Compare Audiosurf 2 prices across 50+ stores and find the best deal. Developed by Dylan Fitterer. Published by Dylan Fitterer. Released on 5/26/2015. Available on PC, Mac, Linux. Genres: Indie. Metacritic score: 76/100.

Your music library becomes the game itself - every song generates a unique track to ride, and the best ones will keep you chasing leaderboard thrones for hours.

I loaded up a song I have heard a thousand times and watched it become something else entirely - a rolling, light-drenched highway that pitched and crested in sync with every beat. That first run in Mono mode is still the cleanest argument for why Audiosurf 2 exists, and it has not aged out of that argument. For the genuinely uninitiated: you pilot a small spacecraft down a three-lane track generated in real time from whatever audio file you point at the game. The track's shape, speed, and block density all reflect the structure of the music - quiet passages ease off, drops push the pace, and the corkscrew loops placed at peak moments feel timed by someone who actually listened. Mono mode is the entry point: collect colored blocks, dodge the distortion spikes that briefly mangle your audio if you hit them, and fill your equalizer grid to chain score multipliers. The Wakeboard mode adds jumping off wave peaks tied to musical climaxes, rewarding fast-paced tracks with big air and combo potential. AudioSprint flips the whole premise into an endless-runner format - sliding and leaping over obstacles with no speed control - and it even supports local co-op for up to four players. Puzzle modes layer in color-matching logic similar to Puyo Puyo combos, which adds genuine strategic depth for score chasers, though they are the steepest learning curve in the package. Ninja Mono and Casual Mono cover the difficulty spread between laser-focused competitive play and pure meditative listening. The Steam Workshop integration is where the game's longevity quietly lives. Hundreds of community-made skins and gameplay modes sit alongside the official ones, ranging from a Sonic-themed ride to full shoot-em-up conversions built from your music. The built-in skins already cover a wide range of moods - the Dusk skin in particular, which renders your ship as a car racing a sunset highway, has a specific late-night energy that pairs well with the right playlist. Global, regional, and friend leaderboards update live during a run, and you get an email alert when someone dethroned your score on a specific song, which is either charming or stressful depending on your personality. The fair criticisms are real and worth naming. The music library browser is clunky - if your files are scattered across folders, expect to click around more than you should. The puzzle modes' rule sets are presented poorly for newcomers, and some reviewers over the years have correctly noted that the sequel feels more like a substantial update to the original than a reinvention. There is no failure state in most modes, which lowers the tension floor. And solo developer Dylan Fitterer's post-launch update cadence slowed considerably after the first year, so the Workshop community carries a lot of the game's ongoing freshness. Epilepsy and colorblindness accessibility options are also absent, which is a real gap. If you have never touched the original, Audiosurf 2 is the one to play without hesitation. If you already own the first game and are content there, the upgrade is genuine but not transformative. What it does well - turning a personal music collection into something you can physically ride - it does better than anything else in the genre, and there is a particular kind of quiet satisfaction in finding a new favorite song because the track it generated was beautiful. Kai, Scout Team

Audiosurf 2
Indie

Audiosurf 2

May 26, 2015Dylan Fitterer
GamerScout Says

Your music library becomes the game itself - every song generates a unique track to ride, and the best ones will keep you chasing leaderboard thrones for hours.

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Screenshots & Media

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About Audiosurf 2

I loaded up a song I have heard a thousand times and watched it become something else entirely - a rolling, light-drenched highway that pitched and crested in sync with every beat. That first run in Mono mode is still the cleanest argument for why Audiosurf 2 exists, and it has not aged out of that argument. For the genuinely uninitiated: you pilot a small spacecraft down a three-lane track generated in real time from whatever audio file you point at the game. The track's shape, speed, and block density all reflect the structure of the music - quiet passages ease off, drops push the pace, and the corkscrew loops placed at peak moments feel timed by someone who actually listened. Mono mode is the entry point: collect colored blocks, dodge the distortion spikes that briefly mangle your audio if you hit them, and fill your equalizer grid to chain score multipliers. The Wakeboard mode adds jumping off wave peaks tied to musical climaxes, rewarding fast-paced tracks with big air and combo potential. AudioSprint flips the whole premise into an endless-runner format - sliding and leaping over obstacles with no speed control - and it even supports local co-op for up to four players. Puzzle modes layer in color-matching logic similar to Puyo Puyo combos, which adds genuine strategic depth for score chasers, though they are the steepest learning curve in the package. Ninja Mono and Casual Mono cover the difficulty spread between laser-focused competitive play and pure meditative listening. The Steam Workshop integration is where the game's longevity quietly lives. Hundreds of community-made skins and gameplay modes sit alongside the official ones, ranging from a Sonic-themed ride to full shoot-em-up conversions built from your music. The built-in skins already cover a wide range of moods - the Dusk skin in particular, which renders your ship as a car racing a sunset highway, has a specific late-night energy that pairs well with the right playlist. Global, regional, and friend leaderboards update live during a run, and you get an email alert when someone dethroned your score on a specific song, which is either charming or stressful depending on your personality. The fair criticisms are real and worth naming. The music library browser is clunky - if your files are scattered across folders, expect to click around more than you should. The puzzle modes' rule sets are presented poorly for newcomers, and some reviewers over the years have correctly noted that the sequel feels more like a substantial update to the original than a reinvention. There is no failure state in most modes, which lowers the tension floor. And solo developer Dylan Fitterer's post-launch update cadence slowed considerably after the first year, so the Workshop community carries a lot of the game's ongoing freshness. Epilepsy and colorblindness accessibility options are also absent, which is a real gap. If you have never touched the original, Audiosurf 2 is the one to play without hesitation. If you already own the first game and are content there, the upgrade is genuine but not transformative. What it does well - turning a personal music collection into something you can physically ride - it does better than anything else in the genre, and there is a particular kind of quiet satisfaction in finding a new favorite song because the track it generated was beautiful. Kai, Scout Team

Tags

singleplayermultiplayerlocal-coopcontroller-supportworkshoptier:aaaMusic-Driven LevelsProcedural TracksLeaderboard ChasingWorkshop ModsLocal Co-opRhythm-PuzzleRelaxing ModeScore AttackEndless Runner Mode

System Requirements

Minimum

OS
Windows Vista/7/8
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
400 MB available space
Graphics
Intel HD3000
Processor
32 or 64-bit Dual Core or better

Reviews & Ratings

Metacritic
76

Game Info

Developer
Dylan Fitterer
Publisher
Dylan Fitterer
Release Date
May 26, 2015

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