fluXis is a vertical scrolling rhythm game (VSRG) where notes travel down — or up — a set of parallel lanes toward a stationary judgement line. Your goal is to press the corresponding key at precisely the right moment as each note crosses the line. The tighter your timing, the better your judgement, and the higher your score. Whether you are brand new to rhythm games or an experienced player switching from another title, understanding the fundamental objects and session flow will get you up to speed quickly.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/InventiveRhythm/fluXis/llms.txt
Use this file to discover all available pages before exploring further.
The Playfield
The playfield is a set of vertical lanes that matches the key count of the map you are playing. Common key counts range from 4K to 7K, though fluXis supports other configurations as well. Notes scroll from the far end of the screen toward the judgement line at the bottom (or top, depending on your scroll direction setting). Each lane corresponds to a single keyboard key. When a note reaches the judgement line, press that key. If you are too early, too late, or miss entirely, you receive a lower judgement or a Miss — both of which affect your accuracy and can break your combo.Note Types
fluXis features four distinct hit object types, each requiring a slightly different interaction.Normal Note
The standard object. A single note that scrolls down its lane. Press the corresponding key once as it crosses the judgement line. Normal notes are the most common object in any map.
Long Note (Hold Note)
A note with a body that extends for a set duration. Press and hold the key as the head crosses the line, then release when the tail passes. Releasing too early or too late counts against you.
Landmine
An obstacle note. Do not press the key when a landmine is in its lane — hitting one counts as a penalty. Landmines require you to actively avoid pressing a key, adding a layer of coordination difficulty.
Tick Note
A rapid sub-beat note that appears visually offset (using a
visual-lane position) within its lane. Tick notes typically appear in bursts and require quick, precise tapping to clear cleanly.Internally, note types are represented by the
HitObjectType enum with values Normal, Tick, and Landmine. Long notes are Normal notes that have a non-zero holdtime value rather than a separate type.Scroll Speed
Scroll speed controls how fast notes travel toward the judgement line. It does not change the song’s tempo or the absolute timing windows — it only affects how far in advance notes appear on screen.Gameplay Session Flow
A full gameplay session in fluXis moves through several distinct screens in sequence.Song Select
Browse your installed maps, filter by key count, difficulty, or metadata, and choose a difficulty to play. From here you can also select mods that alter difficulty, automate play, or change the rate of the song. When you are ready, confirm your selection to load into gameplay.
Intro & Countdown
The selected map loads and — unless you have enabled Skip Intro in settings — an intro countdown plays before the audio begins. Visual storyboard events and the background video (if present) start here.
Active Gameplay
Notes scroll toward the judgement line. Hit them with the correct key at the right time to earn judgements. Your combo counter, accuracy percentage, and current score are displayed on the HUD in real time. If you fail (health reaches zero), the map ends early unless No Fail is active.
Results Screen
After the last note is hit (or after failure), the results screen displays your final score, accuracy, max combo, individual judgement counts (Flawless through Miss), performance rating, and your letter rank. Rankable plays are submitted to the online leaderboard automatically if you are logged in.
Multiplayer
fluXis includes a multiplayer mode that lets multiple players compete on the same map simultaneously. Each player’s score, combo, and accuracy are tracked independently, and a shared leaderboard updates live during the match. All the same note types, scoring rules, and mod options apply in multiplayer, so the gameplay mechanics described in this guide carry over directly.Multiplayer rooms are accessed from the main menu. The host selects the map and mods; other players must have the map installed locally to participate.
