The Four Game Modes
osu!standard
Click circles, follow sliders, and spin spinners with mouse precision
osu!taiko
Hit the drum to the beat with centre and rim notes
osu!catch
Catch falling fruits with a moving catcher
osu!mania
Press keys in a vertical scrolling playfield
Ruleset Architecture
Each game mode is implemented as a Ruleset - a self-contained system that defines:- Hit Objects: The gameplay elements (circles, sliders, notes, etc.)
- Scoring System: How performance is evaluated
- Difficulty Calculation: Star rating and performance points
- Input Handling: Controls and key bindings
- Visual Presentation: Skinning and UI elements
Base Ruleset Class
All game modes inherit from the baseRuleset class located in osu.Game/Rulesets/Ruleset.cs:
Ruleset Locations
Each game mode has its own dedicated namespace:| Mode | Namespace | Short Name | Legacy ID |
|---|---|---|---|
| osu!standard | osu.Game.Rulesets.Osu | osu | 0 |
| osu!taiko | osu.Game.Rulesets.Taiko | taiko | 1 |
| osu!catch | osu.Game.Rulesets.Catch | fruits | 2 |
| osu!mania | osu.Game.Rulesets.Mania | mania | 3 |
The short name is used in file paths, API endpoints, and internal references throughout the codebase.
Common Components
Hit Objects
All hit objects inherit fromHitObject and implement game mode-specific behavior:
Judgements
Judgements determine scoring results:- Great/Perfect: Full points
- Good/Ok: Reduced points
- Meh: Minimal points
- Miss: No points, breaks combo
Mods
All game modes support mods that alter gameplay:- Difficulty Reduction: Easy, No Fail, Half Time
- Difficulty Increase: Hard Rock, Sudden Death, Double Time, Hidden, Flashlight
- Conversion: Mode-specific gameplay modifiers
- Automation: Auto, Relax, Autopilot (mode-dependent)
- Fun: Visual and audio effects
Beatmap Conversion
Beatmaps are created for one mode but can be played in others through beatmap conversion:- Circles → Mode-specific single hit objects
- Sliders → Mode-specific sustained/stream objects
- Spinners → Mode-specific bonus/special objects
Hit Windows and Timing
Each mode defines timing windows for judgements based on Overall Difficulty (OD):- OD 0: Most lenient timing (largest windows)
- OD 5: Medium timing
- OD 10: Strictest timing (smallest windows)
Difficulty Calculation
Each mode implements its own difficulty calculator that evaluates:- Aim/Reading Skills (varies by mode)
- Rhythm Complexity
- Pattern Difficulty
- Speed Requirements
Performance Metrics
All modes track:- Score: Total points earned
- Accuracy: Percentage of perfect hits
- Combo: Consecutive hits without missing
- Rank: Letter grade (SS, S, A, B, C, D)
- Performance Points: Skill-based rating
Next Steps
Explore each game mode in detail:- osu!standard - The original click-the-circles mode
- osu!taiko - Drum-based rhythm gameplay
- osu!catch - Fruit catching gameplay
- osu!mania - Vertical scrolling rhythm game