Resonance Lounge Get the build
Resonance Lounge

Find your people.
Online, in VR, and in real life.

Resonance Lounge is a social music platform where people find each other through play, creation and shared taste. Write, talk, see each other, play together – in real life, when you're close enough.

Early social app demo, available now iPhone, Android, Windows, Mac, Linux, browser VR and AR clients in development

Complementary apps and games

One account. Many places to be.

Resonance Lounge is built as complementary apps and games rather than one program. The lightweight app is the foundation: instant, always with you, and where your identity and your people live. Worlds and games are built on top of it, and that list is meant to grow.

Early demo, available now

The lightweight social app

Phone, tablet, desktop, browser. Your identities, your people, circles, who is nearby, meeting up for real, chat, voice and video. It downloads in seconds and opens in one, because it is meant to live on the device you always have with you and the one you sit at all day.

It stays lightweight, deliberately, and that is a decision rather than a gap. The client that has to be instant and always reachable cannot also carry a 3D engine, and pretending otherwise would cost it the one thing it was built for.

In development

Worlds and games

Built in Unity, for VR on a PC and on standalone headsets, for PlayStation VR2 and Apple Vision Pro, and for phones in augmented reality. This is where the rhythm game lives, where players build and explore worlds together, and where presence means something you cannot get from a video grid.

They sign in to the same account, the same identities and the same social graph as the app. Your people are already there when you put a headset on, and they are still there when you take it off.

So the app is not a preview of the headset experience, and it is not a companion app either. It is the foundation, and the part you carry.

The product / Three pillars

Identity, expressed in Presence, connecting people through Resonance.

Those three words are not a tagline. They are the architecture, and every feature has to reinforce at least one of them or it does not get built.

Identity

Verified humans, no bots

One login, many identities. A gamer identity that can stay fully pseudonymous, a work identity for a client meeting, a physical-world identity that is verified and accountable when you are about to meet a stranger for coffee.

The principle is the action decides what you prove, not the person. Proof strength follows the risk of what you are doing: just playing asks for little more than a name. In an internet where deepfakes are cheap, knowing that somebody is a real person stops being a feature and becomes infrastructure.

Presence

Be there, and feel it

People are felt as they are: in VR, in AR, on a flatscreen, on a phone. The benchmark is blunt and testable. After meeting someone in Resonance Lounge, you should recognise them on a street, and recognise a friend inside it without being told who they are.

We would rather limit creative expression than dilute that. A gorgeous avatar nobody recognises is a costume, not a presence.

Resonance

Finding people that align

Several engines run at once and score independently: interests and skills, questionnaires, shared contacts, degrees of separation, taste in music, and birth charts for the people who want them. You decide which are on, per circle and per identity. Degrees of separation counts because a shared friend is the best conversation starter there is.

We deliberately do not restrict the dimensions. If two people care about the same obscure thing, that is a valid reason to put them in a room.

Scope

One platform, six things to resonate with.

The rhythm game is the front door, not the building. Each of these is a real surface with its own audience, and they share one identity layer and one social graph.

Resonate with Music

Beating, punching, slicing, gunning, archery, and weapon switching by gravity grip. Solo, competitive, or choreographed as a group.

Resonate with People

Meet, talk, network. Circles you run yourself, introductions between members, conversations that pick up where you left them.

Resonate with Reality

The AR layer. Presence and proximity on a phone, meeting up for real, and portals between the world we build and the one we live in.

Resonate with Creation

Players build the content. Beatmaps in Beatographer, worlds in Dreamographer, together, in VR or at a desk, on the same file at the same time.

Resonate with Self

The same social stack turned toward teachers, coaches and practice. Sessions that need presence rather than another video grid.

Resonate with Ecstasy

Ecstatic dance built for VR, using everything the engine can do. Close to a separate product, on the same foundation.

Status / September 2026

What already runs.

This is not a concept deck. The lightweight social app installs on six platforms today, as an early demo, against a backend that has been carrying real players since early 2019. Everything below is built and running, not planned.

6platforms from one codebase
24languages, right-to-left included
2019backend in production since, with real players
1.0.0early demo, installable today
Built and running
Reach

One codebase, six targets

The social app is React Native and Expo, exported statically for the web, and the same bundle wrapped in Tauri for Windows and macOS. iPhone, iPad, Android, desktop and browser all come out of one source tree, so a feature lands everywhere at once.

Identity

Plural identities, server-owned

One account carries as many identities as you need, each with its own name, avatar and visibility. Which identity a connection was made under is recorded from the first commit, because that fact exists for one moment and can never be recovered later.

Connect

Five ways to be introduced

A link, a barcode, the local Wi-Fi, Bluetooth, or simply being in the same place. The barcode is a first-class transport, not a fallback for when the clever thing fails.

Presence

Proximity without a location history

One switch, per identity. The server holds a rough current area rather than a trail, proximity tells you somebody is close by without putting their exact position on your device, and turning the switch off deletes the row rather than hiding it.

Real life

Request to meet

When both sides agree, and only then, exact positions go onto a shared live map so two people can actually find each other in a park. "We met" records the encounter and ends the sharing.

Communication

Text, voice and video

Conversations across every client, with call minutes that belong to a plan rather than a meter, an honest banner saying what is left, and optional transcripts and summaries.

Matching

Resonance, only with consent

Weighted interests and skills, questionnaires, and, for people who want it, birth-chart compatibility. Neither side sees the other's answer until both have consented, and after that you can find out exactly what brought you together.

Circles

Circles, seats and introductions

Groups that a person or a company runs, with employee seats, representatives, and scheduled introductions that pair two members and give them a channel to use.

Safety

Block first, report second

Blocking never waits for a report to be written. Muting, account standing and a moderation queue are ours and run on our own account system, so a decision here is not at the mercy of a third party's.

Reach

24 languages, RTL verified

Arabic and Urdu mirror properly, Japanese, Korean and Chinese fall back to the platform font instead of showing boxes, and every new string lands in all 24 locales in the same change. Native-speaker review comes before release.

Commerce

Plans, verification, company seats

Personal tiers and company tiers, each platform selling through its own rail while our backend stays the neutral authority that honours a subscription everywhere you sign in.

Backend

A service that has already run for years

Built in 2018 and in production since early 2019, carrying leaderboards and play sessions for Holodance across platforms. It runs on .NET 10 now, with PostgreSQL for identity and MongoDB for gameplay volume.

Every change is additive. Shipped clients are binaries in people's hands and cannot be updated in lockstep, so a renamed field is somebody's lost account.

Where we use AI

A machine's job, done by a machine.

In the product, we use it where it does work a person would rather not do and a machine does better. In the making of it, we use it the way we use every other tool that raised the level of abstraction. All of the places it earns its keep are one of those two.

Nobody wants to write the minutes

Somebody always ends up taking notes instead of taking part, or the notes never get written and the meeting quietly evaporates. That is a machine's job, so the machine does it: the conversation is transcribed and, when somebody asks, summarised.

Nothing happens behind your back. Transcription is a switch that works both ways, the gaps it leaves are marked in the record rather than silently closed, and a summary is something a person presses. The same will hold for a meeting held in VR, which is one of the reasons to hold one there.

Type it in your own words

Matching people on interests and skills needs a vocabulary, and a vocabulary written in advance is always wrong. It describes whoever wrote it, not whoever turned up. Ours grows with the community.

So you type what you actually do, in your own words and your own language. Fitting that into the web of words that already exists is the machine's job: finding the parent, the near-duplicate, the thing two people named differently and meant identically. You never meet a dropdown that does not contain you.

Nobody hand-optimises registers any more

Craft moves. Making a game once meant shifting registers by hand in assembly; then engines arrived and almost nobody wrote their own; now a model takes the abstraction up another level again. Every one of those steps cost something real, and every one of them opened up work that could not seriously be attempted before.

We are traditional software engineers and game developers using the tools that exist, and what the tools mostly buy is time between a vision and the thing itself. Sometimes that means writing our own algorithm, because the problem is genuinely ours. Sometimes it means letting the model write, for the thousandth time, the thing that stopped being an interesting problem a long time ago.

The piano was a quantum leap too

If you have followed the history of music production, this is a leap on a line that has been running for a very long time: the first synthesizers, drum machines, vocoders, a whole studio folded into a laptop, a vocal nudged into pitch and into time. Each of them arrived as a scandal and settled down as an instrument. So did the piano, in its day.

That history is not only how we work. Making music is something Resonance Lounge is meant to carry in time, which makes what a new tool does to an art a practical question for us rather than a philosophical one.

What we will not build is an AI that passes for a person. On a platform whose first commitment is verified humans, that is the one thing it can never be.

Engineering

Decisions that are expensive to reverse, taken now.

A platform meant to run for a decade has a handful of choices that cannot be retrofitted at any price. Those are made on day one, even where nothing reads them yet.

Content is files, not rows

Beatmaps and worlds are versioned, immutable JSON on a CDN. Publishing writes a new version; editing never mutates one that something else already points at.

The consequence matters more than the design: if the creation services go down, no beatmap and no world is lost. Authoring stops. Playing does not.

Missing content is a normal condition

A level is a song, its beatmaps, and optional shows that pick environments. Those layers degrade independently, so deleting an environment may cost a light show and never costs the gameplay.

Every client treats absent referenced content as ordinary runtime state, not as an error. Nothing crashes, nothing blocks, it falls to the layer below and carries on.

Published files carry opaque author IDs

Never a display name, never a gamer tag. Files are immutable, so an embedded name could never be redacted, and the right to disappear would quietly fail.

Human-readable identity is resolved at read time. Creators assign rights permanently, so the work survives someone leaving while their name does not.

Beatographer is open source

Beatmapping is portable, so the editor targets our own format as well as a variety of other rhythm games, traditional and VR, and the tool is open. Our mechanics live in an extension rather than in the base format.

Dreamographer stays proprietary for a technical reason, not a strategic one: world editing depends entirely on our runtime and means nothing anywhere else.

A shortcut is not faster. It is a loan, and the interest is paid at the worst possible moment: under deadline, in production, in front of players.

From the engineering principles this codebase is held to

Roadmap

What comes next.

The order is deliberate. Social and identity first, because they are the hard part and everything else attaches to them. The rhythm game already exists in our previous title; it is being brought across, not invented.

In progress
Alpha 2

Beatographer and the core game

The collaborative beatmap editor, finished and multiplayer, plus the rhythm mechanics from Beat the Rhythm. Community osu! and Beat Saber maps already load natively there.

Alpha 2

Passthrough AR on headsets

Full passthrough on Quest 3, replacing the environment rather than framing it, and the same on Apple Vision Pro.

Alpha 2

Spectating and tournaments

Watch a session while it happens and interact with the player. Formal tournaments with spectators in-game, on a stream, and physically present through AR.

Planned
Alpha 3

Dreamographer

Collaborative world building. Particle and light based level design, realtime topology, music reactivity, and a library players place into more grounded environments.

Beta 1

Full flatscreen play

Rhythm gameplay without a headset, with maps converting in both directions so neither audience starts from an empty library.

Platform

RL Portals

Portals in the physical world that open into specific places in the virtual one, and portals in the virtual world that lead back out. Always both directions: nobody gets stuck in the Matrix. And we won't die there.

Platform

Location-based events

A tournament in a real park: players immersed in VR or playing in AR, spectators joining with a phone, a headset, or a mixed-reality broadcast on a large screen.

Horizon

Build the Music, Blaze the Trail

Music creation with tracker, looping and AI assistance. Quests authored by Gamemasters as paths through a world that will get too large to wander at random.

Horizon

Identity across titles and platforms

The identity and social layer carried into other games, so players keep their people when they change what they are playing.

Business model

Free to play, sustained by the people who can.

Network effects are the whole game here, so nothing that matters sits behind a paywall. What is paid for is what costs us money per player, and we say which is which.

Always free to play

Every version, every platform. Core play is never gated, because a social platform that charges at the door never gets the density that makes it worth joining.

Three supporter tiers

Supporter, Generous Supporter, Premium Supporter. Every paid tier is a flavour of the same idea: how much of the platform you sustain, in solidarity, not which product you bought.

Priced per region, on purpose

Not currency conversion. The entry tier varies widely by region and the top tier is nearly flat worldwide, because income inequality between countries is enormous at the median and small at the top.

Companies pay by size

A flat annual price per revenue band, identical worldwide. The effective percentage falls as a company grows, which keeps small teams in and reflects that value does not scale with headcount.

Packs, venues and events

Music packs licensed from artists, environment packs, and eventually even entire game packs. Venues and events are negotiated case by case: they bring us people, and we bring them people.

Gating is explained, every time

When something needs a plan, the reason is on screen. Identity verification has a real per-check cost, so it sits on paid tiers, and we say exactly that instead of dressing it up.

Resonance Lounge is built by narayana games UG, a German company, by a team spread across the world, and it is 100% self-funded. Nobody is waiting on a quarter, which is why the unglamorous decisions get made properly.

Jashan Chittesh, founder and developer

Try it

Current test builds.

The lightweight social app: identity, connections, circles, presence, meeting in real life, chat, voice and video. No headset needed, no headset features, and nothing here is a mockup.

Resonance Lounge V01.000.000_329
Test builds by platform
iPhone and iPadTestFlight build TestFlight get in touch for access
Androidphone or tablet Google Play internal test – ask us to add you Direct APK (203.4 MB, build 329)
Windowsx64 Installer (.exe) 5.1 MB
MacApple Silicon Disk image (.dmg) 6.4 MB
Linuxx86_64 AppImage 81.1 MB .deb 7.1 MB  ·  .rpm 7.1 MB Text chat only on Ubuntu: its system webview ships without WebRTC, so voice and video are unavailable there.
Web browsernothing to install Open the web app Looking for the older SocialRhythm site with leaderboards and beatmap stats? It is still here.

Your browser or Windows may warn that these files are not commonly downloaded, or come from an unrecognised app. That is a measure of how many people have downloaded them, not of what is in them: the installers are signed by narayana games UG, which you can check under "More info" or in the file's Properties.