Indie rhythm game Beat Weaver looks like a mix of Amplitude and Thumper

Rhythm games never really went away after the decline of Guitar Hero and Rock Band, but it feels like they’re having a bit of a moment again. From projects like Clone Hero and YARG, to Fortnite Festival and Stage Tour (an upcoming title from Guitar Hero veterans at RedOctane), to indies with rhythm elements like Ratatan and People of Note, music games are still very much around. You can now add Beat Weaver to the mix. 

This upcoming game from Echolox Interactive — solo developer Christopher Lerch — is inspired by pre-Guitar Hero Harmonix titles like Amplitude and Frequency. (Given the way that tracks twist and turn, the trailer also reminds me a bit of Thumper. Thankfully, this doesn't feel nearly as ominous.)

As in Amplitude, you control a ship that barrels along tracks. You'll need to hit notes at the right time to be successful, of course, though Beat Weaver brings some interesting complexities to the formula.

Each track is linked to an instrument and you can switch between tracks at will. However, you'll first need to unlock additional tracks. If you play a sequence of notes (i.e. phrases) without a mistake, you'll activate one. As long as a track is active, it will sip away some of your energy. If that drops too low and you make an error, all the activated tracks will be disabled and you'll need to gradually unlock them again. 

You'll need to switch between tracks and complete more phrases to keep the full mix active. Songs can have up to 16 tracks, so you might need to stay on your toes. That said, you won't need to hit every note dead on.

Lerch is aiming for more of a flow state feel and there are several difficulty levels. Plus, if an upcoming phrase looks overly complex for your current mood, you can stick to a track that has a simpler note pattern. Powerups that give you the opportunity to slow down and rewind tracks should help too.

Lerch originally started working on Beat Weaver as a hobby back in 2017. After receiving funding from Germany's Press Start: Games Founding Grant program last year, Lerch was able to focus on Beat Weaver full time. The developer says the protracted development time "allowed me to experiment with audio playback systems and engine architecture to maximize the interactive music experience, as well as making maximum use of the third dimension with the dynamic note highway system." 

Details about artists who are featured in the game will be revealed later. Lerch composed much of the music personally. Players will be able to add custom songs, though they’ll need to load in separate audio files for each playable instrument.

Lerch is developing Beat Weaver in a custom engine without using generative AI. “For rendering it doesn't use any traditional texture mapping in favor of generating colors, patterns and skyboxes with shader code, noise functions, raymarching and mathematical expressions,” Lerch wrote. “Its comparatively low performance demands and dependencies allow it to run on older machines.”

This game just looks really neat. It’s nice to be excited about neat-looking things. Beat Weaver is slated to hit Steam (with support for Steam Deck) later this year.

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rhythm-game-beat-weaver-looks-like-a-mix-of-amplitude-and-thumper-110000834.html?src=rss

Indie rhythm game Beat Weaver looks like a mix of Amplitude and Thumper

Rhythm games never really went away after the decline of Guitar Hero and Rock Band, but it feels like they’re having a bit of a moment again. From projects like Clone Hero and YARG, to Fortnite Festival and Stage Tour (an upcoming title from Guitar Hero veterans at RedOctane), to indies with rhythm elements like Ratatan and People of Note, music games are still very much around. You can now add Beat Weaver to the mix. 

This upcoming game from Echolox Interactive — solo developer Christopher Lerch — is inspired by pre-Guitar Hero Harmonix titles like Amplitude and Frequency. (Given the way that tracks twist and turn, the trailer also reminds me a bit of Thumper. Thankfully, this doesn't feel nearly as ominous.)

As in Amplitude, you control a ship that barrels along tracks. You'll need to hit notes at the right time to be successful, of course, though Beat Weaver brings some interesting complexities to the formula.

Each track is linked to an instrument and you can switch between tracks at will. However, you'll first need to unlock additional tracks. If you play a sequence of notes (i.e. phrases) without a mistake, you'll activate one. As long as a track is active, it will sip away some of your energy. If that drops too low and you make an error, all the activated tracks will be disabled and you'll need to gradually unlock them again. 

You'll need to switch between tracks and complete more phrases to keep the full mix active. Songs can have up to 16 tracks, so you might need to stay on your toes. That said, you won't need to hit every note dead on.

Lerch is aiming for more of a flow state feel and there are several difficulty levels. Plus, if an upcoming phrase looks overly complex for your current mood, you can stick to a track that has a simpler note pattern. Powerups that give you the opportunity to slow down and rewind tracks should help too.

Lerch originally started working on Beat Weaver as a hobby back in 2017. After receiving funding from Germany's Press Start: Games Founding Grant program last year, Lerch was able to focus on Beat Weaver full time. The developer says the protracted development time "allowed me to experiment with audio playback systems and engine architecture to maximize the interactive music experience, as well as making maximum use of the third dimension with the dynamic note highway system." 

Details about artists who are featured in the game will be revealed later. Lerch composed much of the music personally. Players will be able to add custom songs, though they’ll need to load in separate audio files for each playable instrument.

Lerch is developing Beat Weaver in a custom engine without using generative AI. “For rendering it doesn't use any traditional texture mapping in favor of generating colors, patterns and skyboxes with shader code, noise functions, raymarching and mathematical expressions,” Lerch wrote. “Its comparatively low performance demands and dependencies allow it to run on older machines.”

This game just looks really neat. It’s nice to be excited about neat-looking things. Beat Weaver is slated to hit Steam (with support for Steam Deck) later this year.

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rhythm-game-beat-weaver-looks-like-a-mix-of-amplitude-and-thumper-110000834.html?src=rss

GPT-5.3 Instant Improves Query Intent Detection in Search

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OpenAI’s ChatGPT 5.3 Instant introduces a new level of precision and personalization to web search, blending advanced natural language processing with an emphasis on user intent. One of its standout features is Conversational Adaptability, which allows the AI to adjust its tone based on the emotional context of a query. For instance, when responding to […]

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How to Record Your Screen on iPhone or iPad: Step-by-Step Guide

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  Screen recording on an iPhone or iPad is a highly practical feature that allows you to capture and share tutorials, gameplay, or troubleshooting steps. Whether you’re documenting a technical issue or creating engaging content, this tool is designed to simplify the process. The video below from Apple provides a detailed walkthrough of how to […]

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Elgato’s Wave Next Connects Your Mic, Software, and Stream Deck

Audio setups for creators have long followed a predictable pattern: buy a microphone, download some software, spend an afternoon reading forums about signal chains, and still end up with a slightly imperfect result. Elgato spent five years watching that process play out across hundreds of thousands of real setups. Wave Next is what they built after deciding most of it didn’t have to be that complicated.

The centerpiece is a custom chip called Wave FX Processor, developed in partnership with Lewitt Audio. It shifts critical audio processing directly onto the hardware, so the microphone signal arrives in every application already polished, without virtual audio devices or routing workarounds. Clipguard 2.0 handles distortion prevention through multiple analog-to-digital converters and 32-bit floating-point internal processing, while five onboard DSP effects shape the voice in real time with zero latency and no CPU load.

Designer: Elgato

VST Insert technology creates a dedicated low-latency path between the hardware and the computer so that studio-grade software effects can be injected directly back into the hardware signal chain. The processed audio then flows as a single input into any application. A creator streaming, recording, and on a video call simultaneously doesn’t need to configure three separate signal paths to get consistent sound across all three outputs.

Wave:3 MK.2

That software layer is Wave Link 3.0, overhauled completely and now free to download for Windows and macOS. It works with virtually any microphone or audio interface, not just Elgato hardware, though Wave devices unlock deeper features: guided setup, device control panels, and an Auto Gain Wizard. Up to five independent submixes let users route voice, music, game audio, and chat to separate outputs, each shaped individually through a horizontal routing table replacing traditional channel strips.

Wave XLR MK.2

XLR Dock MK.2

Four devices carry the Wave FX Processor. Wave:3 MK.2 is the USB condenser option, built around a supercardioid capsule tuned with Lewitt, with settings that persist across systems. Wave XLR MK.2 targets XLR microphone users with 80 dB of clean gain and 135 dB of dynamic range. XLR Dock MK.2 integrates directly into Stream Deck +. Wave XLR Pro, arriving in Q2 2026, adds dual XLR inputs and five hardware-based zero-latency monitoring mixes for two-person or multi-source setups.

Wave XLR Pro

Stream Deck + XL brings physical control to the entire ecosystem through 36 customizable LCD keys, six multifunction dials, and an ultra-wide touch strip for adjusting levels, toggling effects, and switching mixes without opening a single menu. Paired with Wave XLR Pro, it handles what would traditionally require a dedicated mixing desk, though at a fraction of the footprint. That’s a meaningful trade-off for anyone short on desk space.

Stream Deck + XL

The pitch Elgato is making with Wave Next isn’t that audio production should be simple. It’s that the complexity should be optional, readable when you need it, and invisible when you don’t. For creators already deep in the Stream Deck ecosystem, the integration will feel almost obvious. For everyone else, it’s a more honest question of how much control they actually want.

The post Elgato’s Wave Next Connects Your Mic, Software, and Stream Deck first appeared on Yanko Design.

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Top 10 Most Powerful Microsoft Excel Functions for Data Analysts

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Why the Samsung Galaxy Z Fold 8 Might Make You Forget the iPhone Fold

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