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Steam announcementView the game on SifterOctober 8, 2026

Introducing Choreomaps (More Modding Capabilities)

Continuing our trend of upgrading the level editor and mods...

If you've been part of our Discord, you might have heard a word floating around lately... "Choreomaps."

Today, we're finally releasing it in beta. But what exactly is Choreomaps?

Choreomaps is a massive, under-the-hood overhaul of our tech backend. It's a low level 'pseudo-scripting' system that allows for higher customisability in charting music, including easier creation of new monsters, decorative flairs, custom subdivisions, and more.

We've given Choreomaps to a couple of early playtesters, and here are some of the cool things they've cooked up so far (I wish I could share sound with these gifs... :')):

Skelly Dance Circle by FUFa

Rift Reversal by Katie

Deviled Eggs, Spiders, and Purple Slimes (Oh my) by 96LB & Tyrantin

Ronald? You're in the wrong game! by Katie

We're so excited to see what Choreomaps can unlock for you all!

Instructions for how to access Choreomaps are here: https://steamcommunity.com/workshop/discussions/18446744073709551615/592943469164719924/?appid=2073250

It's important to note that we're releasing three different builds today:

  • 1.19.1-b23997 - an update for all players
  • 4.2.1-b5859 - an update to the Level Editor that allows players to create, save and publish Choreomaps levels to the Steam Workshop
  • 1.19.2-b24037 - an update for players who have opted into the publicbetatesting branch that allows them to play any levels created using the new Choreomaps system

If you don't care about any of this and just wanna keep playing the main game, read the patch notes for 1.19.1-b23977 below!

If you are curious about Choreomaps and modding, read on to the sections below our patch notes for details on updates to the editor and a list of known issues in the new public beta build!

Patch Notes for 1.19.1-b23997

🆕 New Content and Features

  • Added a filter that prevents Choreomap levels from appearing in the default build of the game
  • This is because Choreomap levels require a lot of extra code that isn't present in the main game. To check out what choreomaps are capable of, you'll need to swap to the publicbetatesting branch. More information can be found here.

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🔁 Changes

  • Changed the way we organize DLC in your track select menu (again!)
  • The DLC folder will be present even if folders are turned off, to save space in an already lengthy list of tracks and prevent promos from being sorted into the list
  • The newest DLC at any time will live in its own folder, independent from the DLC folder
  • Undownloaded free song promos will be stored in the folder of any downloaded tracks from the same DLC, but paid DLC promos will always live in the DLC folder
  • The DLC folder now sorts newest to oldest

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⚒️ Fixes

  • Fixed missing caution tape UI elements for unavailable difficulties of any custom track
  • Fixed Korean header fonts breaking in last update
  • Fixed a chart error at beat 425 in CONNECT:COMMUNE Impossible (score potential has now INCREASED)
  • Fixed an issue that could cause DLC character portraits to fail to load if the game install folder path contained certain special characters (if you swapped to a new branch to test that fix you can now swap back to default!)

Patch Notes for the new editor v4.2.1-b5859 

Editor Features

  • Trajectory Tool for customizing enemy behaviour
  • Accessible via the Alt+T hotkey by default
  • Manipulate the behaviour of enemies like Zombies, Blademasters and Headless Skeletons at each beat to fix cases where they do/don't bump into other enemies as intended

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New checkbox in the 'Track Options' menu: 'Choreomap'

  • Enabling this mode greatly increases the consistency between how enemies behave in the editor preview and in-game
  • This also allows editor mods to affect the in-game behaviour of enemies and traps
  • In order to benefit from these improvements, the custom track must be played on the Choreomap-enabled beta branch of the game (publicbetatesting)

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Known Issues and Missing Features

  • Closing a menu while the search bar is open causes an error
  • The new editor currently only supports the English language

Some hotkeys are not implemented yet (they will be marked with  in the hotkey configuration menu)

Known Issues for 1.19.2-b24037 (publicbetatesting)

  • Practice mode DOES NOT WORK on Choreomaps (yet)
  • As such, we've removed access to the Practice mode toggle on any level marked 'Choreomap'

[/*][*]

Golden Lute modifier does not work with Choreomaps (yet)

  • We didn't remove access to this, but it also doesn't do anything at all when turned on, so…

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Remix mods for Custom Music should be manually disabled if you're using them (remix on Choreomaps is completely untested and may not load)

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Yellow and Black skeletons play SFX even when missed

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Mystery trap visuals are off-center, especially in the right and left lanes

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Monsters that are bounced around the lanes will have desynced animation

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It's possible for a monster to not acquire the coal VFX if the map is created in a certain way

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Object pooling can cause traps to spawn with shadows

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Object pooling can cause monsters to continue spawning with coal vfx when they should not be

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Object pooling can cause monsters to stop turning into question marks when walking over a mystery trap

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Bounce traps don't animate correctly and have some visual issues

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Song continues to play in the background after achieving a game over and viewing results

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Food healing causes the player's heart to turn green permanently

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Mystery status effect is removed from Cheese after hitting it once

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Multi-hit slimes don't flip directions when being hit

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Enabling static monsters in the middle of a song does not work correctly

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Zombie gets carried through the portal when a monster beside it teleports

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Monsters retain their special VFX/animation state (fire, vibe chain) when they reappear later in a song

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Coal trap VFX sticks around too long after the trap disappears

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Portal traps don't animate correctly

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Slime's animation can have its final frame cut off

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Some enemies leave behind a 'ghost' when hit

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Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.