Osu![lower-alpha 1] (stylized as osu!) is a free-to-play rhythm game primarily developed, published, and created by Dean "peppy" Herbert. Inspired by iNiS' rhythm game Osu! Tatakae! Ouendan, it was written in C# on the .NET Framework,[6] and was released for Microsoft Windows on 16 September 2007. The game has throughout the years been ported to macOS, Linux, Android and iOS.
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![]() The osu! logo since 2016[1] | |
![]() Screenshot of osu!lazer, the in-development stage of an open source version of osu!. | |
Original author(s) | Dean "peppy" Herbert |
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Developer(s) | osu! development team |
Initial release | September 16, 2007; 15 years ago (2007-09-16) |
Stable release | 20221016.2[2] (October 16, 2022; 17 days ago (2022-10-16)) [±] |
Preview release | 2022.1008.2[3][4] (October 8, 2022; 25 days ago (2022-10-08)) [±] |
Repository | https://github.com/ppy/osu |
Written in | C# |
Middleware | OpenTK[5] |
Operating system | Microsoft Windows macOS Linux (open beta) Android (open beta) iOS (open beta) |
Size |
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Available in | 35 languages |
List of languages English, Japanese, Simplified Chinese, Traditional Chinese, Thai & 30 More | |
Type | Rhythm game |
License | Freeware (stable build) MIT (osu!lazer/preview build) |
Website | osu![]() |
Aside from Osu! Tatakae! Ouendan, the game has been inspired by titles such as Taiko no Tatsujin, Beatmania IIDX,[7] EZ2DJ (EZ2CATCH), Elite Beat Agents, O2Jam, StepMania and DJMax. All beatmaps in the game are community-made through the in-game map editor. Four different game modes exist, offering various ways to play a beatmap, which can also be combined with addable modifiers, increasing or decreasing the difficulty.
There are four official game modes: "osu!" (called "osu!standard"), "osu!taiko", "osu!catch", and "osu!mania".[8][9] The original osu!standard mode remains the most popular to date and as of March 2022, the game has over 19.3 million monthly active users according to the game's global country leaderboards.[10]
Each mode offers a variety of "beatmaps", which are game levels that are played to songs of different lengths, ranging from "TV sized" anime openings to "marathons" surpassing 7 minutes. In osu!standard, beatmaps consist of three items – hit circles, sliders, and spinners. The goal of the game is for the player to click on these items in time to the music. These items are collectively known as "hit objects" or "circles", and are arranged in different positions on the screen (except for the spinner) at different points of time during a song. Taiko beatmaps have drumbeats and spinners. Catch beatmaps have fruits and spinners, which are arranged in a horizontally falling manner. Mania beatmaps consist of keys (depicted as a small bar) and holds. The beatmap is then played with accompanying music, simulating a sense of rhythm as the player interacts with the objects to the beat of the music.[11][12] Each beatmap is accompanied by music and a background. The game can be played using various peripherals: the most common setup is a graphics tablet or computer mouse to control cursor movement, paired with a keyboard[13][7] or a mini keyboard with only two keys, while the game's auto function (where the game itself plays the beatmap as accurate as possible) uses only the mouse to play osu!standard beatmaps, and only the keyboard for osu!taiko, osu!catch, and osu!mania beatmaps.
The game offers a buyable service called osu!supporter, which grants extra features to the user.[14] osu!supporter does not affect the ranking system, or provide any in-game advantage. While osu!supporter itself is not a recurring service (meaning it is a one-off payment), it has a limited time validity ranging from 1 month to 2 years; however, multiple purchases of osu!supporter service time can be entitled to one user, allowing for longer uninterrupted service.
Osu! and its players have organized different events, such as fanart and beatmapping contests, and conventions. The biggest unofficial event held in the community is "cavoe's osu! event"[15] (usually referred to as "osu! event" or "COE"), held at The Brabanthallen[16] in 's Hertogenbosch, The Netherlands. The event has been arranged three times since 2017 yearly. However, due to the COVID-19 pandemic, the 2020 and 2021 editions of the event were cancelled. COE 2022, the most recent event, took place from 1 to 7 August. There were also official stands at TwitchCon and Anime Expo.[non-primary source needed]
Osu! contains three main facets of competition between players. In multiplayer lobbies, up to 16 users play a map simultaneously. On individual maps, players compete for highscores on global leaderboards or against highscores set by themselves and friends. Players also compete with their ranks, which are calculated by accumulating "performance points" (pp). pp is based on a map's difficulty and the player's performance on it.[17] In July 2019, a player, Vaxei, exceeded 1,000pp for the first time, followed by another player, idke, less than twenty-four hours later.[18][19]
Starting in 2011, there have been twelve annual Osu! World Cups (usually abbreviated as OWC), one for each game mode (osu!mania having two for four key and seven key). Teams for World Cups are country-based, with up to eight players per team.[20] There are also very many different community-hosted tournaments, differing in rank range, types of maps played, and how the teams are composed.[21] Winners of larger official tournaments typically receive prizes such as cash, merchandise, profile badges and/or osu!supporter subscriptions. For this reason, large tournaments often attract high skill level players as well as large audiences on Twitch, this is in contrast to the smaller community tournaments which often have small or no prizes and are not watched by many people. These smaller tournaments comprise the vast majority of all Osu! tournaments, and through the usage of global rank entry restrictions where you may only compete against players in your own rank range, community tournaments provide a serious competitive environment for players who may not be highly skilled. Without these community tournaments, players would have to practice for years to have any shot at serious competitive play.
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In 2011, Osu!stream was released as an adaptation of Osu! for iOS devices running iOS 6 and later, also developed by Dean Herbert. The main difference between Osu! and Osu!stream is that Osu!stream beatmaps are not user-created and are instead made by the developers of Osu!stream. The version also includes some new gameplay elements.[22]
On 26 February 2020, Herbert announced that he released the source code and plans to halt development of the game, releasing one final update that made all the levels free to download.[23]
Osu!lazer[24] is an open source remake of the original game client under heavy development. It was originally projected for the stable version to come out in 2017. However, as of December 2021[update], not all features were working.
The development of Osu!lazer started in 2015 and development versions of Osu!lazer are currently available for testing on Microsoft Windows, macOS, Linux, Android, and iOS. Osu!lazer is written entirely in .NET (formerly .NET Core).[25]
Osu!framework is an open source game framework developed with Osu!lazer in mind. The goal of Osu!framework development is to create a versatile and accessible game framework that goes further than most, providing things out-of-the-box such as graphics, advanced input processing, and text rendering.[25]
Jeuxvideo.com reviewed Osu! favorably with 18/20 points in 2015.[26] In 2010, MMOGames.com reviewer Daniel Ball said that while the game was very similar to Elite Beat Agents, it was differentiated by its community's large library of high-quality community made content and customization.[27] The game has been used and recommended by esports players such as Ninja and EFFECT, as a way to warm-up and practice their aim.[28][11]
{{cite web}}
: CS1 maint: url-status (link)Until now we used some XNA code for input handling and low-level structs. These dependencies are almost compeletely [sic] removed from the project now, with OpenTK or similar open-source frameworks replacing them.
{{cite web}}
: CS1 maint: url-status (link)While there's debate among its fans as to whether playing with a mouse is as good as playing with a stylus, there's one thing everyone will agree on: thumbsticks are almost useless for this game.
For instance, former Overwatch League pro Hyeon "EFFECT" Hwang said he plays the game for one hour before matches to warm up his hands.