SIGNAL
WAVE01KILLS000:00
003:001V10
A MINOR · 96 BPM
SCORE0BEST —
A4
SHIELD40
HP200/ 200
ENERGY100/ 100
RAYGUN
808
1
2
3
40%
HEALTH100
ENERGY100
LEAD RAYGUNSINE
01
PROTOTYPE 03 SOLO
PLAY SOMETHING UNEXPECTED

Six weapons.
Your next sound.

WASD runs, the mouse looks.
Hold left click and move the mouse up/down to play.

Right click = chord-tone jumps · E = free bend · mouse wheel = octave
Shift sprint · Space dash · Q buy
SETTINGS
Hits, kills, milestones · not in My ideas exports City sounds (gulls, bells, trams) · no background noise · 0 = off
Only you hear this
MUSIC · SURVIVAL AND SOUNDCHECK
Jam Clash rolls its own match song.
SAVED IN THIS BROWSER

MY IDEAS

Every match, wave and soundcheck section, saved as notes (no audio). Preview, star, tag and export clips as WAV stems + MIDI.

HOW TO PLAY

One game. Six instruments.

Third person: The camera sits behind your character. WASD runs (relative to where you look), the mouse looks and aims at the crosshair. Click into the game to lock the mouse; Esc frees it and opens the menu. Mouse sensitivity, field of view, invert Y and camera bob are in Settings · Camera.

Shift (hold) = sprint: About 45 % faster, only forward (within 45° of where you look). No firing or playing while sprinting; clicking ends the sprint and the weapon is up again after a short moment. Stamina lasts about 4 s and refills (Tempo Up lasts longer).

Space: Short dash in your running direction (relative to the camera) (without a direction: in your aim direction) with a brief cooldown and invulnerability. The dash plays no note.

Mouse + left click: Aim and fire independently. Lead and Sub are held; 808, Arp, Chords and Pluck fire repeatedly at their own rate. Misses make music too.

E (hold) = free bend: Slide the pitch between notes (no frets) while the mouse moves up and down; release to snap back to the nearest note.

Fretboard: Hold left click to play and move the mouse up/down to walk the scale; every note is equally wide, chord tones glow. While you hold, the camera pitch stays put and the mouse sideways still aims. Sliding while a note is held glides, your hand sets the speed. Hold right click = jump ladder: every step of mouse travel jumps to the next chord tone instead of the next scale note (switch any time, the note keeps sounding). Hold E = free bend (no frets), release to snap back. Mouse wheel = octave (OCT 1–3). The glide time in the menu sets how far notes slide.

Edge arrows: A teammate outside the screen is shown by an arrow at the screen edge (name and distance). A downed teammate pulses red with REVIVE. An optional red arrow points to the boss.

T: Dance (any time, even mid-wave). Hold T for the emote wheel (mouse picks, release to dance), tap for the last dance. Moving, aiming or pressing T again ends the dance.

Soundcheck: No enemies, switch instrument any time. Survival: Waves, cover, health and energy. After every wave you can switch instrument; “Continue” starts the next one. Every fifth wave adds a boss. Bushes: In a bush you are hidden from enemies unless they are very close or you shoot.

Cash and buying (Q): Hits, kills and rhythm-perfect kills earn cash (your own, separate from the score). Gates between districts only open when someone buys them (price rises with every gate; the Hauptbahnhof finale costs more). Neon stations sell perks (max. 4, lost when you go down), a Second Take (self-revive: you get one free per run and stand up again after 3 s) and the Mastering Booth (instrument level 2: more damage, more range, an extra octave layer). Every survival run starts in a random district.

Power-ups: Monsters sometimes drop glowing power-ups for the whole team (max. 4 per wave): Double Points, Insta-Kill (bosses take double damage), Max Energy and Drop the Beat (every monster nearby pops on the next beat).

Effect items: Glowing items change your weapon sound (Delay, Reverb, Drive, Chorus, Lo-Fi) for 40 s. Each type only once per player; picking it up again refreshes the time and raises the level (up to 3).

Rhythm points: The beat bar shows the beat and chord. Points and combo only count on hits, judged on the 16th-note grid: Perfect, Good or Miss. Shooting faster than a 16th shows SPAM. Co-op harmony: notes that sound together within the same 16th give a harmony bonus.

Menu (Esc), fullscreen (F): Esc opens the menu: resume, settings, leave. Solo pauses the game; online the room keeps running. B opens the class picker (weapons and skin); in Jam Clash it also opens after every death and your pick counts from the next respawn. The gear opens the settings (audio, graphics, controls, camera).

Jam Clash abilities (1–4): 1 summons five weak zombie drummers in a row in front of you; they run at your target and hit on the rhythm you just played. 2 is a short bass blast: 30 damage in a cone in front of you and a push. 3 gives you a 40-point shield for up to 4 s. 4 drops a giant boss on the marked spot after 3 beats (80 damage in the middle), it then fights for 12 s. Key 4 needs 100 % ultimate charge: it fills slowly over time, from your own weapon damage on players and from Perfect hits. Helpers and abilities do not charge it. Screen shake can be turned down in Settings · Camera.

My ideas: Every match, wave and soundcheck section is saved automatically as notes (no audio). Star, preview and export clips as WAV stems + MIDI from the result screen or from My ideas on the start screen.

Online co-op (up to 4): “Play with friends” creates a private room; send the code or link. The server calculates enemies and hits. No friendly fire. A downed player is revived by a teammate standing next to them for 2 s. The run ends when everyone is down. There is no pause online.