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.
- 21 soundtracks recorded again
- 18.3 minutes of music, up from 5.5
- 48 kHz stereo music, up from 11 kHz mono
- 213 effects at 48 kHz
- 1.8 LU between the quietest and loudest world, down from 10.0
- 0 recordings
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.
| # | World | Tempo, key | The band |
|---|---|---|---|
| 1 | Day | 150 BPM, C major | Drums with a crash cymbal and a warm chord pad; bells take over the melody in the middle. |
| 2 | Night | 110 BPM, A minor | A ticking clock, a low tom and the wind; a dark “aah” choir; celesta. |
| 3 | Storm | 180 BPM, E minor | Driving drums, tom fills and thunder under tremolo low strings, at full force from the first bar. |
| 4 | Snow | 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. |
| 5 | Sea | 132 BPM, F major | A swaying shaker and congas, an airy pad; a marimba in the middle. |
| 6 | Mountains | 116 BPM, G major | A march — bass drum, snare rolls, wood block — over a harmonium drone; a horn takes over the melody. |
| 7 | Volcano | 104 BPM, D minor | Lava rumbling, then the eruption: taiko drums, an anvil on the off-beats, distorted power chords; low trombones lead. |
| 8 | Space | 90 BPM, C Lydian | No drums: a wide analogue synth with a breathing filter, a sixteenth-note arpeggiator and star twinkles; a theremin leads. |
| 9 | Jungle | 126 BPM, E minor pentatonic | Djembe and a wooden slit drum over a didgeridoo drone, birds calling; a kalimba leads. |
| 10 | Neon City | 112 BPM, A minor | Street noise, then funk: claps, rimshots, a swung hi-hat and electric piano; a saxophone leads. |
| 11 | Castle | 120 BPM, D Dorian | A medieval dance in a stone hall: frame drum, finger cymbals, a hurdy-gurdy drone; a plucked lute leads. |
| 12 | Underwater | 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. |
| 13 | New 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. |
| 14 | Sky High | 104 BPM, F major, 3/4 | A floating waltz with no drums: a harp on the broken chords, swelling timpani; a flute leads. |
| 15 | Factory | 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. |
| 16 | Forest | 100 BPM, C major pentatonic | No drums — a staccato bassoon carries the rhythm, a clarinet holds the chords, birds chirp; a plucked zither leads. |
| 17 | Kids Room | 108 BPM, C major | Ukulele and boomwhackers — tuned plastic tubes; a slightly out-of-tune toy piano leads. |
| 18 | Cave | 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. |
| 19 | Toxic Swamp | 96 BPM, E minor | The original croak in the fog, then cajón and banjo; a cor anglais leads. |
| 20 | Glacier Cave | 84 BPM, A minor | No drums: a cold harpsichord, cracking ice and tubular bells, with a handpan ringing through a long, bright reverb. |
| 21 | Magic 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
- Shield picked up — a rising arpeggio with an icy shine.
- Shield into reserve — the same voice, three notes in unison and a click, a little quieter.
- Shield breaks — ice cracks and the arpeggio falls.
- Last shield, SAVED! — the break, then E–G–C rising in the voice of the rescue, ending on a C-major chord.
- Star — a rising glide with sparks.
- In 1.1 — one power-up chime for all of these, and for every purchase.
Menus, garage and store
- Tap, back and tab — short and quiet.
- Switch on and switch off — in 1.1, both were the coin.
- Picking a colour — each row of the garage palette has its own note: light, pure, dark.
- Locked — a soft lock with a golden shimmer. It invites; it doesn't punish.
- Not enough coins — two quiet falling tones.
- Bought with coins — a cascade of coins.
- Premium — the biggest fanfare in the game, about two seconds, in stereo.
- Purchase restored and run shared — each its own.
- In 1.1 — the crash, for dying, for a locked colour and for an empty wallet.
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.
- Stone
- Metal — metal and engines
- Wood
- Ice and crystal
- Body — growling animals, wings and shells
- Soft — slime and snow
- Fire
- Air, water and magic — wind, waves, gas, spells, bursts and paper
- Falling into a hole — not a crash at all any more: the air rushes past and a dull thud comes from far below.
- In 1.1 — one crash for everything.
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.
- Thunder — Storm
- Eruption — Volcano
- Wave — Sea
- Cracking ice — 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.
- Coin
- Jump
- New record
- Rescue with a heart
- Into a new world
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.
The text of this site may be quoted with attribution to revrush.net.