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Difficulties for songs range from Lv1-9 (Cytus I) or 1-15 (Cytus II).

Cytus I and Cytus α[]

Easy 1

The majority of Easy songs range from Lv1-6 (with exceptions of some like L, which is Lv9 for both difficulties).

Hard 9

The majority of Hard songs range from Lv6-9 (with exceptions of some like Alive: The New World, which is Level 1 on both difficulties).

Hard song difficulties are either higher or the same as easy song difficulties.

Cytus II[]

Easy[]

  • Difficulties range from 1 to 6.
  • 0.5x speed scanlines, single tap and simple hold notes, and simple patterns.

Hard[]

  • Difficulties range from 4 to 10.
  • Slight scan-line speed changes, numerous single tap notes. Full death streams are replaced by streams lasting half a measure to a full measure with a lot of drag notes

Chaos[]

  • Difficulties range from 8-15
  • Intensive and frequent scanline speed changes, freezing scanline, flick notes, click-drag notes, dense layouts, and death streams, slight multifinger gameplay. Some charts have UI alterations

Glitch[]

Crash[]

  • Introduced in June 2021
  • Difficulties do not use numbers. Instead, they use Greek letters α, β, and γ.
  • Frequent three finger gameplay, up to nine simultaneous hold notes, half scanlines[Note 1], invisible scanlines and incredibly complex note patterns.
  • Scores are unranked.
  • PAFF, NEKO#ΦωΦ, and ROBO_Head have Crash difficulty songs.

Dream[]

  • Introduced in January 2022
  • Difficulties range from 8-15
  • Gameplay switches between Deemo and Cytus; Piano mode features tap piano notes and drag piano notes. Charts are a combination of the Deemo Chart and the Cytus Chart.
  • Scores are unranked.
  • Alice and Hans have Dream difficulty songs.

Drop

  • Introduced in November 2022
  • Difficulties range from 11-15
  • Gameplay switches between Deemo II and Cytus; Piano mode features tap piano notes and drag piano notes. Charts are a combination of the Deemo II Chart and the Cytus Chart.
  • Scores are unranked.
  • Graff.J has Drop difficulty songs.

Notes[]

  1. Half scanlines in this context means scanlines that only goes half through the top and bottom (in other words, they travel from the top / bottom to the middle of the playfield)
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