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A rhythm-action music game for PlayStation®4 & PlayStation®3 based on Amplitude™, the 2003 cult classic by Harmonix!
Questions about PSN credits? Please see our BackerKit FAQ below for answers to some of your burning questions.
Questions about PSN credits? Please see our BackerKit FAQ below for answers to some of your burning questions.
14,112 backers pledged $844,127 to help bring this project to life.

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An Update On Amplitude


Greetings, beloved backers!  

This is Alex Rigopulos, writing to you through a cartoon speech bubble. Ryan and I are eager to fill you all in on a number big developments in Amplitude Land. 

As the game came together this year, it became apparent to all of us that it was shaping up to be something really special. The gameplay is as fun and addictive as ever, the HD visuals are gorgeous and hypnotic, and the soundtrack is killer.

The game is fulfilling all of our hopes and ambitions for it, and at a certain point, we made a major call: We’ve decided to double down, increase the project budget, and make the new Amplitude bigger and better than the scope of game we originally pitched to you all last year.

I will now hand the mic over to Cartoon Ryan, who will tell you some more details.

Hey there…

Although we had originally promised about 16 songs total, we have decided to cram as much awesome music into Amplitude as possible. We now upped the total count to 30 songs! If you are a backer at the appropriate tiers, you will also get a 31st song too, voted on by the Song Senate—our group of backers that chipped in at the Song Senate tier. (Side note: In a display of true Amplitude community good will, the Song Senate decided to keep the “most wanted” song in the main game soundtrack, instead of keeping it all to themselves. THANKS, SONG SENATE!)

You guys may also recall that early in the dev cycle, we decided to add a concept album wrapper to the otherwise vanilla solo mode. This is all new for Amplitude and we think it adds a bit more depth and interest to the game and the songs themselves. The core campaign now includes 16 all-original songs, written in-house by our amazing musicians. You have heard some of these tracks in past posts and at the conventions… songs like “Decode Me” and “Wetware”.

In addition to the basic play modes that were promised originally, and the single path/single environment in which they would be presented, we decided to expand both of those dimensions by adding 2 more playable environments, unique path topology per song, and more play modes. We are now shipping a solo campaign, solo free play, 2-4 player “free-for-all”, and an all-new team play mode (1v3, 2v2).

Over the course of the project, we created the original nanoblaster and the backerblaster, and also made 3 additional nanoblasters for players to choose from in solo and multi play. (v0.9 Chubs is my personal fave, displacing v1.1 Raven)

We have added leaderboards, allowing players to compete asynchronously against each other online for score, both per-song and across the whole game.

Oh! One last thing: There is a new, still-to-be-announced way to play the game that will change the way you think about Amplitude’s 6-lane track. More on that at a later date! Now back to Alex.

Thanks, Cartoon Ryan. So that’s all of the good news. Now for the bad news that comes along with it: It’s impossible for us to finish all of these extra songs, environments, features and modes on the same schedule. Our previous target for shipping the game was this summer. Now that we’ve committed to this expanded scope, though, we won’t be able to complete and ship the game until the end of this year on PS4 (with the PS3 version coming shortly thereafter).

Kickstarter backers who paid for the “early access” reward will be able to play the PS4 version in December, prior to the holiday break. For everyone else, the PS4 version will become available in January. (We’ll follow up with the exact dates in December and January for PS4 as soon as we have them. PS3 will follow shortly behind.)

We know that this schedule slip will be a disappointment to many of you. (Frankly, it’s disappointing to us as well, as we’re all dying to play the finished game…) However, our judgment was that our highest priority is to deliver the best game we possibly can to our fans—the definitive version of Amplitude. We want to over-deliver for our biggest supporters, and that’s simply going to require some extra time.

Some of you might wonder—will this delay mean that synchronous online multiplayer will be added? I’m sorry to say, it will not, as that is impossible within our budget means for this game, even with the expanded budget. However, our hope is that this release of Amplitude will be successful enough to justify a sequel or feature expansion pack that could include this. In the meantime, the newly added leaderboard system will enable plenty of heated asynchronous online competition!

Finally, I should add that the physical rewards are beginning production, and we’ll have more news on those in the coming weeks.

From the whole Amplitude team, thank you for your continued support and patience. We think that when you see the finished product at the end of this year, you’ll agree that the wait as been worth it!

Amplitude E3 Recap


Hey everyone!

E3 is finally behind us! Not only did we have some big news to announce, but Amplitude was also on the show floor in the Sony booth for attendees to play. We even got a few shoutouts on stage during the PlayStation Press Conference! Missed out on the show? Check out our E3 recap below!

New Songs & Artists

Just before E3 started, we revealed new songs that will be featured on the Amplitude soundtrack! These songs are from external artists contributing to Amplitude, and we’re excited and honored to have their music playable in the game.

The artists include C418, Danny Baranowsky (Crypt of the NecroDancer), Freezepop, Kodomo, Symbion Project and more! You can find the full list of external artists over on the Harmonix Blog:

We also released a gameplay video of from Danny Baranowsky’s track, “Crypteque (1-2)”, from Crypt of the NecroDancer. You can watch that here:

Sony Press Conference

If you paid close attention during the PlayStation E3 press briefing, you might have seen Amplitude in a few of Sony’s sizzle reels! Annette was in the audience and snapped this great photo of Amplitude being shown on stage too!

Show Floor Highlights

During the three days that the show floor was open, tons of attendees stopped by to check out Amplitude! We even had the pleasure of playing with hardcore fans like the group in this video, who came to check out the game and shared their memories of the PS2 version of Amplitude with us!

We have a ton of photos from the show floor, taken both by us and our awesome fans to share as well! Check them out below:

E3 attendees playing Amplitude!
E3 attendees playing Amplitude!
Lawrence from Funhaus checking out Amplitude!
Lawrence from Funhaus checking out Amplitude!

Amplitude Live Stream

The Monday after E3, we streamed the build of Amplitude we brought to the show on the Harmonix Twitch channel. Mitch, the environment artist on Amplitude, and myself, ran through two of the new songs we revealed before E3 and took requests from the viewers!

If you missed the stream, don’t worry! We have the entire stream archived on our YouTube channel here: 

That's A Wrap!

E3 was huge for Amplitude. We’re excited that so many attendees came out to play the game and share their memories with us! The news we shared at E3 is only the tip of the iceberg in terms of what we have left to share, so stay tuned for even more announcements!

- HMXMudry

Amplitude At E3: New Songs Revealed!


Hey everyone,

The team has been hard at work putting together an amazing build for E3! Annette and DeVron will be rocking out at the Sony booth in the LA Convention Center for three straight days of Amplitude goodness next week. Stay tuned to our social accounts for the latest updates from the show floor.

In the spirit of E3, we thought it would be great to reveal some news on our soundtrack to our amazing backers and fans!

You may recall our announcement of external artists contributing to the Amplitude soundtrack a while back. We’re honored to have their music playable in our game!

  • C418 – All The Time
  • Danny Baranowsky – Crypteque (1-2)
  • Darren Korb – Impossible
  • Freezepop – Phantoms
  • George & Jonathan – Crystal
  • Jim Guthrie – Force Quit
  • Kodomo – Red Giant
  • Symbion Project – Concept

If you’re going to E3, you can swing on by the Sony booth and play the latest build of Amplitude with two of the new tracks: “Crypteque (1-2)” and “Red Giant”! Other playable tracks at E3 include “Astrosight”, “Decode Me”, “ICU”, “Perfect Brain”, “Phantoms”, “Wetware”, and “Recession”.

Now, it wouldn’t be a track reveal without a gameplay video! Check out this snippet from “Crypteque (1-2)” below:

If you’re unable attend E3, don’t worry! Later this month we’re streaming Amplitude on Twitch! We’ll have more details as the show gets closer, but until then, click here to follow us on Twitch to know when we go live!

The soundtrack features more than 20 tracks so stay tuned for more song announcements in the future. We hope you’re excited for all the new artists appearing in Amplitude! Who is your favorite addition? Let us know in the comments or over on Twitter!

- HMXMudry

Amplitude Fulfillment Update!


Hey Backers!

Nick / HMXMudry here again with another exciting backer update! We have a lot to cover from reward fulfillment to sharing recent Amplitude content! Let’s jump into it!

Charging Cards and Locking Shipping Information

In our last backer update we mentioned that we locked down BackerKit surveys and will be locking down shipping information and charging cards very soon. As we want to get started very soon on reward production, we’ll be finalizing shipping information and charging your payment information this Thursday, May 28th at 11AM ET. Consider this a 48-hour notice to make sure your shipping information and payment information are up to date!

Once we lock down your shipping and payment information, we’ll be able to roll into production of physical rewards! We’ll have more to share very soon on reward production, including final mocks and proofs of everything we’re making!

For those who have questions regarding this, we put together a brief FAQ for the lock down:

I thought you charged our payment information last May when the Kickstarter ended?

We did! However, this round will be for anyone who ordered any add-ons in addition to their pledges or pre-ordered the game. If you ordered the soundtrack, game codes, t-shirts, patches, etc., then we’ll be charging you for those this Thursday.

What will happen if my payment information is out of date/gets declined?

If your payment information is out of date or you know it will get declined and you need to update it, please head to your BackerKit survey before Thursday, May 28th and update it. If you are having trouble updating your payment information, you can contact BackerKit customer support by clicking the “Contact Us” button on our BackerKit FAQ here:

If your payment gets declined, BackerKit will notify you by email and will be charged once you update your payment information.

I need to update my shipping information, where can I do this?

If you need to update your address, please log into your BackerKit survey. You should see an option to change your shipping information on your survey page. If you are having trouble finding it, there’s a chance you aren’t receiving a physical reward. You can contact us or BackerKit customer support to have it changed. Please make sure you do this as soon as possible before Thursday, or you may miss out on your rewards!

I will be moving soon and don’t know which address to use. When will you be shipping out rewards so I can receive my rewards?

Since we’re producing a variety of rewards from vinyl to art prints to t-shirts, we don’t have an exact time table on when each reward will complete production and ship out to you. We do expect rewards to take a little while, so plan for where you’ll be around July-August.

Is it too late to order an add-on for my pledge or pre-order the game?

Unfortunately, yes. We closed pre-orders and additional orders for swag many weeks ago when surveys were locked down to start preparation for production.

If you have a question about the lockdown of shipping and payment information that isn’t answered here, please consult our BackerKit FAQ or feel free to send us a message on Kickstarter! Most of your questions are covered in the FAQ.

Amplitude Live Stream

As you may have heard, we held an hour-long live stream on the Harmonix Twitch channel last week! We answered your questions and had a fun time showing the latest build of the game off to everyone. If you missed the stream, you can catch the recap/archive by clicking here or on the image below:

We’re currently planning another live stream for some time in the near future, and we’ll let you once we have the next one planned!

Employee Spotlight

Last month Annette wrote an Employee Spotlight on Amplitude’s Creative Lead, Ryan Lesser over on the Harmonix blog. We haven’t shared it in a Backer Update yet, so a few of you may have missed it. You can read the employee spotlight on the Harmonix blog by clicking here!

There’s plenty more Amplitude Employee Spotlights coming to the Harmonix blog very soon, so keep posted for that! Let us know who you want to see!

That's All!

To recap: 

  • Don't forget to make sure your payment and shipping information is 100% correct by Thursday!
  • More live streams are on the way. Let us know what you want to see next! 
  • Learn more about the Amplitude team in the coming months! Anyone or any departments on the team you want featured? 

Until next time,

- HMXMudry

Amplitude Live Stream Recap


Hey Backers!

Last night we hosted an Amplitude livestream on the Harmonix Twitch page.

For this livestream we switched things up and played the latest build of Amplitude for an hour straight from the developer pit at Harmonix. Amplitude QA Lead Nate and I played through seven tracks (Decode Me, Phantoms, ICU, Wetware, Perfect Brain, Astrosight and Recession) across both solo play and multiplayer. We even had a hectic Team Play battle where Adam Cardoza and I took on Nate Stoddard near the end of the stream.

Since not all of you were able to tune in, we’re sharing an archive of last night’s stream from Twitch! Click here or on the image below to start watching!

Thanks to everyone who tuned in! We hope that those of you who tuned in had a great time watching Amplitude and chatting with the developers! 

This won’t be the last Amplitude livestream. We’re planning on another stream in June (details to come), but until then, let us know what you’d like to see next for Amplitude! You’ll definitely want to join the fun as it’s your chance to ask Harmonix all of your burning questions about the game in real time. More info soon.

- HMXMudry