One song. Four frequency levels. Dodge the music.
Free experimental buildFrequency Pilot turns any track into a procedurally generated dodge-tunnel. No level packs, no editors — the music is the level.
Paste a YouTube or SoundCloud URL. The game fetches the audio and runs a full FFT frequency analysis before you fly.
The track is split into four frequency bands — Bass, Mid, High-Mid and Treble. Each band becomes its own level with its own obstacle style.
Choose from five animal pilots with different speed, handling, shield and hull-size stats. Small and twitchy, or tanky and wide.
Fly the neon tunnel with WASD or arrow keys. Obstacles spawn from the actual energy of the music. Chain dodges for combo multipliers.
Every level plays the band-filtered audio, so you hear exactly the frequencies you are dodging.
Slow, wide walls with moving gaps. Heavy kicks build heavy obstacles.
Varied pillars and patterns driven by vocals, synths and guitars.
Narrow, fast bars. Snares and hats punch quick obstacles at you.
Dense, rapid-fire grids and diagonals. The hardest run of the four.
Five animal pilots, Starfox-catalog style. Stats change how the tunnel feels.
← swipe the table →
| Pilot | Type | Speed | Handling | Shield | Size |
|---|---|---|---|---|---|
| Arx Fox | Balanced | 1.0x | |||
| Kael Wolf | Heavy Interceptor | 1.3x | |||
| Vex Falcon | Speedster | 0.8x | |||
| Lyra Kitsune | Agile Trickster | 0.7x | |||
| Mek Slippy | Engineer · auto-repair | 1.1x |
Tunnel, obstacles, particles and ships are all drawn in code — no asset packs. Pure neon geometry at 60 fps.
FFT band-splitting with running-average beat detection. Obstacle density follows the actual energy in each band.
Anything yt-dlp can read becomes a playable level set. Audio is cached temporarily and deleted when you quit.
Playing the BASS level? You hear only the bass. Each run is an isolated slice of the song.
Chain clean dodges to build multipliers. Four level scores add up to one total for the song.
One portable .exe. Unzip, run, paste a URL, fly.
Free experimental build — expect rough edges, and let the music do the level design.