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Rushbon Initiated
//Booting Pulse..._
Welcome to Rushbon — a studio from the other side of rhythm.We
design real-time reactive games that treat players like input
signals, not avatars.Our worlds don’t wait for you. They surge,
vibrate, distort, and evolve. If you don’t react, you get
absorbed. Founded by VJ engineers, audio hackers, and speedrun
philosophers, Rushbon creates games that operate as living signal
processors.We don’t build stories. We simulate frequency
experiences.
You don’t play our games.
You perform them.
ABOUT
//We’re Not a Studio. We’re a Pulse Generator..._
Rushbon began in an abandoned rehearsal room during a sound-reactive
projection test. Three artists synced their laptops to the same beat
grid and accidentally created the first prototype of our first game:
Refractoid. It wasn't designed — it emerged.
We believe gameplay is a neurological instrument. That’s why we
experiment with:
Sensor over keyboard
Latency as a feature
Color correction as difficulty
Our games require adaptation, not memorization.They’re fast. Raw.
Beautifully unstable.Welcome to the interface of chaos.
We now operate at the edge of interaction, building:
Games that change with BPM
Enemies that attack with phase shifts
Visuals that respond to your breath (via mic input)
Systems that teach players rhythm not through sound, but through
shape
PROJECTS
//Artifacts of Signal Play..._
Below are three of our main waveform artifacts — playable,
shapeshifting, hostile.
RE/FRACTOID
Genre: Rhythm shooter / Visual distortion engine
Platform: PC / Mac / Projection setups
Description:
This is where it began.RE/FRACTOID is a directional rhythm
shooter where enemies attack in syncopated audio patterns. The
entire screen distorts with each missed beat.
If you fall off-tempo, visual input degrades.
Hit 3x in dissonance mode? The HUD melts.
Survive long enough? You unlock waveform echoes — musical
fragments from previous failed timelines.
Playable in solo or synced local multiplayer.
Built to loop live into projectors.
Description:
Description:Neuropunk Arena is a microstrategy game where every
move is a strobe. Choose a neural protocol (Mirror, Splice,
Surge) and challenge others in 25-second bursts of reflex,
prediction, and phase shift mechanics. There are no turns. Just
signals. Players use swipe gestures or directional taps — timing
is survival. Delay equals defeat. Features:
Description:
Designed with psychoacoustic calibration tools and field
recordings from metro tunnels, glass domes, and caves. A
first-person liminal-space navigator built around sound and
light resonance.TRACER_LIMINAL listens to your breathing. Rooms
unfold if your tone matches resonance bands.
Speak to unlock gates
Whisper to trigger void collapse
Hold silence to pass undetected
Design Pulse
//We Don’t Design Games We Compose Systems..._
Traditional design asks: How does the player win? We ask: How does the
game react when they don’t? At Rushbon, we treat design as
choreography — a dance between visual information, muscle memory, and
unpredictable rhythm.Our process is iterative and sensory-first. We
prototype with audio before code. We sketch levels using waveform
editors. We build interfaces based on discomfort, not convenience.
Our core design laws:
Latency is part of the loop. We intentionally introduce
micro-delays in feedback to test player adaptation curves.
Disruption is clarity.
We use screen glitches, false inputs, and visual decay to
sharpen the senses — not to punish, but to awaken.
Narrative ≠ story.
Our narratives are kinetic: they exist in timing, velocity,
heatmaps — not dialogue.
We’re not interested in polish.
We’re interested in resonance.
If the player exits your game still vibrating, then the
design worked.
TEAM
//The Coders of Collapse..._
Rushbon isn’t a company. It’s a signal swarm.
We are artists, physicists, code jammers, modular synth
designers, and algorithm poets. We don’t have fixed roles — only
oscillating responsibilities.
YONIC12
AI & Movement
Specializes in AI drift patterns. Built the delay-compensated
path AI for phase loops in multiplayer zones.
Dr. KOROS
Sensory Architect
Designed the mic-reactive pathfinding system in TRACER_LIMINAL
using real-time FFT and silence thresholds.
CLIKK
Sound Systems
Composes using broken field recorders and obsolete voice
processors. Created the pulse logic that reshapes levels based
on BPM.
ZER0FRAME
Technical Instigator
Architect of the glitch engine used in RE/FRACTOID. Believes no
UI element should stay static for more than 3 seconds.
AVA.VX
Visual Harmonics
VJ-turned-dev. Paints in noise fields. Layered the chromatic
shift FX in Neuropunk Arena.