Compare Project Heartbeat prices across 50+ stores and find the best deal. Developed by EIRTeam. Published by EIRTeam. Released on 3/26/2020. Available on PC, Linux. Genres: Indie, Early Access.

If your reflex for input lag is calibrated to 1ms polling rates, you'll either love or obsess over what this solo-dev Eurobeat rhythm game gets technically right - and lose sleep over what it still lacks content-wise.

I came into Project Heartbeat already skeptical. Rhythm games live and die on input handling, and most indie entries in the genre get that wrong in ways that are immediately obvious to anyone who has ever cared about scan timing or audio offset. What I did not expect was to find a custom audio engine called Shinobu sitting under the hood, purpose-built to minimize audio latency with WASAPI low-latency mode on Windows 10 and above, and a tickless input system that the developer openly compares to the approach Counter-Strike 2 uses for sub-frame accuracy. That last part got my attention. Whether it fully delivers in practice depends on your hardware chain, but the intent is serious, and the calibration tools - adjustable timing windows, audio lag compensation, note size, joystick deadzone tuning - suggest a developer who actually understands what picky players need. The core loop is lifted directly from the Project DIVA playbook: notes drop toward hit zones in two distinct styles, you press the correct button at the right time, you build score and combo, and you chase leaderboard placement. Four difficulty tiers per song - Easy through Extreme - cover the range from approachable to genuinely punishing, and modifier stacking lets you push even further: faster scroll speed, disappearing notes, randomized note positioning. That modifier system is where the ceiling opens up for veterans. Multiplayer PvP is real-time score comparison on a shared chart rather than a separate competitive mode, which keeps things simple and functional without a ranked ladder to speak of. For anyone coming from shooters who wants a break from queuing, it scratches the competitive itch on the casual end. The content question is the honest caveat. The official soundtrack sits at 25-plus licensed tracks from Eurobeat acts SuganoMusic, Galaxian Recordings, TORAV4, and Odyssey Eurobeat. That is a thin base library for the entry fee. The saving grace is the Steam Workshop, which has grown to over 2,000 community-made charts. The chart editor is also included in-game, so if you have a song you want to play, there is a genuine path to making it yourself and sharing it. Custom note skins and full UI overhauls are supported too. The community is small but active enough that Workshop output keeps the content problem manageable. The red flag you need to know about: this game has been in Early Access since March 2020, and Steam now notes the last developer update was over 12 months ago. That is a stalled Early Access warning sign. The game is playable in its current state and the community keeps it alive through UGC, but counting on major official content drops or engine upgrades in the near term is risky. The concurrent player numbers are low - niche-tier. If you need a busy lobby to enjoy multiplayer, recalibrate expectations. If you are the kind of player who sets personal bests against leaderboard ghosts and obsesses over offset settings, the active player count matters a lot less. Bottom line: the technical foundations here are more thoughtful than the price and the niche marketing suggest. The Shinobu engine, the depth of calibration options, native Linux support with a recommendation to run it there for best results, and Steam Deck compatibility all read as the work of someone who cared about getting rhythm game specifics right. The stalled development timeline and thin official song count are real friction points. If Eurobeat is your genre and you can live off Workshop content, there is a functional, latency-honest rhythm game here that deserves more attention than its player count implies. Fred, Scout Team

Project Heartbeat
IndieEarly Access

Project Heartbeat

Mar 26, 2020EIRTeam
GamerScout Says

If your reflex for input lag is calibrated to 1ms polling rates, you'll either love or obsess over what this solo-dev Eurobeat rhythm game gets technically right - and lose sleep over what it still lacks content-wise.

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Screenshots & Media

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About Project Heartbeat

I came into Project Heartbeat already skeptical. Rhythm games live and die on input handling, and most indie entries in the genre get that wrong in ways that are immediately obvious to anyone who has ever cared about scan timing or audio offset. What I did not expect was to find a custom audio engine called Shinobu sitting under the hood, purpose-built to minimize audio latency with WASAPI low-latency mode on Windows 10 and above, and a tickless input system that the developer openly compares to the approach Counter-Strike 2 uses for sub-frame accuracy. That last part got my attention. Whether it fully delivers in practice depends on your hardware chain, but the intent is serious, and the calibration tools - adjustable timing windows, audio lag compensation, note size, joystick deadzone tuning - suggest a developer who actually understands what picky players need. The core loop is lifted directly from the Project DIVA playbook: notes drop toward hit zones in two distinct styles, you press the correct button at the right time, you build score and combo, and you chase leaderboard placement. Four difficulty tiers per song - Easy through Extreme - cover the range from approachable to genuinely punishing, and modifier stacking lets you push even further: faster scroll speed, disappearing notes, randomized note positioning. That modifier system is where the ceiling opens up for veterans. Multiplayer PvP is real-time score comparison on a shared chart rather than a separate competitive mode, which keeps things simple and functional without a ranked ladder to speak of. For anyone coming from shooters who wants a break from queuing, it scratches the competitive itch on the casual end. The content question is the honest caveat. The official soundtrack sits at 25-plus licensed tracks from Eurobeat acts SuganoMusic, Galaxian Recordings, TORAV4, and Odyssey Eurobeat. That is a thin base library for the entry fee. The saving grace is the Steam Workshop, which has grown to over 2,000 community-made charts. The chart editor is also included in-game, so if you have a song you want to play, there is a genuine path to making it yourself and sharing it. Custom note skins and full UI overhauls are supported too. The community is small but active enough that Workshop output keeps the content problem manageable. The red flag you need to know about: this game has been in Early Access since March 2020, and Steam now notes the last developer update was over 12 months ago. That is a stalled Early Access warning sign. The game is playable in its current state and the community keeps it alive through UGC, but counting on major official content drops or engine upgrades in the near term is risky. The concurrent player numbers are low - niche-tier. If you need a busy lobby to enjoy multiplayer, recalibrate expectations. If you are the kind of player who sets personal bests against leaderboard ghosts and obsesses over offset settings, the active player count matters a lot less. Bottom line: the technical foundations here are more thoughtful than the price and the niche marketing suggest. The Shinobu engine, the depth of calibration options, native Linux support with a recommendation to run it there for best results, and Steam Deck compatibility all read as the work of someone who cared about getting rhythm game specifics right. The stalled development timeline and thin official song count are real friction points. If Eurobeat is your genre and you can live off Workshop content, there is a functional, latency-honest rhythm game here that deserves more attention than its player count implies. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcross-platformachievementscontroller-supportworkshopcloud-savestier:sub-5EurobeatChart EditorLeaderboard ChaseScore AttackModifier SystemUGC-HeavyStalled Early AccessLinux-NativeSteam Deck CompatibleLow-Latency Engine

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
A fast GPU that has Vulkan support
Processor
Quad Core CPU
Sound Card
Yes

Recommended

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
A fast GPU that has Vulkan support
Processor
Quad core CPU

Reviews & Ratings

No ratings available

Game Info

Developer
EIRTeam
Publisher
EIRTeam
Release Date
Mar 26, 2020

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