Thank you for showing interest in this ruleset. This is a tagged release (2025.307.0).
If you like this ruleset, do consider supporting me.
Sentakki is officially 5 years old! 🎊 🎉 🍾
Has it really been that long?
What's Changed
🌟 Make BREAK and EX modifiers universal by @LumpBloom7 in #668
SlideBodies can now have the EX modifier.
TOUCH and TOUCHHOld can have the BREAK modifier.
BREAK TOUCHHOLD | BREAK TOUCH | BREAK EX Slidebody |
---|---|---|
![]() |
![]() |
![]() |
🌟 Add Synesthesia mod by @LumpBloom7 in #655
Similar to the mod in osu!std.
🌟 Slightly improve feedback given when hitting hold notes by @LumpBloom7 in #669
When hitting the hold notes, the note now continuously flashes to indicate they are being held.
Also improved the transform code across all the HitObjects to (hopefully) increase their reliability in replay/editor scenarios.
Hold | TouchHold |
---|---|
Screencast.From.2025-02-27.21-58-43.mp4 |
Screencast.From.2025-02-27.21-59-18.mp4 |
🌟 General changes to touch related hitobjects by @LumpBloom7 in #672
Updated the way touch based notes detect touches, with the goal of improving game feel.
- TOUCH: No behavioural changes
- TOUCHHOLD: Any attempts to hold them too early will be ignored, similar to Touch notes. TouchHolds are released after all detected inputs are released (including the previously ignored ones)
This means you can't complete a map with only Touchholds by simply holding the finger in the centre without ever releasing it. - SLIDE: Slide segments will ignore all inputs attempts made before the previous segments are completed.
🌟 Add Difficulty Adjust mod by @LumpBloom7 in #671
For now, Difficulty Adjust only has options to remove the BREAK and EX modifier from hitobjects.
Relax mod has also been removed, with its functionality merged into Difficulty Adjust. It always felt out of place, as its implementation is completely different from what is implemented by other rulesets.
Hold note changes
- Expand hold release window by @LumpBloom7 in #656
- Miss unheld hold notes more aggressively when they finish by @LumpBloom7 in #670
These are efforts to improve the feel when playing these notes. In practice, this shouldn't be noticable to the average player.
Update existing mods by @LumpBloom7 in #654
Mostly just making mods make more sense when compared to official ruleset counterparts
Changes include:
- Removing No-Fail
- This didn't actually do anything since sentakki no longer have a fail-state
- Add extended label for spin mod
- Use progressive score multiplier for rate adjust mods
- Add variable score multiplier for HardRock
1.1
for Maji,1.2
for Gati
- Make Hidden configurable
- Make most mods "ranked", where sensible
- Spin is now Barrel Roll
Minor changes
-
Bump ppy.osu.Game from 2025.118.2 to 2025.122.0 by @dependabot in #664
-
Bump NUnit from 4.3.0 to 4.3.2 by @dependabot in #660
-
Add support for SlideTap removal / masquerade by @LumpBloom7 in #552
-
New Crowdin updates by @LumpBloom7 in #674
Full Changelog: 2024.1209.1...2025.307.0
Feedback
Complaints? Suggestion? Or just want to discuss stuff?
Feel free to join the sentakki discord for a direct communication line to devs, and exclusive access to insider test builds.