentioned before this is part of the three open source projects that I launched the patreon with! The new glyphs are nicer (courtesy of valve) and it also supports better keyboard glyphs.
I've reworked how discord rich presence works, it will now show the album art for workshop songs! It's also much more reliable and doesn't depend on Discord's stinky proprietary libraries :D
Multiplayer has been completely rewritten from scratch, the new code is more reliable and robust, it should allow for doing more complicated things like using modifiers or different per-song variants in the future!

While already announced, the new website was developed as part of the development of Phoenix, I revamped the design, added many fancy new features, such as personal best history, search and more.
In old Project Heartbeat the way the UI was made was by drawing two textures offscreen and then putting them on a bunch of 3D planes as textures. This had its share of inconvenience and performance issues, it also didn't allow any form of antialias or the ability to sample the background.
I rewrote the video decoding code we used, by taking heavy inspiration from the way Osu! does things but with a few twists.
I redesigned the results screen, thanks to input from NeoRash, I think the new design is quite nice, now it shows more information than before.
I am very excited (and honestly, nervous) about this release, this is basically the work of a full year condensed into a single update, gives me the same feels the initial release back in March 2020 gave me, it's a good feeling to finally be productive again.
Mark your calendars: May 20th is the day Project Heartbeat Phoenix releases to everyone!
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