SColour mapping: PITCH · HEAT · DRIFT (blooms you make recolour with the music)
BVoid bloom: black, white-rimmed, eats every hexagon already lit
VColour void bloom: same as B, but the rim changes every press · chocolate → hot pink → vanilla → sky blue → purple
SPACEHold to dissolve everything fast
HOLDHeld key re-blooms on every beat / note
3+ KEYSChord = white shockwave bloom
THexagons ⇄ triangles
✦ Stellar
↑ ↓Brightness
← →Speed
✦ Stellar II
Z X C V B N MHold: ignite a star class + draw its constellations
↑ ↓Throttle (warp / brake)
← →Bank the camera
SPACEHold: hyperdrive — super-fast speed + ethereal white light
3+ keysChord = supernova
SCycle palette
✦ Stellar III - Hyperdrive
Z X C V B N MHold: the spikes of that class change from white to the key's colour
↑ ↓Throttle (faster / slower)
← →Bank the camera
SPACEHold: overdrive — extreme speed, long streaks + white light
BACKSPACEHold: handbrake — slam to a near-stop, release to re-engage
3+ keysChord = shockwave surge
SCycle palette
▣ Carthage
♪The music sets your speed — louder is faster, beats lunge and thump the cubes
← →Roll the camera left / right (hold to spin up, coasts when released)
↑ ↓Throttle / brake
BACKSPACEHand-brake: hold to halt, release to pull away
SPACEHold: hyperdrive — super-fast + ethereal white light
Z X C V B N MPlay the cubes: tap to strike a class (ring + comets + chime), hold to ignite it. Each key listens to its own slice of the spectrum
3+ keysChord = cascade
SCycle palette (Origin / Spectral / Ice)
QToggle key chimes
▣ Carthage II
♪Endless white hallways — run speed is locked to the beat, bass beats lunge the camera and send a pulse down the walls, every block breathes with its own slice of the spectrum
← →Choose left or right at the end of each hallway — the arm you pick brightens. Too slow and it picks for you. Now and then (1 in 5) the world flips upside down — then left and right swap on screen
↑Speed up (↓ eases off). The run slows into every junction
BACKSPACEHand-brake: hold to stop moving forward, release to pull away
Z X C V B N MPlay the blocks marked with a key-light: tap to punch the nearest ones of that class (sparks + coloured pulse + chime), hold to ignite them near to far
↑ ↓Amplitude + ribbon width; ↓ also dissolves Z X C V ribbons faster
ZEmber wave (bass swells)
XVerdant wave (mid ripples)
CAzure wave (spectrum lens)
VPrism wave (rides the waveform)
B N MPluck the string at the left · centre · right node — vibrations ripple through the ribbons
SPACEFrenzy
⚡ Mystify III
Z X C VEmber · Verdant · Azure · Prism ribbons
BWhite lightning ribbon
NPink ribbon
MCyan · green · blue ribbon
↑Expand ribbons + hold them longer
↓Shrink ribbons + fade them faster
→ ←Camera faster forward / reverse
SPACEShock bomb: a blast from the centre sweeps left and right, destroying the ribbons
⚡ Mystify IV
Z X C V B N MRibbons (as in Mystify III)
← → ↑ ↓ + keyFire the ribbon in that direction (two arrows = diagonal)
Keep holding ←→↑↓Ribbons keep accelerating, stretch and trail sparks
Arrow + 2–3 keysCombo: a glowing outline shape (16 different ones) flies as the ribbon — each combo has its own
SPACEShock bomb: a blast from the centre sweeps left and right, destroying the ribbons
◉ Vortex I
← →Bank
↑ ↓Pitch
SPACEHyperdrive: super-fast forward + blooming white light
◎ Vortex II
← →Rotate camera continuously (hold to spin up, coasts when released)
↑Speed up forward
↓Brake
SPACEHyperdrive
Z X C V BColour patterns: Ember · Neon · Ocean · Toxic · Spectrum
♪Music sets the default pace (energy + beats); tiles form a double helix whose strands follow the spectrum
✦ Vortex IV
♪The music sets your forward pace — louder is faster, beats lunge
↑Boost (hold)
↓Brake to a full stop (release to rejoin the music)
← →Rotate the vortex (hold to spin up, coasts when released)
SSwitch the playable tiles: piano order ⇄ random placement
Z X C V B N M ,Play C D E F G A B and a red high C (the comma) — that note's keys light in its own colour on every turn (hold to keep them lit)
✦ Vortex V
♪The music sets your speed — louder is faster, beats lunge and thump the burst
← →Roll the camera left / right (hold to spin up, coasts when released) — the tunnel holds a left / right curve while you hold. On a strong beat it also whips round a corner by itself
↑Speed up forward
↓Brake
BACKSPACEHand-brake: hold to halt dead stop, release to pull away
SPACEHyperdrive: super-fast + ethereal white light
Z X C V B N MPattern + colour theme: Starburst/Rainbow · Pinwheel/Ember · Bloom/Ocean · Counter-spin/Neon · Square warp/Aurora · Hex star/Solar · Helix/Ice. The new look is born in the centre and flows outward; press the same key again to cycle its colours
❂ Vortex VI — the ayahuasca tunnel
♪The music sets your speed — louder is faster, beats lunge, the third eye widens and the sparks surge
← →Roll the camera left / right (hold to spin up, coasts when released) — the tunnel holds a left / right curve while you hold. On a strong beat it also whips round a corner by itself
↑Speed up forward
↓Brake
BACKSPACEHand-brake: hold to halt dead stop, release to pull away
SPACEHyperdrive: super-fast + golden-white light
Z X C V B N MVisions: Serpent · Plumage · Orchid · All-seeing · Kené · Fire spirit · Rainforest — each with its own palette (Anaconda, Macaw, Ayahuasca, Spirit eyes, Kené gold, Flame, Jungle night). Press the same key again to cycle its palette. The new vision blooms out of the third eye and floods over the old one
⬢ Vortex VII — circuit conduit
♪The spectrum is stamped on the armour walls as glowing circuit traces and carried toward you. Louder = faster, every beat fires orange + white lasers and flares the ring-gates
Lane changeAt the end of each run the conduit turns sharply — a big junction gate, shake, lightning, and the camera whips into the next lane
← →Roll the camera (hold to spin up, coasts when released)
↑Speed up forward
↓Brake
SPACEHyperdrive: ~10× speed and a white-out bloom
White orbsGlowing white orbs float in the lanes now and then. Any key's fireballs lock onto the nearest orb ahead and chase it down — they never miss and always blow it up (ORBS counter top-left). Orbs you don't shoot just sail past. Very rarely a GIANT orb (2.5× the size) drifts in — it blows up even bigger
BACKSPACEHand-brake: hold to haul the ship to a dead stop, release and it eases back up to speed
Z X C V B N MEach key hurls a volley of fireballs down its lane in the palette's colours — bright core, flame tail, flying embers (hold to keep firing). Hold TWO keys at once and the tunnel mixes both palettes (traces alternate between the two colours, fireballs take both). Palettes: Circuit · Magenta · Toxic · Solar · Ice · Crimson · Volt and switches the palette: Circuit · Magenta · Toxic · Solar · Ice · Crimson · Volt
✦ Vortex III
← →Roll the camera (hold to spin up, coasts when released)
↑Speed up forward
↓Brake
BACKSPACEHand-brake: hold to halt dead stop, release to pull away again
SPACEHyperdrive: super-fast speed + ethereal white light
GColour burst: throw the wormhole into a new colour
Z X C V B N MPlay colourful orbs (hold to keep playing) — they fly toward you
♪Endless wormhole: long straight runs, then hard corners. Colours shift and fuse with the music; beats spawn orbs and charge the lightning
▌ Waveform I
←Bass inject (left)
→Treble inject (right)
↑ ↓Amplitude
SPACEChaos
▌ Waveform II
←Inject left
→Inject right
↑ ↓Ribbon height
SPACEFlare
BACKSPACECalm
▌ Waveform III
♪A neon heartbeat monitor: bass hits fire heartbeats (louder = taller spike), the line's texture is the live audio. Silence = its own resting pulse
↑Rap bounce: a boom-bap beat fires its own heartbeats and the whole line bounces on a spring
↓Downward rap bounce: spikes plunge and the line slams down and bounces
⇧ + ↑ / ↓Hold Shift with ↑ or ↓ for a much bigger bounce: taller spikes and a wider swing of the whole line
→Propagate faster to the right
←Slow the propagation
Z X C V B N MColour: red · orange · yellow · green · cyan · violet · magenta. The head switches first and the new colour travels along the trace
SSwitch: random automatic colour cycle on / off (changes on the beat, or every ~1.5 s in silence). Pressing Z–M takes over and switches it off
SPACESurge: bigger spikes, rougher line
BACKSPACEHold to flatline
▌ Waveform IV
♪Waveform III's neon heartbeat monitor, but the camera follows the wave: the head holds its place and the trace and the grey grid scroll leftward as it propagates right
↑Rap bounce: a boom-bap beat fires its own heartbeats and the whole line bounces on a spring
↓Downward rap bounce: spikes plunge and the line slams down and bounces
⇧ + ↑ / ↓Hold Shift with ↑ or ↓ for a much bigger bounce — and the wave sweeps through the colours while you hold it
→Propagate faster (the camera speeds up too)
←Slow the propagation
Z X C V B N MColour: red · orange · yellow · green · cyan · violet · magenta. The head switches first and the new colour travels along the trace
SSwitch: random automatic colour cycle on / off. Pressing Z–M takes over and switches it off
SPACESurge: bigger spikes, rougher line
BACKSPACEHold to flatline
▌ Waveform V - Entanglement
♪Twin Aura: Waveform IV's following camera, doubled. Two parallel heartbeat lines — the top one runs left → right, the bottom one mirrors it right → left (the same trace turned 180°), wrapped in drifting nebula, light shafts and stars
↑Rap bounce: the top line bounces up while the bottom line mirrors it, bouncing down
↓Downward bounce: the top line plunges down, the bottom line mirrors it upward
⇧ + ↑ / ↓Hold Shift with ↑ or ↓ for a much bigger bounce — and both lines sweep through the colours while you hold it
→Propagate faster (the cameras speed up too)
←Slow the propagation
Z X C V B N MColour the top line: red · orange · yellow · green · cyan · violet · magenta. The bottom line always takes the opposite colour
SSwitch: random automatic colour cycle on / off. Pressing Z–M takes over and switches it off
SPACESurge: bigger spikes, rougher lines
BACKSPACEHold to flatline
◎ Circular Bars
↑Boost top
↓Boost bottom
←Boost left
→Boost right
SPACEOverload
⬡ Truchet Rivers
↑ ↓ ← →Light up tiles
⬡ Truchet Rivers II
↑ ↓ ← →Light up tiles
⬡ Truchet Rivers III
↑ ↓ ← →Hold: starred tiles light up instantly
Z / X / CHold for pink / blue / green tiles
SSwitch: white gap rivers ⇄ colour rivers
MUSICCamera climbs at the song's tempo; beats re-route tiles
V / BFire a colour ring — hold a playable-tile key to tint it that tile's colour
T / ShiftAccelerate the climb (G slows it)
MUSICCamera climbs at the song's tempo
♪ Notefall
← → ↑ ↓Colour + push note group
Z / X / CColour + enlarge group
V B N MColour only group
SInvert colour behaviour
♪ Notefall II
Z / X / CRain colour (pink/red-orange/green)
↑ / ↓ / ← / →Riser colour + direction
♪ Notefall III
↑ / ↓Runner climbs faster (gold) / dives (blue)
← / →Steer runner (red / violet)
Z / X / CRain colour + plunge (pink/red-orange/green)
V / BRain colour + plunge (red/cyan blue)
Touch a noteIt snow-evaporates
♪ Notefall IV
♪Notefall III's big, glossy sister: lacquered glass-and-pearl notes, a runner that is a flock of eight different glossy notes, glowing staves and god-rays
↑ / ↓Runner climbs faster (gold) / dives (blue)
← / →Steer runner (red / violet)
Z X C V B N MRain colour + plunge (pink / red-orange / green / red / cyan / violet / gold)
Touch a noteIt pops into glossy bubbles and sparkles — every 10th touch in a chain sets off a flourish
◎ Rings I
← → ↑ ↓Right hand (colour groups)
Z / X / CLeft hand (pink/blue/green)
◎ Rings II
← → ↑ ↓Right hand (colour groups)
Z / X / CLeft hand (pink/blue/green)
SCycle palette
◎ Rings III
Z X C V B N M ← ↑ →One ribbon per key (outer → inner)
↓Bounce + ripples
DFlip ribbon direction
SSwitch colours: Z gold · X turquoise green · C bright chocolate · V ruby red · B dark blue · N turquoise blue · M dark hot pink · ↑ deep orange · ← deep hot pink · → bright violet
◎ Rings IV — Neon Overdrive
Z X C V B N M ← ↑ → (or , . /)Ribbons rest in dark blue and light up in colour when their key is pressed. One ribbon per key (outer → inner); , . / also play the inner three ribbons (same as ← ↑ →); → lights white, ↑ lights olive. Tap to strike (ripple + laser + sparks), hold to blaze — and a held key also accelerates its own ribbon (release and it slows back down)
AAUTO-PLAY (off by default): the beat lights the inner ribbons, the snare lights the outer ones — your keys still play on top
DFlip every ribbon's direction (the bar line also reverses ribbons by itself)
↓Bounce the whole set + fire shock ripples (hold for a barrage)
MusicKicks whip the even ribbons, snares whip the odd ones and glitch the screen. Live BPM and a 4-beat bar counter top-left. Built for fast tracks
◎ Rings V — Glossy Candy
Z X C V B N M , . /Glossy pearl ribbons shimmer in pastel; pressing a key floods its ribbon with full colour and releases little hearts. One ribbon per key (outer → inner); , . / play the inner three. A held key also accelerates its own ribbon (release and it slows back down).
AAUTO-PLAY (off by default): the beat lights the inner ribbons, the snare lights the outer ones
SCycle candy palettes: Spectrum · Sunset · Mint · Galaxy
DFlip every ribbon's direction
→Spin the ring of hearts and the inner spectrum bars together, clockwise (hold to speed up, release to coast)
←Same, anticlockwise
↑Bounce the whole scene toward you (hold to keep bouncing) + fire shock ripples
↓Bounce the whole scene away from you (hold to keep bouncing) + fire shock ripples
MusicThe heart ring dances to the spectrum, kicks whip the even ribbons, snares whip the odd ones and burst into sparkles. A moving light makes the gloss glide around the rings.
◎ Rings VI — Neon Gyroscope
Z X C V B N M , .Nine chrome rings hang in 3-D around a crystal core — one ring per key (Z = equator, then the tilted pair, the three vertical rings, and the small inner rings). Rings rest in blue / purple; press a key to flood its ring with colour, spin it up and throw sparks. Hold to blaze
← →Add yaw to every ring: ← spins them anticlockwise, → clockwise (hold to speed up, release to coast back to the music's pace)
↑ ↓Add tumble to the whole gyroscope: ↑ rolls it up, ↓ rolls it down (hold to speed up, release to coast)
AAUTO-PLAY (off by default): the beat lights the inner rings, the snare lights the outer ones — your keys still play on top
SCycle palettes: Spectrum (red → yellow → green → blue → purple…) · Deep Space · Ember · Aurora
DFlip every ring's direction (the bar line also reverses rings by itself)
MusicEvery ring turns in time with the song's tempo — each has its own number of bars per revolution — and the kick whips the even rings while the snare whips the odd ones. Each ring is also a spectrum analyser wrapped around itself (inner rings = bass, outer rings = treble). Live BPM top-left
◈ Synapse
↑ ↓ ← →Fire neurons (up/down/left/right)
SPACENeural storm
◈ Synapse II
↑ ↓ ← →Steer impulse
Z X C V BCharge colour
◈ Synapse III
← → ↑ ↓Steer the growth cone — it lays down new neurons and axons as it goes, and plugs into any neuron it touches. Let go and it wanders on its own
Z X C V B N MNeurotransmitters: new growth takes the colour. Z Glutamate (excite) · X GABA (calm) · C Dopamine (burn in the active paths) · V Serotonin (slow, dense) · B Acetylcholine (branch burst) · N Adrenaline (surge) · M Endorphin (ring of firing)
SPACENeural storm
DHold to dissolve the neurons one by one, oldest first, speeding up the longer you hold
BACKSPACEHold to forget — every axon weakens and the network fades away
♪Bass: heartbeat pulse (and sometimes a new branch) · loudness: growth speed · mid: colour drift · highs: sparks
▊ Bars 2
← →Inject
↑ ↓Height
Z X C VFlash bar set
SPACETurbo
▊ Bars 3
← →Inject
↑ ↓Height
Z X C V B N MColour bar group
SToggle layout
SPACETurbo
▊ Bars 4
←Raise left bars
↓Raise centre bars
→Raise right bars
↑Height
Z X C V B N M ,Play bars (colour)
SSwitch palette
SPACETurbo
✦ Kaleidoscope
← →Spin
↑ ↓Zoom
SPACEHyperspin
✦ Kaleidoscope II
← →Spin
↑ ↓Zoom
SPACEHyperspin
Z X C V B N MBlade colour
✦ Kaleidoscope III
← →Spin planes
↑ ↓Zoom
SPACEHyperspin
Z X C V B N MPalette
🖌 Spectral Brush
Click + DragPaint ribbon
T / GDuration +1s / −1s
Settings
Sound Sensitivity50%
Controls how strongly the visualizer reacts to audio amplitude. Higher values amplify quiet sounds; lower values focus on louder peaks.
Interactivity50%
Controls how much the visualizer responds to beat transients and energy spikes. Higher values create more dynamic, reactive motion.
Disappearance Duration (Spectral Brush)10s
How long a painted ribbon stays visible after you release the mouse. 5 s = quick fade, 210 s = very long-lasting trails. Shortcut: T to increase, G to decrease.