Insane difficulty started as a simple idea: take our existing difficulty curve and push it past the edge. Not just harder than Expert, but a genuine leap. A mode that feels wild, chaotic, and physically demanding – the kind of challenge players unlock, not stumble into.
Our difficulty system is built on a numerical indicator that drives spawn selection, timing, and gap spacing.
Beginner = 0
Intermediate = 1
Advanced = 2
Expert = 3
Each level generates its own unique spawn pattern for every song. It’s not additive – Intermediate doesn’t just “add a COUS at second 2.” Instead, each difficulty produces a completely new choreography. That consistency lets players learn patterns, chase high scores, and master a song at a specific level.
Insane was originally set to difficulty level 5, not 4. A deliberate jump. And it delivered exactly what we expected: more enemies, tighter gaps, faster reactions, and a workout that pushed even us – people who spend all day building and testing a VR fitness game – to our limits. In a word, it was Insane.
But it came with one problem: performance.
Our target is a steady 90FPS across all modes, and we’ve hit that consistently. Except for Insane. The sheer density of spawns and movement curves pushed the system past what 90FPS could reliably sustain. The good news is that 72FPS, the Meta store requirement, runs silky smooth even at Insane level.
We’ll wait for Alpha testing before deciding what to do with it. Whether it becomes a supported mode, a special challenge, or something else entirely, one thing is certain: Insane won’t be a core difficulty. It will be an unlockable feature – and no, we’re not telling you how to unlock it.