← Rev Rush

All-new sound

Rev Rush 1.2.0 · 7 October 2026 · free for every player

Version 1.2.0 rebuilds every sound in Rev Rush. All 21 worlds have a newly recorded soundtrack — the melodies players already know, note for note, now played by a band of instruments that belongs to that world alone. Obstacles, sky events, shields, the star and the menus were rendered again at studio quality, crashes sound like what you hit, and the mix finally has an order: the music steps back for the moments that matter. The update is free for everyone; none of it is part of Premium.

No microphone was involved. Like the graphics, every note and every effect in Rev Rush is generated by code — a small studio written in Python. No recordings, no sample library, nothing bought or borrowed.

Listen: 1.1 against 1.2

Press play on any world and switch between 1.1 and 1.2 while it runs. Both versions run in step, so the switch lands on the same note. They also play at the same measured loudness (ITU-R BS.1770) — louder always sounds better, and a comparison that isn't level would prove nothing.

Each new track opens close to the original and builds from there, so its first seconds are the cleanest comparison: the same notes, recorded again. Then the world's own instruments join in, one layer at a time.

#WorldTempo, keyThe band
1Day 150 BPM, C major Drums with a crash cymbal and a warm chord pad; bells take over the melody in the middle.
2Night 110 BPM, A minor A ticking clock, a low tom and the wind; a dark “aah” choir; celesta.
3Storm 180 BPM, E minor Driving drums, tom fills and thunder under tremolo low strings, at full force from the first bar.
4Snow 140 BPM, C major, 3/4 A waltz with no drum: sleigh bells on two and three, a triangle, soft strings and a music box.
5Sea 132 BPM, F major A swaying shaker and congas, an airy pad; a marimba in the middle.
6Mountains 116 BPM, G major A march — bass drum, snare rolls, wood block — over a harmonium drone; a horn takes over the melody.
7Volcano 104 BPM, D minor Lava rumbling, then the eruption: taiko drums, an anvil on the off-beats, distorted power chords; low trombones lead.
8Space 90 BPM, C Lydian No drums: a wide analogue synth with a breathing filter, a sixteenth-note arpeggiator and star twinkles; a theremin leads.
9Jungle 126 BPM, E minor pentatonic Djembe and a wooden slit drum over a didgeridoo drone, birds calling; a kalimba leads.
10Neon City 112 BPM, A minor Street noise, then funk: claps, rimshots, a swung hi-hat and electric piano; a saxophone leads.
11Castle 120 BPM, D Dorian A medieval dance in a stone hall: frame drum, finger cymbals, a hurdy-gurdy drone; a plucked lute leads.
12Underwater 95 BPM, D minor pentatonic An udu clay drum and the original bubbles; singing glasses take the melody, and the whole mix slowly sways like water.
13New York 136 BPM swing, C major with blue notes The only swing track: ride cymbal, brushes, piano comping, a plucked double bass on the walking line; a muted trumpet leads.
14Sky High 104 BPM, F major, 3/4 A floating waltz with no drums: a harp on the broken chords, swelling timpani; a flute leads.
15Factory 120 BPM, G minor A machine drum — piston and metal clap — a cowbell and an acid line through an opening filter; FM steel strikes lead.
16Forest 100 BPM, C major pentatonic No drums — a staccato bassoon carries the rhythm, a clarinet holds the chords, birds chirp; a plucked zither leads.
17Kids Room 108 BPM, C major Ukulele and boomwhackers — tuned plastic tubes; a slightly out-of-tune toy piano leads.
18Cave 90 BPM, D minor Dripping water and tuned stalactites in a 3+3+2 rhythm, a tam-tam and soft organ pipes; a vibraphone leads.
19Toxic Swamp 96 BPM, E minor The original croak in the fog, then cajón and banjo; a cor anglais leads.
20Glacier Cave 84 BPM, A minor No drums: a cold harpsichord, cracking ice and tubular bells, with a handpan ringing through a long, bright reverb.
21Magic Forest 100 BPM, C Lydian A rainstick and five sparkles, then gamelan metallophones tuned in pairs so they shimmer; an ocarina leads.

Same notes, new recording

The first thing tried for the new soundtrack was a new tune for the first world. It was turned down: the music players already knew was liked better, and the brief became to record that same music again so it would stop sounding cheap. So nothing was recomposed.

Each of the 21 tracks was transcribed from the game's own file — tempo, key, melody, bass, chords and articulation — and the transcription was rendered back and checked against the original in every sixteenth note before a single new instrument was added. The first world, for example: 150 BPM in C major, C–G–Am–Em then F–C–G–C, a 25 % pulse lead over a triangle bass — 58 notes out of 58 match.

What made the old tracks sound cheap was never the notes. It was the sound: 11,025 samples a second, which cuts off everything above 5.5 kHz, in mono, raw waveforms with no room around them, and loops of 5.3–22.9 seconds. The first world's loop lasted 6.4 seconds and came round again and again before you left it.

Loops that develop

A new track is built from the same material and grows: it opens close to the original, the world's instruments join layer by layer, a new instrument takes over the melody in the middle section, and then it loops back to where it began. The loops now run 41.5–68.6 seconds, and there is 18.3 minutes of music in the game instead of 5.5.

In the game, each track loops on a window counted in samples, and the tail of the recording is rendered so it flows into its own beginning. The AAC encoder always pads the start of a file; with the loop built like this, the padding can't reach the seam, and the seam never clicks.

Every sound means one thing

In 1.1, seven sounds carried twenty-seven meanings. The same power-up chime played when you picked up a shield, used one, grabbed the star, bought a skin or bought Premium. The crash — the sound of dying — also played when you didn't have enough coins, and when you tapped a locked colour in the garage: the game played its death sound at the very moment it offered you something.

Shields and the star

Menus, garage and store

Crashes sound like what you hit

Every obstacle in Rev Rush is made of something, and now it sounds like it. Nineteen materials map to eight impacts. The moving obstacles carried their material all along; the 42 static ones — walls, crates, pyramids, piles — never had one in the code, so a table now gives each its own. A snake hits like a body, a delivery bike like metal, a fire whirl like fire, a mud geyser like soft ground.

The worlds, at 48 kHz

The obstacles have voices of their own — 143 of them — and 16 signature moves have one more. Players know them, so they were not replaced: the same generator rendered every one again at 48 kHz, with the same random draws and the same decisions, so each keeps its character and only the grit is gone.

The 21 sky events — thunder, eruptions, waves, auroras, meteors — are the same sounds up to 10.5 kHz, with fresh air added above. The eight that fill the whole screen now play in wide stereo: thunder in the storm, the gust in the snow, the wave at sea, the volcano's rumble, the downpour in the jungle, welding in the factory, the gas in the swamp and the ice cracking in the glacier cave.

A mix with an order

In 1.1 everything was loud, and nearly equally loud. A row of coins played over the melody, the loudest sound in the game was the rescue chime rather than a new record, and the music jumped by 10.0 LU between worlds — set the volume in the first world and the eighth was hard to hear.

1.2 sets a hierarchy: the music under the world and the rider, rewards above them, the big moments on top. The more often a sound comes, the quieter it is — the coin, which arrives a hundred times more often than a record, is now 5.35 dB quieter. Every track has a volume of its own, so all 21 worlds sit within 1.8 LU of each other.

When something big happens — a crash, a fall, a new record, a rescue, a new world — the music steps back by 4 dB and the world by 2 dB for under a second, so the moment comes through without anything getting louder. The levels are set so that the iPhone's own limiter — which turns everything down when the sum gets too loud — only rarely has to step in, and then by half a decibel.

Every sound was checked on two listening profiles: the iPhone speaker, which plays almost nothing below 500 Hz, and headphones. Sounds that lived in the low end got harmonics the speaker can actually play.

Paused, the music goes behind glass

Pause a run and the music keeps playing, muffled, as if through a window — then comes back clear when you continue. The game computes the muffled copy itself from the track that is playing, runs it in step with the original and crossfades in 0.3 seconds. The game-over card keeps the music as it is.

What stayed the same, on purpose

Some sounds players know by heart. The coin, the jump, the record, the rescue and the jingle into a new world are the sounds they always were, rebuilt note for note at 48 kHz. The difference is in the details: the old coin started at full volume, so every coin clicked across the whole band; this one doesn't.

Just as much was tried and turned down after listening on the phone: an engine, tyres on the ground, a landing thud, a whoosh for close calls, an ambience under every world, a sound for the end of the turbo, new variations of the obstacle voices and a new tune for the first world. What came out of it is a rule: a sound you already know is worth more than a new one.

How it was made

The studio is written in Python on numpy and scipy and runs at 48 kHz: band-limited oscillators that don't alias, FM, modal synthesis that builds metal, glass and wood out of ringing resonances, plucked strings, filters, saturation and a synthetic reverb. Every file goes through the same mastering chain — loudness measured to ITU-R BS.1770, true peaks kept below −1 dBTP, dither on the way to 16 bits. Each sound seeds its random generator from its own name, so running the studio again rebuilds every file to the last bit.

The new sound arrived one step at a time. Each step was built, installed and listened to on an iPhone before the next one started, and nothing went into the game that hadn't been heard on the phone first.

This page plays the files the game ships, taken from the game and not re-encoded. The 1.1 versions are the original files the game played until version 1.1.3. The pixel art has the same story on How it's made, and every world is described on Worlds.

Questions

What is new in Rev Rush 1.2?

Version 1.2.0, released on 7 October 2026, rebuilds all of the game's sound: a newly recorded soundtrack for all 21 worlds, studio-quality effects, crashes that sound like what you hit, music that steps back for big moments and goes muffled while paused, and wide stereo for full-screen events.

Is the new sound free?

Yes. The new sound is part of the free game for every player; none of it is part of Premium.

Did the music change?

The melodies did not. Every track was transcribed note for note from the old one and recorded again with new instruments, a different band for each world.

Are any of the sounds recorded?

No. Every note and every effect is synthesised by code, in a small studio written in Python. There are no recordings and no sample libraries in the game.

Do I need headphones?

No. Every sound was checked both on the iPhone speaker and on headphones. Headphones do let you hear the stereo width of the full-screen events.

How do I get the new sound?

Update Rev Rush from the App Store. Version 1.2.0 needs iOS 15 or later, like the versions before it.

Get Rev Rush on the App Store

© 2026 Marko Krulc. Code, pixel art and music: all rights reserved.
The text of this site may be quoted with attribution to revrush.net.