Rhythm · Aim · PC
Pulse
Range
Half aim trainer. Half rhythm game.
Shapes come at you in time with the music. Put the crosshair on one and click the instant it crosses the line — early is yellow, late is red, dead on is a white flash and the combo keeps climbing. It is aim training that plays like a game, because it is one.
In development for Windows PC.
The game
Click on the beat. That is the whole thing.
It is a first-person rhythm game where the notes are targets. Which means the two things it trains — where you point, and when you click — are the same two things every shooter you play is scoring you on.
Two ways to play
Coin drop sends shapes falling down lanes to a judge bar. Trace puts targets all around you, on the beat you are actually listening to rather than the loudest noise in the mix.
Six speeds, honestly graded
The bottom tiers really are easy, so you can find the timing at your own pace. The top tier is not trying to be fair, and it is the most fun in the game once you can hold it.
- Idle
- Warm-up
- Calibration
- Standard
- Turbo
- Impossible
Every hit lands
Screen shake on the hit, a confetti burst, the judge bar pulsing on the beat, and a callout when the combo passes ten, twenty-five, fifty, a hundred.
The arcade
A hall of machines on a moving belt.
There is no menu. There is a conveyor of arcade cabinets, and you scroll along it until you find the one you want. Insert a coin and the camera drops onto the CRT, where the machine's own screen becomes the menu — mode, speed, play.
- Every track is its own cabinet, with its own marquee and colour
- Insert coin to wake the machine; back out and it refunds you
- Purpose-built cabinet model, measured rather than eyeballed
Your music
Drop in a track. Get a machine.
Point it at a song you own and the game listens to it — picking out the hits, working out the tempo, and building a chart around them. What you get back is not a track in a list. It is a new cabinet on the belt, with your name on the marquee.
- The chart is built from real transients, so it stays on the beat all the way through
- Kick and bass weight the map, so the shapes land where the song lands
- Genuine silences in a song stay silent instead of being padded with filler
The scoreboard
Aim on the left. Timing on the right.
Every machine keeps the best run you have had on it, split into the two halves of the skill. The number that matters most is not your average error — it is how much it wanders. Someone always forty milliseconds late just needs to shift. Someone scattered either side of zero is chasing consistency. Their averages look identical, which is exactly why the spread is the number worth watching.
- Accuracy, click accuracy, hits, misses, wasted shots, max combo
- Average offset, consistency, early and late counts, your best hit
- A six-axis chart whose centre score is the six averaged
Screens
In motion
Playtest
Want to play it early?
Pulse Range is in development for Windows, and there is a build you can play right now. Early players shape what gets built next, so if you want a say in where it goes, this is the moment. Ask and we will send it over.