ROGUESTORM BEATS - PRESS KIT

Please note: Roguestorm Beats is still in development. Everything on this kit (the art, the screenshots, the numbers and the fact sheet) is from a build in progress, and any of it may change before final release.

Title:      Roguestorm Beats
Developer:  BC Gamez
Genre:      Bullet hell, Roguelite, Rhythm, Music
Release:    Coming soon
Demo:       https://store.steampowered.com/app/5193710/Roguestorm_Beats_Demo/
Platforms:  Windows, Linux
Players:    Single player
Input:      Keyboard & mouse, full controller support
Languages:  English
Engine:     Godot Engine
Build:      build 0.1.38, kit dated 2026-10-09
Website:    https://www.roguestormbeats.com
Steam:      https://store.steampowered.com/app/5066450/Roguestorm_Beats
Trailer:    https://www.roguestormbeats.com/trailer/
Discord:    https://discord.gg/QukqKBZQn6
YouTube:    https://www.youtube.com/@BC_Gamez
Contact:    bcgamez.support@gmail.com

Build the beat. Battle the silence.

Tame wild notes into a living weapon. Turn drums, bass and synths into attacks, keep the crowd roaring, and take your own sound from the practice room to the world stage.

HOW IT PLAYS
* Catch the notes. Build the beat. Level up to shape your live sequencer. Choose an instrument and place its next hit, or let the game arrange it. Hear your weapon grow: every sound on the bar is an attack on the floor.
* Keep the crowd with you. The audience is your health bar. Take a hit and the room loses faith. Tame the floor, turn the set around, and win them back.
* Build heat. Hit THE DROP. Land attacks and break Rests to charge your stompbox. Trigger a rising build, a breath of silence, then every layer together on the downbeat.
* Write something of your own. Step into the Booth. Set your layers, chord loop, key, tempo and swing. Save your track, then take that exact arrangement into battle.
* Make the stage yours. Choose your performer and mix shirts, pants, shoes, hats and accessories. Earn Fans through play to build your collection in the full game. Every outfit is cosmetic.
* Leave with a bigger sound. Break crates for temporary powers. Collect the gear Rests drop, fit it to your songs, and shape lasting abilities in the Gear Room’s Resonance Rack.

BY THE NUMBERS
26 layers, 9 mixer cards, 7 channels on the desk, 21 house songs, 7 stages, 7 ranks, 11 power-up signs, 24 pieces of gear to find, 2 looks and 26 pieces to play as, with every note, rest, icon and sound generated from code, with a wardrobe of 85 cosmetic pieces across 7 slots.

WRITE YOUR OWN BEAT
Your weapon is the jam you write, and the Booth is where you write it cold: no combat, the world frozen, the full desk open.
Every track starts on an empty bar with the click track alone on it. Click a layer into the band and it plays from the next bar. Click a step on its row and that note plays as music and fires as an attack every time the playhead crosses it. Set the chord loop a bar at a time, the key, the tempo and the swing, and the whole desk follows.
SAVE puts the track on your shelf, up to eight of them. Three layers besides the click, eight notes and notes in both halves of the bar make it stage-ready, and a stage-ready track is in rotation: from then on a night can draw your track exactly as it draws a house song.
PLAY IT performs it. Level-ups offer only your layers, and every note you earn lands where you wrote it. Nothing is exported and nothing is downloaded: the song lives in the career you keep playing.
In the whole game the desk opens once your career reaches the LOCAL VENUE. In the demo it is open from the first day and grows with the kit, so composing is the demo's long game rather than a prize at the end of it.

BOILERPLATE
In one line (25 words): A bullet hell where the enemy is silence: tame the wild notes into the jam you write, and fight off the rests that want silence.
In fifty words (50 words): Roguestorm Beats is a music-powered bullet-hell roguelite. Tame wild notes into a beat that fights for you. Keep the crowd roaring, trigger THE DROP, collect gear and climb from the practice room to the world stage. Between shows, write original tracks and make your performer your own. Play the demo.
In a hundred words (100 words): In Roguestorm Beats, your music is your weapon. Tame wild notes and build a live sequencer one note at a time, turning drums, bass, guitars and synths into attacks against the Rests that want silence. Keep the crowd with you, build heat and trigger THE DROP for a full-band slam. Between shows, write original tracks in the Booth, fit found gear to your songs and shape your Power Chords in the Gear Room. Choose your performer, mix clothing and accessories, and spend earned Fans on your collection. Book bigger gigs and climb from the practice room to the world stage.

ABOUT THE DEVELOPER
Roguestorm Beats is made by one person: a software engineer of twenty years, building and publishing it solo under the BC Gamez name. Every note, rest, icon and sound in it is generated from code, and so is every picture on this page.

STREAMING AND VIDEO
Stream it, record it, cut it up and monetise the videos: you are welcome to use footage, music and stills from Roguestorm Beats in videos and streams on any platform, monetised or not, and you do not need to ask first. Every note of music in it is the game's own, generated live in code, so nothing in it belongs to a label. A link to the Steam page is appreciated and never required.

WHAT IS IN THIS KIT
booth/empty.png - The Booth: An empty desk. Where every track starts: the click track alone on the bar, the whole kit lit on the palette, and the three-step coach under it.
booth/written.png - The Booth: A beat, written and saved. The same desk with four layers clicked into the band and twelve notes on the bar: a kick on the floor, a snare on two and four, hats between the beats and a bass line under them. Saved, and reading STAGE-READY.
booth/advanced.png - The Booth: The channel strip. ADVANCED hands over what the game was deciding: each layer's contour through the chord, its octave, trim, pan, send and timing push, and a pitch written onto any single note. Audio only; every attack still fires the step you wrote.
key-art/key-art.png - Key art. The title page, photographed: Nova at the deck, the sign, and the notes the beat throws.
key-art/key-art-volt.png - Key art, fronted by Volt. The same poster fronted by the other DJ. The game opens on one or the other, turn and turn about.
key-art/key-art-logo-free.png - Key art, logo-free. The wide one-sheet with no name on it, for a headline or a logo of your own to sit over.
key-art/key-art-square.png - Key art, square. The square cut, for a feed.
key-art/key-art-portrait.png - Key art, portrait. The upright cut, for a column or a phone.
key-art/key-art-banner.png - Key art, banner. The letterbox cut, for a header.
screenshots/01_the_opening.png - Screenshot: The Opening. Act I, a minute in: the click track and a bass line are the whole desk, the bass's slow wave rolling out around the player while the first wild notes drift in. The crowd meter at the top left is the only health bar there is.
screenshots/02_the_build.png - Screenshot: The Build. Act II: five layers on the bar, each bought with one level-up, and the guitar's cone of spikes firing on the step it was written on. The desk fills one note at a time while the floor gets busier.
screenshots/03_the_offer.png - Screenshot: The Offer. A level-up: three cards to hear before you choose, a mixer card among the layers, and the bar still editable behind them while the world waits.
screenshots/04_the_headliners.png - Screenshot: The Headliners. Act III: seven layers firing at once, the tom's bouncing drums and the 808's crater against a whole rest and a half rest, silence with guns, walking on to close the show.
screenshots/05_the_finale.png - Screenshot: The Finale. The show closed: the last rest bursting into the notes it was sitting on, and the crowd on its feet.
screenshots/06_the_booth.png - Screenshot: The Booth. The Booth, composing mode: the world frozen, the band picked, the chord loop set, four layers written on the bar and the track stage-ready.
screenshots/07-the-drop.png - Screenshot: The Drop. A full-band release: build HEAT, trigger THE DROP and send a knockback ring across the stage.
screenshots/08-the-style-edit.png - Screenshot: The Style Edit. The Dressing Room’s Style Edit: try on eyewear, mix clothing and accessories, and take your outfit onto the stage.
screenshots/09-the-performers.png - Screenshot: The Performers. The character rail: choose your performer, appearance and accent color. Genre bundles include outfit pieces you can mix.
screenshots/10-the-resonance-rack.png - Screenshot: The Resonance Rack. The Gear Room’s Power Chord desk, with a live ability preview and six measures for your career’s power notes.
screenshots/11-the-charts.png - Screenshot: The Charts. The Charts: compete on the game’s Steam leaderboards. The demo has its own board after its four completion steps.
rooms/studio.png - The Studio. Your home between shows, with deeper rooms, stage lighting and records on the wall. Step into the Booth, Gear Room or Dressing Room, then book your next set.
rooms/tour.png - The Tour Map. The road from the practice room to the world stage. A night that steps the career up a rung walks its results out onto the map, and the stage it earned opens its door.
rooms/venue.png - The Booking Office. The week on the wall. Three or four nights, each with its own billing, its own brief and its own fee. Pick one and the week turns over.
rooms/plan.png - The Running Order. Plan a night act by act: a house song, or one of your own masters off the shelf, in the order the show will play them.
rooms/gear.png - The Gear Room. Expand your sound with instruments and mixer cards. Open the Resonance Rack to shape your Power Chords and preview abilities on your dressed performer.
rooms/shelf.png - The Shelf. Your masters, framed. A track written in the Booth and billed for rotation becomes a song the night can call.
rooms/dressing.png - The Dressing Room. Your full-length mirror and THE STYLE EDIT. Try on a new character, mix shirts, pants, shoes and accessories, and spend earned Fans on your next stage look.
rooms/review.png - The Review. Every night ends here: the fee, the brief delivered or not, the fans, and the rung the career climbed.
style/style-campaign.png - Dress for the storm. Updated hosts Volt and Nova with three dressed performers in the Studio.
style/style-mirror.png - The Style Edit. Mix clothing and accessories in the Dressing Room mirror.
style/style-wardrobe.png - The performer wardrobe. Choose a performer, appearance and accent color.
style/host-nova.png - NOVA. Host and backstage guide; separate from the playable performer cast.
style/host-volt.png - VOLT. Host and backstage guide; separate from the playable performer cast.
logo/roguestorm-beats.svg - Logo (SVG). The mark: ROGUESTORM over BEATS and the notes the beat throws, printed as the game prints its own sign. Scales to any size.
logo/roguestorm-beats-2048.png - Logo (PNG, 2048 px). The same lockup on transparency, for anywhere a vector will not go.
logo/roguestorm-beats-1024.png - Logo (PNG, 1024 px). The same lockup on transparency, for anywhere a vector will not go.
logo/roguestorm-beats-mono-white.svg - Logo, one colour, white (SVG). The lockup reduced to its faces in a single white, for print, a masthead or a page the coloured mark would fight.
logo/roguestorm-beats-mono-black.svg - Logo, one colour, black (SVG). The lockup reduced to its faces in a single black, for print, a masthead or a page the coloured mark would fight.
logo/icon-512.png - Icon (512 px PNG). The app icon: the poster's own icon, as the game shows it in a taskbar and a library.
logo/letterform.png - The letterform, a specimen. The alphabet, the punctuation and the digits in the game's own face, with the store film's chapter cards set in it. The sign is not a font: every glyph is a handful of bars clipped to a chamfered frame, and every heading in the game and on this site is set in it.

Everything in this kit may be used freely in coverage of Roguestorm Beats.
