SETU Industry Showcase 2026
A 2D action platformer where the music you play shapes the world. BPM drives everything — enemy stats, world visuals, your own power. Built from scratch in C++ and SFML.
// 01 — About
Rhythm Realms is a 2D side-scrolling action platformer built entirely from scratch in C++ using SFML 3.0. The central question: can BPM be a meaningful real-time input that changes how a game feels — not just how it looks?
The music performs around you. Whatever track is playing passively reshapes the world — enemy speed, health, spawn rate, and the visual theme all shift in real time through a custom fuzzy logic controller.
The skill tree rewards players who commit to a BPM range. Two upgrade branches only activate at specific tempos — making the music an active strategic element, not just background noise.
// 02 — Core System
WAV audio analysed via the MiniBPM autocorrelation library. Double-time correction ensures the true beat is detected. Spotify mode pulls live tempo via RapidAPI — same pipeline, your own music.
BPM feeds a fuzzy inference system outputting enemy speed, health, attack cooldown, spawn rate and XP multiplier every frame. No hard tiers — smooth continuous scaling as your music changes.
BPM thresholds trigger visual theme transitions mid-run. Tilesets swap, backgrounds shift through parallax layers — the whole world changes without interrupting gameplay.
// 03 — Features
Invest XP into permanent upgrades. Two branches activate only at specific BPM thresholds — low BPM boosts damage, high BPM boosts defence.
At run end a random boss is selected. The Executioner with its jump slam or the Archer Boss with Arrow Rain — each with unique attacks and a dedicated health bar.
Tile chunks loaded from Tiled JSON files and recycled dynamically as the player scrolls. Random selection per visual theme keeps each run different.
Melee attack, block, and perfect parry. BPM timing windows multiply damage. A successful parry powers up your next strike.
Connect Spotify and let your own library drive the game. RapidAPI polls the current track tempo live. Your music, your world.
Between-run safe zone with shop, skill tree access, and a spotlight lighting shader. Plan your build before each expedition.
// 04 — Enemies
Aggressive melee fighter that chases the player on sight. Stunnable and vulnerable to parries. Stats scale live with BPM via the fuzzy controller.
Melee
Maintains distance and fires arrows. Retreats when engaged. As a boss gains Arrow Rain — red telegraph lines then arrows fall from above.
Ranged + Boss
Heavyweight with a melee swing and a jump slam dealing area damage on landing. Mid-run miniboss and one of two possible final bosses.
Heavy + Boss// 05 — Gallery



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// 06 — Technology