Bullet hell · Music-driven · Roguelite · Every run a different war

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The Story

In the beginning there was music — and every song was a world.

Long before cities or stars, there was only the Composer, who wrote creation in music: every song a world, every world a song, all of it held in perfect tune.

Then the Composer's finest voice turned proud, fell out of the harmony, and became the Dissonance — a rising static that rewrites realms one track at a time, chaining their music into control and fusing their people into an endless machine-choir.

You were nobody special: a booth, a crowd, a song that hit too hard. But your ear can't be captured — and that makes you a weapon. A messenger found you, and named you an Agent of the Harmony.

Now you fly the corrupted songs themselves — weaving through the beat, breaking the signal, freeing the souls trapped in the swarm, before you face the conductor waiting in the drop. One life. One shot per world.

Break the Dissonance.
Let creation sing.
024,880
SHIELD
Bullet Hell Music-Driven Roguelite Horizontal Shmup Steam Workshop Unreal Engine 5
The Game

The music doesn't play behind the battle. It runs it.

Signal Break is a music-driven horizontal bullet hell roguelite where the soundtrack controls everything — enemy spawns, boss attacks, tunnel geometry. Heavy bass drops heavies. High treble sends fast enemies darting across the screen. The beat determines when they move.

Collect pickups mid-run, spend your earned currency at the between-level shop, and build a loadout from common to legendary modifiers. Pick a track from our official lineup or load your own. Every song is a different fight. Every run is a different war.

Systems

Seven signals. One battle.

Every system in Signal Break reads from the same source — the music. These aren't separate features. They're one machine.

Bass — 20–250Hz
Frequency-Driven Enemies

Bass frequencies spawn heavy, tanky enemies. Mids spawn standard fighters. High treble sends fast, darting harassers. The mix of the track determines the composition of the fight — no two songs spawn the same battlefield.

Beat Grid
Beat-Synced Movement

Every enemy steps on the beat. Attacks fire on detected onsets. Combat has a rhythm — learn it and you start to read attacks before they come. At 117 BPM enemies move every half second. At 180 BPM, you feel it.

RMS Energy
Living Tunnel

The level isn't static. Top and bottom walls are shaped by the audio waveform — loud sections narrow the tunnel and create pressure, quiet sections open it up for breathing room. The geometry reacts to the track in real time.

LFO — Wobble Curve
Boss Choreography

Bosses aren't scripted — their attacks are routed to the track's LFO and filter wobble. Telegraph warnings, attack sequences, and vulnerability windows all map to the music's own motion. Every drop section is a composed encounter.

Roguelite · Common → Legendary
Pickups, Modifiers & the Shop

Enemies drop pickups mid-run — weapon mods, shields, score multipliers — ranked common through legendary. Between levels, spend your earned currency at the shop to build your loadout. Every run is a different build. Every build changes how you tackle the level.

Official
Curated Soundtrack

Signal Break ships with a hand-authored official soundtrack — every track choreographed from the ground up by the SpiFFWorKs team. These aren't auto-generated levels. They're composed battles, tuned for the best possible fight.

Workshop
Bring Your Own Track

Import any MP3. The BattleMap Editor analyzes it and gives you full control over every parameter. Author your own boss fights, terrain shapes, and attack choreography. Share it on Steam Workshop. Play what the community builds.

Independent Game Studio · Fresno, California

SpiFFWorKs is a small independent studio building the kind of game we've always wanted to play — one where the music isn't background noise, it's the architect of every encounter.

Signal Break is our first title. We're making it in the open, sharing the process, and building the tools to let the community make their own.

Fresno, CA — Central Valley
Studio

Built in Fresno. Built to Ship.

We're not a coastal studio with a runway. We're a small team that left bigger things to make something specific — a bullet hell that takes music seriously as a game mechanic, not a vibe.

Signal Break is in active development in Unreal Engine 5. The BattleMap Editor is already functional. The vertical slice is underway.

UE5 Engine
01 Game in dev
9 Editor lanes
Possible tracks
Team

The Signal.

SFW-001
DiGGySpiFF
Game Director

Concept, design, and vision behind Signal Break. Leading development and driving the core systems that tie music to combat.

SFW-002
[ OPEN ]
Lead Engineer

Placeholder — your Unreal engineer. UE5 specialist to own the .battlemap loader, audio sync, and enemy systems.

SFW-003
[ OPEN ]
Art Director

Placeholder — gritty neon sci-fi 3D sprite artist. Owns the visual language of the game from player to boss.

SFW-004
[ OPEN ]
Composer

Placeholder — the person who writes the official soundtrack. Every track is a designed encounter, not a background loop.

BattleMap Editor

Author your own battles.

The BattleMap Editor is a DAW-style desktop app that ships with Signal Break. Import any MP3, tune the analysis, and compose boss fights, terrain shapes, and enemy choreography against your own music.

Full tutorial section coming at launch. Workshop integration built in from day one.

Tutorial docs — coming soon
BattleMap Editor — signal_break_track01.battlemap
Waveform
Energy
Beats
Bass · Heavy
Mid · Std
Treble · Fast
Boss
EDITOR DOCS
Tutorial section · Coming at launch
Creators & Streamers

Safe to stream. Built to share.

Signal Break is made for content — just know which music you're playing.

Official Soundtrack

100% Stream-Safe

Every official track is original music, cleared for streaming and video. Play it, record it, monetize it — no mutes, no copyright strikes. The whole official lineup is yours to broadcast.

Custom & Workshop Tracks

Your Music, Your Call

Bring-your-own-track levels play music from your own machine. If you stream a copyrighted song, it may be muted or flagged — that's on the track, not the game. Use your own or royalty-free music to stay in the clear.

Stay tuned

Get on the signal.

Early access invites, dev updates, and track reveals. No noise — just signal.

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