Pick a song. Hit the notes. Climb the ranks.

Every verified play earns XP. Levels never stop, and each one needs 10% more than the last.

Continue with Google

Songs

Loading songs…

PvP battles

Race other players on the same chart. Coming soon.

Coming soon

Practice with your own file

Stays on this device. No XP or leaderboards.

Import an MP3, WAV or other audio file

It’s analyzed on this device and never uploaded. Up to 100 MB and 5 minutes.

or drop files here

Demo tracks

Sign in to play

Continue with Google

New players pick a player name after Google. We only use your Google email to recognize you; it’s never shown publicly.

Stats

Recent plays

Achievements

Leaderboards

Admin

The file is analyzed in your browser, charted on all 4 difficulties, then uploaded with the charts. Exact copies and near-identical recordings are rejected.

Difficulty

Before you play

Lanes: . Surge: Space. Pause: Esc.

Timing calibration

Audio and input

Press Start, then tap Space or any lane key on each click. The first 4 clicks are warm-up; the next 16 are measured.

Browsers can’t measure your speakers or headphones directly, so this measures you hearing the click and pressing. Wired audio is usually steadier than Bluetooth.

Visual offset

While clicks play, the bar should cross the line exactly on each click. Nudge it until it does.

Results

Timing spread

Audio couldn’t start

Settings

Lane keys

Select a lane, then press the key you want. Press keys here to test them; lit lanes show what your keyboard reports.

Audio
Timing
Positive counts your presses as later.
Positive draws notes as if the song were further along.
Display
Stored on this device

Settings, calibration and personal records live in this browser. Song files are never stored or uploaded.

How it works

Importing

MP3 and PCM WAV are the tested formats. OGG, FLAC and M4A work when your browser can decode them. Protected (DRM) files can’t be read. Songs over 5 minutes are rejected in this local mode.

Each file is fingerprinted, decoded and analyzed on your device: onset detection across low, mid and high bands, an energy envelope, silence and an estimated tempo. Note times come from detected sounds in your file; lanes are chosen by a seeded pattern, so the same file always produces the same chart. Charts are estimates, not transcriptions of a specific instrument.

Playing

Hit notes as they reach the receptors with D, F, J and K (remappable). Hold long notes until their tail. Perfect and Great hits fill Surge; at 100 press Space for 8 seconds of double points. Misses and stray presses drain energy, and an empty bar ends the run unless no-fail is on.

Windows: Perfect within 35 ms, Great 70 ms, Good 110 ms, Bad 150 ms. Combo multiplier reaches 2× at 10, 3× at 20 and 4× at 30.

Timing

Run calibration once per device. If notes feel early or late, the input correction is the number to change. Bluetooth headphones add delay that can drift between sessions.

XP and levels

Each verified play earns XP from its score (×1 Easy, ×1.25 Normal, ×1.5 Hard, ×2 Expert), plus grade, Full Combo, All Perfect and personal-best bonuses. Failed runs and no-fail practice earn nothing. After 3 plays of the same song in a day, that song gives 25% XP until the next UTC day. Level 1 to 2 needs 1,000 XP and each level after needs 10% more. Achievements add bonus XP.

Fair play

The server re-plays every run from your key presses and calculates the score itself. Runs that look automated go to a manual review before they count.

About the rules

These rules are the “enhanced default” preset from the PULSE HIGHWAY spec. They haven’t been checked against reference gameplay yet, so they aren’t claimed to match any earlier game exactly.