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ppy/osu

This is a cross-platform rhythm game client that manages gameplay across four distinct rulesets (osu!, Taiko, Catch the Beat, and Mania) with significant overhauls to scoring, mechanics, and visual presentation. The system provides comprehensive desktop and mobile interfaces, featuring real-time online connectivity for social interactions, multiplayer rooms, and live leaderboards. It also includes robust local data management for beatmaps, user settings, and replay statistics, supported by a modernized UI framework and extensive localization.

44.2

Weak · 5 August 2026

341k

lines of production code

C#

primary language

3

bus factor · 713 authors in all

3

measurements over time

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How it got here

2016–2017 · Modernization and architecture overhaul

This period focused on a comprehensive modernization of the codebase, introducing a new Realm-based configuration system and a robust database infrastructure. The team significantly refactored core gameplay, UI, and online services, while also overhauling the multiplayer and chat systems to support a new hub-based architecture.

87 changes

2018–2020 · UI modernization and mobile porting

This period focused on a comprehensive UI overhaul, introducing a modernized design language across settings, overlays, and the editor. Simultaneously, the codebase expanded to support iOS and Android platforms, integrating platform-specific features like file imports and update notifications.

96 changes

2021–2025 · Online play and matchmaking overhaul

This period focused on a comprehensive overhaul of the online play and matchmaking systems, introducing structured room states, dedicated matchmaking flows, and a new multiplayer spectator architecture. The work also significantly expanded the UI with new card-based layouts, a redesigned wiki and chat overlays, and extensive localisation support.

77 changes

2026 · Ranked Play mode implementation

This period focused on the end-to-end implementation of the new Ranked Play multiplayer mode, including backend data models, matchmaking requests, and full screen/UI implementations for card selection and gameplay. Concurrently, the dashboard was enhanced with real-time online user lists and search functionality, while the desktop client added macOS installation verification and local score broadcasting via WebSocket.

13 changes

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About this page

  • The description of this project is derived from its own commit history, not from its README.
  • The score is its highest published measurement, taken on 5 August 2026 at a pinned commit. It is not a live figure and does not change until the project is measured again.
  • Measured at commit b11b274d1c — the exact code this score is about.
  • Scored under rubric rubric-2026.08.19. Score the same commit under that rubric and you get the same number.
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