Hello
The price is now 1.99$ instead of 4.99$
We have decided to change the price since many gamers did not like the ratio between price and game itself. So we think, the 1.99$ is a fair price for this game.
This page aggregates Steam news feeds, patch notes, and developer announcements for Music Killer, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Music Killer statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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Where can I read Music Killer patch notes?
This page lists official Steam announcements for Music Killer, including the latest post "Price drop!". Each entry links to the full changelog on Steam.
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Music Killer currently shows 0 concurrent Steam players on SteamScope. Player counts refresh on a rolling schedule — typically about every 30 minutes for high-priority titles.
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SteamScope republishes developer announcements sourced from Steam's public news feeds. SteamScope is not affiliated with Valve Corporation. Always verify critical gameplay changes on the official Steam announcement.
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The game is moving to VR direction and VR mode will be the primary mode. FPS mode will be also available when launching the game.
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Added rhythm bar settings (you'll be able to switch new rhythm bar beats going from top to bottom or from bottom to top).
Added weapons icons to the HUD and corresponding number keys beside them to inform the player about weapons selection and to show what weapons were unlocked during the match session.
Added new gameplay option that allows to disable new weapons automatic pick up when a player reaches new score level that unlocks certain weapons.
Fixed walls pushing player too hard sometimes.
Fixed lightning not disappearing when strikes from Dragon right before it dies.
Fixed main menu music disabling option not working after playing a match.
Temporarily made it easier for players to catch rhythm beats to make the overall gameplay less stressing for now, but later, when we add difficulty modes that setup will be different for each mode.
Reworked score system a little to fit the new rhythm system changes.
Changed rhythm beats visuals (we'll keep experimenting with this one).
Added collected beats percentage affecting the final score.
Moved pop-up messages panel, so it wouldn't block the new rhythm system bar (oops).
Fixed tracks titles language detection and according fonts changing.
Fixed music importer freezing on the loading screen if chosen track is short.
Fixed increasing combo multiple times within the same beat.
Fixed automatic rifle not counting rhythm beats, but increasing combo when fire key is held.
Fixed each of the shotgun projectiles increasing player's combo instead of all projectiles counting as a single hit.
Fixed bonuses following player even if it's not possible to collect certain bonus at the moment (e.g. if player is trying to pick up 5 health crystals at once in the same place then other 4 crystals will keep following player until collected when player gets hurt).
Fixed enemies movement being fps dependent (e.g. Spider crawling insanely fast or flying above the ground when frames per second value is very high, especially when slow motion effect is turned on).
Made Spider's acid spit puddle bigger and stay on the ground for a longer time period, also made it hurt player every second instead of dealing damage once when player steps on it.
Fixed Neurobot's (the "metal flying spherical chair" as one of the players called it) enemy laser's origin point being visually detached from the "eye" sometimes.
Fixed Neurobot's laser collision particles being not visible during slow motion.
Fixed Neurobot looking down at the ground when reaching its random travel position in the calm state.
Fixed Neurobot's receiving damage sound being heard too often by decreasing the distance from where it might be heard.
Checked all enemies to make sure each one of them is using their own rhythm method, either overall rhythm or beats.
Reworked rhythm system (due to players complaints).
Added a special icon beside the aim that will warn about the upcoming UFO attack, so players could time their jump right.
Added mouse smoothing option (smoothing is now disabled by default).
Improved mouse sensitivity settings for more precise setup.
Moved slow motion bonus drop to UFO, since this bonus ruins the flow, so now you won't accidentally trigger it when you kill other enemies up-close anymore.
Fixed enemies movement speed being affected by a constant music track beats per minute value instead of realtime dynamic one.
Fixed player's general and weapons sounds priorities, separated and decreased footsteps sound volume.
Fixed skulls, UFO and crystals audio sources setup.
Fixed saving manually selected server region.
Fixed being impossible to normally see the very last leaderboards position, unless "force-scrolled" to it manually.
Fixed few missing characters of the following languages: Chinese, Romanian, Latvian, Czech, Hungarian, Lithuanian, Turkish, Polish, Slovenian, Slovak, Serbo-Croatian.