Average Playtime: 2 hours

Audioshield

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About

"Audioshield: Feels like music-melee Missile Command-and we love it" (Ars Technica)
"AudioShield -- a rhythm game -- is HTC Vive's killer app" (Jeff Grubb, VentureBeat)
"Let's punch the hell out of music in virtual reality with Audioshield" (Polygon)
"Audioshield found some neuroreceptor in the deepest cavern of my brain—one that can only be stimulated by an incredible combination of sight, sound, and motion—and flooded it with a sensation that has left me reeling for days." (Ars Technica)
Experience your entire music collection in VR. Audioshield puts you at the point of impact for every hit in your music. Beats glide in slowly for mellow parts of songs, then ramp up for intense parts of songs with cross-body, double-shield, and high-altitude hits.
Audioshield uses an advanced version of Audiosurf 2's music analysis system to sync with any song from your collection - and also with online streaming from Youtube.
Every song has its own online leaderboard. Audioshield also supports local leaderboards to easily compete with friends during look-at-my-awesome-new-VR-system parties.
"Fighting Music in VR. This is the coolest sh** ever." (Jericho)
"VR Missile Command inside a neon rave, set to your own music." (PC Gamer)
"The physicality of standing in place to fend off incoming orbs feels powerful" (IGN)
"...felt like we were being pulled into a futuristic trance-like state with sparks of orange and blue splattering about" (Maximum PC)
"...your music library comes to life as a fully immersive gaming experience" (UploadVR)

Platforms
Metascore
81
Genre
Release date
Developer
Dylan Fitterer
Publisher
Dylan Fitterer
Age rating
Not rated
Website
http://audio-shield.com

System requirements for PC

Minimum:
  • OS: Windows 7 SP1 or newer
  • Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
  • Storage: 900 MB available space
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Last Modified: Sep 17, 2019

Where to buy

Steam

Top contributors

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inzaniac

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Sinkler

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43
J'AI LE RYTHME DANS LA PEAU ! Audioshield HTC Vive
Apr 27, 2016
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Audioshield reviews and comments

Translated by
Microsoft from Deutsch
Virtual Reality + Liebslingsong = AWESOME First Of all, I was already an Audio Surfing owner at that time and love Concepts that bring Games and Music into "Harmony." Game bought, installed, raffle. Menu guidance Is a bit strange in places ... In the Folders with the Laser Pointer you get a bit too far down, or up, comes, scroll down the Titles or up. In Addition, the "Options" are difficult to recognize only as a fairly small Symbol at the top right (stood 2016.04.25). The Overview of the Tracks in the Folder is personally sometimes too big for me, so a scalier slider would be quite good. In Addition, a bit more Variations in stadiums would not be quite as bad. A Workshop would be really great here! And TROTZDEM ... I start the Game, try out my Tracks (at the Beginning to try all The Variations:D) and move into the very cool Designed Arenas. I fight off the Bright and Beautiful Colour balls calculated from the beats and Vocals with my virtual Signs, swim ' like Sow, have animal Fun and look at the Clock after a short boredom ... Just to find out that I've already played THREE STUNDEN! I myself was totally terrified how to get lost in the Audioshield world. Did NEVER have had so much Fun trying to power me out like this while "playing"! ENDLICH sometimes a great Alternative to the Gym, which somehow I can't always force myself to:D Looking forward to the next Time with the game. Can recommend it to anyone who has even a tiny piece Of INTEREST in VR and/or Music VERY!
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Translated by
Microsoft from Deutsch
So that's it now? I've always noticed it through trailer and gameplay videos but of course I wasn't sure ... The Game has to be boring. The feedback for balls hit is just a small Ruckler at The Vive controller and any amount in my Opinion ugly Particle-spam Effects. At almost no Time Point, I had the Impression that the Music would run synanously with what you do. The generator/Algorythmus is obviously very simple. The Worlds are sterile, boring and unresponsive to Music. A bit have flickered in the Menu the Stars to the beat, nothing really extraordinary. The visual clipping of the Shields is catastrophic. If you keep the controllers too close to each other, and that's about <15cm, then the Shields clip into each other, which just looks bad. Then the purple plane comes on top of the same, then a total of 3 colored meshes clip into each other. Without any effect, of course. Visible clipping should never be seen ... More Mühe/love of detail would have been appropriate here. So Keep both Controllers close to each other (effectlessly) a purple Shield you need to hit purple Balls. From a technical Point of view, I find the FOV of the Vive (as well as Rift) with 110 ° too small for the Game. Too often the Balls come towards the Player from a totel Angle and are thus missed. Overall, the Game feels like a loveless and, above all, short-crafted DEMO. The Content is mixed and nothing is innovative here either. My Movements have been very limited, you almost have to force yourself in the meantime while waiting for the Balls to mockle senselessly in the Area. On the whole, I just lack the feedback hard when I hit Balls. It just happens in the Game VIEL too little. In a Round of Beat Hazard you definitely get to a sweat more than here. And that's what you play with the Mouse!
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