
Ride your music in more ways than ever before. Audiosurf 2 is the music game for your entire music collection. Hundreds of mods/skins on Workshop. Free demo available.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's fun to play, sure. The track generation is pretty good. At its current state it's only half a game though. The community patch remedies that a bit, but still, it's sad. Also, finishing a track often makes the game crash for me.
moo zick :3c
I love this game, when I want to listen a new song. I use audiosurf as an interactive player
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Install the Community Patch to restore Youtube and live your best life
This game is old, but awesome. Go and get it when it's for a couple of bucks. Call it a poor man's Beat Saber, in case you don't have VR.
idk its pretty fun
I have quite a bit of fun with this. It’s great you can import your own songs into it, not not a little confusing as to why some people have a higher score than you even you you feel you’ve done it perfectly.
Audiosurf 2 is a creative fusion of rhythm gaming and music visualization that turns your own music collection into an endless library of playable levels. Developed and published by Dylan Fitterer, the game builds on the foundation of its predecessor while expanding nearly every aspect of the experience. Rather than relying on a predefined soundtrack, it analyzes the tempo, rhythm, intensity, and progression of songs from your personal library to generate unique tracks that reflect each composition. This concept remains just as captivating years after release, offering players an experience that constantly evolves with every new song they choose. The heart of the game lies in its procedural track generation, which feels far more refined than before. Songs produce winding highways filled with twists, climbs, drops, and obstacles that react naturally to changes in the music. Fast-paced electronic tracks become energetic roller coaster rides filled with frantic action, while slower orchestral pieces create smoother, more deliberate courses. Because every song generates its own layout, no two sessions are exactly alike, giving players an almost limitless amount of content without requiring additional downloadable music packs. Gameplay is significantly deeper than it first appears. Returning modes have been redesigned with improved mechanics, while several new gameplay styles offer fresh ways to experience the same music. Mono Mode rewards careful planning by encouraging players to fill their grid efficiently for massive point bonuses instead of simply collecting matching colors. Ninja Mode shifts the emphasis toward precision and survival, asking players to weave through dangerous obstacles with quick reactions. Other puzzle-oriented modes introduce mechanics that alter how colored blocks are collected, rearranged, or removed, making each gameplay style feel distinct enough to justify revisiting the same song multiple times. One of the game's greatest strengths is its ability to satisfy both casual listeners and competitive players. Beginners can simply enjoy watching their favorite songs transform into colorful interactive highways, while experienced players can chase increasingly higher scores by mastering timing, efficient movement, and route optimization. Online leaderboards add another layer of motivation by allowing players to compare performances with friends and the global community, turning familiar songs into competitive score challenges that remain engaging long after the initial novelty wears off. Audiosurf 2 also benefits enormously from its extensive Steam Workshop integration. Community-created gameplay modes, visual themes, and other modifications greatly expand the game's lifespan, while the developer's decision to include the source code and assets for the official modes encourages ambitious creators to build entirely new experiences. This openness has helped cultivate an active modding community that continually introduces fresh ideas, ensuring the game remains relevant even years after its original launch. The presentation is stylish without becoming overwhelming. Bright neon visuals, glowing particle effects, and smooth animations blend seamlessly with the music to create a visually engaging experience that complements rather than distracts from gameplay. The interface is clean and straightforward, making it easy to browse music libraries and quickly jump into new songs. Improvements to music searching and overall usability reduce unnecessary friction, allowing players to spend more time playing and less time navigating menus. Replay value is arguably Audiosurf 2's greatest achievement. Since nearly every compatible song becomes a potential level, the amount of available content depends largely on the player's own music collection. Daily challenges, online rankings, multiplayer support, and endless experimentation with different songs and gameplay modes ensure that the experience rarely grows stale. Every newly discovered album or playlist effectively becomes a new expansion for the game, making it one of the few rhythm titles capable of offering virtually unlimited replayability. The game is not entirely without flaws. Procedural generation cannot perfectly interpret every musical style, and tracks created from songs with unusual pacing or inconsistent rhythms may occasionally feel awkward or less enjoyable than those generated from more structured compositions. Some gameplay modes also have a noticeable learning curve, particularly for players who want to compete for high leaderboard positions rather than simply enjoy the visual spectacle. These issues are relatively minor, however, and rarely overshadow the core experience. Audiosurf 2 succeeds because it transforms something every player already owns—their favorite music—into a personalized rhythm game unlike anything else on the market. Its combination of intelligent procedural generation, varied gameplay modes, strong community support, polished presentation, and nearly endless replayability makes it an outstanding evolution of an already innovative concept. For music lovers and rhythm game enthusiasts alike, it remains one of the most distinctive and rewarding experiences available on Steam. Rating: 8/10
Had to redownload iTunes just got something to play with. Worth it. Fun game, needs a Youtube/Pandora mod
Out of all the rhythm games I've tried, Audiosurf remains THE best one when it comes to custom songs. Majority of rhythm games that allows adding your own songs either do it by making users create their own maps (produces best quality, but incredibly limited, especially if you enjoy more niche artists) or simply adapt the gameplay to song's BMP (works fine for simple songs, but anything more complex is unusable). Audiosurf will listen to not only beats, but any sounds the music produces, adding them to the track. Not only that, it will do so dynamically, so if the song changes speed or genre, Audiosurf will have absolutely no issues. Is it perfect? Absolutely not. Some sounds get ommited, there are quite a few visual glitches... But if you're specifically looking for a rhythm game that allows custom songs, this is THE best one. The best part? Workshop support. Want to turn this game into a shoot 'em up? There is already a mod for this on the workshop.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.2M | 11.1K | 96% | $9.99 | |
| $249.7K | 789 | 95% | $14.99 | |
| $26.3K | 1.4K | 93% | $0.99 | |
| $2.6M | 8.2K | 94% | $14.99 | |
| $1.8M | 25.1K | 97% | $2.99 | |
| $854.9K | 4.8K | 93% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.6M | 1.8K | 81% | $24.99 | |
| $1.6M | 6K | 80% | $14.99 | |
| $1.6M | 2.2K | 87% | $19.99 | |
| $1.6M | 2.4K | 89% | $19.99 | |
| $1.6M | 6.1K | 85% | $9.99 | |
| $1.6M | 2.9K | 92% | $19.99 |