
Metronome
Your starting click track. A weighted arm swings through nearby enemies on each beat.
- Attack Pendulum
- Room 2 steps
- Up to 8 notes
- The click track: yours from the first count
26 layers, each a synthesis family the desk did not already have and an attack shape nothing else does. 7 channels, one bar, and over seventy-five thousand possible desks, so no two runs converge on the same arrangement.

Your starting click track. A weighted arm swings through nearby enemies on each beat.

Six beaters strike in a ring around you, sending out a shockwave that pushes enemies back.

A burst of sharp fragments around you. Less reach than the kick, but more damage.

Fires a fan of small shots that pierce through enemies. Keep them close together for steady coverage.

Three delayed bursts target the busiest parts of the floor.

Fires a drum that bounces off the walls. Each bounce increases its damage.

A cymbal wash slows enemies across the screen, giving you room to move.

A broad wave of bass with long reach and heavy knockback. Pushes enemies away from you.

Leaves a field of sub-bass that damages and slows enemies inside it.

Sends a row of spikes ahead of you, piercing every enemy in their path.

Sustained voices orbit you, damaging nearby enemies.

Fires homing shots at nearby enemies, prioritising charged notes.

Fires a wide spread of bouncing notes. Each can pierce three enemies.

Spinning records cut through enemies on the way out and back.

Places a wall of brass in front of you, damaging enemies that cross it.

Pulls wild notes together, then stuns them as the swell ends. Follow it with a heavy attack.

Fires piercing bolts in a spiral. Enemies they charge briefly take double damage from all attacks. Place it before a heavy hit.

A sustained beam targets the nearest enemy. When it falls, the beam swings to the next and damages everything it crosses.

Leaves echoes at your recent positions, damaging enemies that follow you.

Sends out expanding rings that damage enemies along their path.

A sequence of strikes travels away from you, one per sixteenth. Each hits harder than the last; aim the far end at a group.

An arc charges its first target and jumps between enemies, losing strength each time. Charged targets extend the chain without weakening it.

Creates a shell that stays in place and slows incoming projectiles.

Leaves strings across the floor ahead of you. Rests trigger them as they cross.

Places a ringing bell that draws wild notes away from you.

Sends out a clockwork dancer that marches through enemies, attacking with each note of its tune.
9 mixer cards that never fire but change how everything else does: the faders, the room, the tempo, the pump, and the three that read where a note sits on the bar.
+12% damage on every instrument, with a warmer, more driven mix.
House kit: yours from day one
+12% attack size and reach, with more reverb in the mix.
House kit: yours from day one
+6 BPM. Your beat plays and attacks faster.
House kit: yours from day one
+8% movement speed, with a stronger pumping effect in the mix.
Gear room 300 fans
+35% pickup range. Collect dropped XP from further away.
Gear room 400 fans
+22 crowd tolerance. Hits lower the crowd meter less, and taking this card raises it immediately.
Gear room 500 fans
+18% damage on notes placed on the four beats of the bar.
Gear room 600 fans
+18% damage on notes between the beats, with more swing in the rhythm.
Gear room 700 fans
+20% damage on every instrument. You also take 10% more damage.
Gear room 850 fans