THE OPENER
warming up somebody else's room before the main billing
pays ×0.90 · one fewer song · asks: tames a crowd
7 stages from the PRACTICE ROOM to the WORLD STAGE. Every stage runs a week, every night on its sheet asks something different of you, and every night tells you how hard it is before you book it.
| Stage | Rank | Channels | Songs a night | An act | Closes on |
|---|---|---|---|---|---|
| PRACTICE ROOM | STUDENT | 3 | 1 | 1:20 | Half Rest |
| OPEN MIC | NOVICE | 3 | 1 | 1:35 | Half Rest |
| LOCAL VENUE | PERFORMER | 4 | 1 to 2 | 1:50 | Whole Rest |
| COMPETITION | EXPERT | 5 | 1 to 2 | 2:05 | Breve Rest |
| CONCERT HALL | PROFESSIONAL | 6 | 2 to 3 | 2:15 | Longa Rest |
| FESTIVAL STAGE | MAESTRO | 7 | 2 to 3 | 2:20 | Maxima Rest |
| WORLD STAGE | LEGEND | 7 | 3 to 4 | 2:25 | Maxima Rest |
Rank opens rooms and never closes them: a LEGEND can still drop into the OPEN MIC with a full desk and take it apart.
Every stage prints a week: 4 nights drawn from 13 bills, each with its own billing, its own brief and its own fee. The house night is always on the sheet: no promoter, no brief, the room as it comes.
warming up somebody else's room before the main billing
pays ×0.90 · one fewer song · asks: tames a crowd
early doors, a small polite room, and the sun still up
pays ×0.85 · one fewer song · asks: writes a dense bar
your name at the top of the bill, and the promoter named a kit
pays ×1.15 · asks: features two named layers
past midnight, and the room is louder than it was at nine
pays ×1.25 · asks: closes it clean
one song, played exactly the way the station asked for it
pays ×1.10 · one fewer song · the promoter names the song · asks: features a named layer, writes a dense bar · from the LOCAL VENUE
a room of promoters watching to see how wide you can play
pays ×1.15 · asks: plays wide · from the LOCAL VENUE
two sets in one night, back to back, the second one harder
pays ×1.10 · an extra song · asks: reaches a level · from the LOCAL VENUE
a long night at a room that already knows your name
pays ×1.20 · asks: tames a crowd, runs the rack · from the COMPETITION
three acts, one stage, and only one of you gets asked back
pays ×1.30 · asks: reaches a level, runs the rack · from the COMPETITION
the headliner has gone home and the crowd has not
pays ×1.15 · an extra song · asks: features a named layer, closes it clean · from the COMPETITION
playing for the door, and tonight the door is generous
pays ×1.35 · asks: closes it clean, tames a crowd · from the CONCERT HALL
one song, one kit, and a crowd that knows every note of it
pays ×1.40 · the promoter names the song · asks: features three named layers · from the CONCERT HALL
no promoter and no brief: the room as it comes, the whole fee yours
pays ×1.00
Every night tells you how hard it is with a five-pip meter named the way music names pace, and its pay multiplier sits right under the meter, so you read the risk against the money at a glance. That is the entire difficulty system: no setting buried in a menu, just a decision you make in public, for money.
| LARGHISSIMO | The easiest difficulty. Room to learn the beat. |
| LARGO | A relaxed pace with a little more pressure. |
| MODERATO | A balanced fight at the standard difficulty. |
| ALLEGRO | A faster, tougher fight. |
| PRESTO | The hardest difficulty. Keep moving. |
Every wild note is a piece of notation, and the notation is the move: a quarter marches on the beat, a sixteenth flits, a staccato hops, an accent plants and rams, a glissando slides straight through you, a whole note is a wall the kit's shots die in, a dotted note gets back up once and a tied pair drags a tie across the floor. Sharps and flats are marks a note wears, not notes of their own: a sharp shrugs off the waves and a flat the shots, so the band you write decides what you can clear. Every one of them is music the rests set loose when they silenced it, and taming it feeds the jam. The rests are the enemy: silence with guns, the short ones running with the swarm and shooting, the long ones the bosses. A longer silence is a bigger boss.
In the order a set meets them. The duration of a note is its weight class - the light notes pop, the heavy notes hold their footing - and the mark on it is its move.
The swarm's mini-bosses, walking on from time to time on their own clock: each one a fight of ten to thirty seconds inside the set.
A mark worn beside a note, never a note of its own: a resistance on one of the three channels the kit hits through - the waves, the shots and the beams - so a bar written all one way meets a note it cannot clear.
The short rests walk on with the swarm and are the only things on the floor that fire. Every one of them shoots the plain missile, and each tier brings one move of its own. A wild note never has a gun.
Ordinary shows alternate note rushes with marked Rest hunts that reward a power-up crate. Then the long rests arrive: the bosses, shortest to longest, and a longer silence is a bigger boss. Each one closes an act with a signature move and three health phases. Read the floor warnings, dodge changing attacks, and punish the brief green openings. The maxima rest is the longest silence notation can write, and it is the heaviest thing in the game.

VOLLEY
snaps off a burst of missiles: sidestep the burst, not the shot
first closes the PRACTICE ROOM

MINES
sows bombs in its wake as you shove it around, so the floor behind it is rigged
first closes the LOCAL VENUE

FLAIL
a ball of silence swinging on a chain: time your way past the orbit
first closes the COMPETITION

LUNGE
plants, takes aim, and dashes: be somewhere else when the ring closes
first closes the CONCERT HALL

SPIRAL
a turning spray of missiles, the volley grown into a bullet-hell finale
first closes the FESTIVAL STAGE
A road case is thrown onto the stage while you fight, and it lands where you have to walk to. Break it open with your beat: what is inside is only seen once the lid is off. Walk over the sign and the band follows it for a few bars, and your kit changes with it. There are 11 of them, every one a real marking off a score, and every one says in plain words what it does the moment you take it.

LONGER REACH
The melody and the keys jump an octave. Your attacks reach further, fly faster and stay out longer.
the octave bracket, 8va · holds 5 bars

HARDER HITS
The bottom drops in under every downbeat. Every attack hits harder and shoves further.
the octave bracket, 8vb · holds 5 bars

+50% DAMAGE
The echo opens on the whole band, and every blow your bar lands hits half again as hard.
the repeat sign · holds 5 bars

RAPID FIRE
The band sits down behind your own hook, and that one layer fires on every eighth: a barrage, not a bigger note.
the slash bar · holds 5 bars

DAMAGE CLIMBS
It gets louder, and it keeps getting louder. Your damage climbs to more than double and holds there.
the crescendo hairpin · holds 5 bars

TIME ALMOST STOPS
The band hangs on the chord and the floor almost stops with it. You keep firing at full speed.
the fermata · holds 2½ bars

YOU PLAY FASTER
The whole song goes up-tempo on the bar line. Your bar fires more often and you walk faster; the floor keeps its own pace.
a beamed run of sixteenths · holds 5 bars

DOUBLE CROWD GAIN
The room roars and the front row climbs the desk. Every blow is worth double to the crowd meter.
the applause · holds 5 bars

SHIELD UP
A choir on the chord and a shield at your feet: incoming fire breaks on it, and nothing lands on you.
the final double bar · holds 5 bars

NOTES FLY TO YOU
A harp runs up and every loose note on the floor flies home to you.
the notes resolving home · holds 2½ bars

SHOTS GO THROUGH
A harp runs the beat, and every shot you fire goes straight through everything in its way.
two notes joined by the slide · holds 5 bars
One case stands on the boards at a time, about three an act, and every closer brings one on with it. A sign is taken by touching it: there is no magnet and no pick-up key, so the last step across a busy floor is what it costs. Nothing expires - break a case, deal with the fight, and the sign is still standing where you left it.