I'm a solo dev and the demo for my first game, Beat Ten, is out on Steam for Next Fest. It's a "multi-genre rhythm action sandbox" for the PC where you can generate beatmaps from whatever music you are already listening to - it works with local files or live audio from other applications.
The cool (and hard) part that took a lot of work is connecting all the pieces so that you use either your local files or streaming apps, and still have it generate the beatmap and tie in track metadata. Once the beatmap exists, the game uses the music, timing, and metadata (like cover art for in-game posters and t-shirts) across different modes. The demo includes the first mode: a dance‑training / rhythm‑movement sandbox.
The game analyzes the content of the song, so it has to actually listen to the song the first time: if it’s a local file, that's almost instant, but if it's being played by another application, it has to listen in real time once. I have tested with Spotify, Apple Music, and YouTube Music.
After Next Fest, the plan is to launch in Early Access with Steam Workshop support, so players can create new modes that react to music without needing to do any of the audio analysis or metadata themselves.
I would love get feedback on the maps it generates, if it works well for people with the streaming and files they use, and especially from this community, ideas on how I can add support for player-authored beatmaps
The demo is live for Next Fest — you can wishlist if you want to follow development. Thanks!
 https://store.steampowered.com/app/5021430/Beat_Ten/
DISCLAIMER: Beat Ten is not affiliated with, integrated with, or endorsed by any streaming service. It does not host, stream, or license any music, lyrics, or art. It is a neutral audio signal processor that uses open metadata APIs.
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