User:RiceEmpress
Only January 01 2026 00:00:00 until the new year...
| Chapter | Characters | Song | Level Requirements |
|---|---|---|---|
| Chapter 0.I | First Star* | 1 1 1 1 | |
| Chapter 0.II | 1 1 1 1 | ||
| Chapter 0.III | 1 1 1 1 | ||
| Chapter 0.IV | 1 1 1 1 |
*Used as the song present in the tutorial. Not unlocked for Free Play after chapter completion.
| Chapter | Characters | Song | Level Requirements |
|---|---|---|---|
| VS Prelude | 48 48 48 48 40 | ||
| Chapter VS.1 | i'm the hero | 48 48 48 48 41 | |
| Chapter VS.2 | For All Time | 49 49 48 48 42 | |
| Chapter VS.3 | It's My Rebellion | 49 49 48 48 43 | |
| Chapter VS.4 | HINOTORI | 49 49 49 49 44 | |
| VS Postlude | 49 49 49 49 45 |
06 May 2026 22:50 +0000
happy mothers day!! DEIFIED LINEAGE is coming june 2026
securely store cleaning supplies ㅇㅅㅇ #NOISZ_SL #PK_GODHAND
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01 May 2026 16:14 +0000
PROJEKT GODHAND and NOISZ are discounted until 5/8 in our (oops! we're slightly late to) GOLDEN WEEK SALE! Let's enjoy some weird rhythm games!! #NOISZ #PK_GODHAND
21 Mar 2026 02:03 +0000
Did an interview about PROJEKT GODHAND! I'm surprised they focused on the game's plot for the tagline, but it's a very important part of the game! Rather than "a story with yuri", I wanted it to be "a yuri story". Real genre fans know the difference...! #PK_GODHAND
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22 Apr 2026 15:32 +0000
Show us the ultimate flame, worthy of a finale that will shake the world. The PROJEKT GODHAND "inferno" song contest is now open until 5/31. #PK_GODHAND
Read contest details and submit your music here: https://forms.gle/L731sCkuQrs52V1K6
06 Apr 2026 20:13 +0000
GODHAND 1.13 is now available! Fixing a bug created a bigger bug, but they're gone now 🙏 #PK_GODHAND
03 Apr 2026 00:49 +0000
GODHAND 1.12 is now available! This version has some sync updates for newer content (paradiso and later additions), as well as minor bugfixes / improvements.
There may also be a little something extra. You might be the first to discover it if you rush 👍 #PK_GODHAND
01 Apr 2026 07:20 +0000
GODHAND 1.11 is now available! This update fixes various minor issues. #PK_GODHAND
22 Mar 2026 01:49 +0000
GODHAND 1.10 is now available! You can now play The Night of the Chupacabra as part of the game's default songlist!
There's a1s0 s0me ass0rted Q0L impr0vements and 0ther fixes! #PK_GODHAND
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23 Mar 2026 19:01 +0000
Anarch Entertainment will be returning to PAX East 2026! #PAXEast #ChronalChain #PK_GODHAND
We'll be showing demos of PROJEKT GODHAND and Chronal Chain at the booth. You can play The Night of the Chupacabra as a preview song from GODHAND 1.10!
10 Mar 2026 19:27 +0000
Thank you for your patience. We're excited to announce that the new 30th song in GODHAND CORE will be "The Night of the Chupacabra" by @/A_One_JP and @/MintFantome!
Alongside some other new content, it'll make its spooky debut in GODHAND 1.10! #PK_GODHAND
10 Mar 2026 00:18 +0000
GODHAND 1.07 is now available! This is a minor bugfix update.
You may have noticed we've been rapidly fixing things and working on QoL features since launch. We'll be slowing down here to develop meatier content updates like DEIFIED LINEAGE, so look forward to these! #PK_GODHAND
08 Mar 2026 02:25 +0000
GODHAND 1.06 is now available! This version makes some fixes and adjustments to trials at the most extreme ends of the difficulty scale. Hopefully you’ll have a better or worse time accordingly 👍 #PK_GODHAND
06 Mar 2026 08:33 +0000
GODHAND 1.05 is now available! This version fixes various minor bugs. We've also added a new educational experience. #PK_GODHAND
05 Mar 2026 03:35 +0000
PROJEKT GODHAND is now available. Smash your keyboard to bits and aura farm your way to rhythm gaming greatness as the ultimate disaster lesbian.
It's time to experience The Most Everything rhythm game. #PK_GODHAND https://store.steampowered.com/app/2978440/PROJEKT_GODHAND/
there is only rice
HI i'm ruby! this is my testbed
Event Cycle
The countdown timers are all based on the countdown clock extension for Fandom. A typical template for the countdowns looks something like:
{{NOISZ SL Recursive Events|cyclestart=2023-03-15 04:00 +0000}}
Where cyclestart is a variable determining the beginning of an 8-week cycle. The widgets use this 8-week cycle to determine what events are currently running - or rather, how far it is into an 8-week cycle. Synthetic and Recursive events currently run on the same clock. If you look at the NOISZ SL Recursive Events, it may look daunting, but a lot of it is just text operations; the only variable here is the currenly running, event, seen in things such as {{CurrentNoiszSLEvent|cyclestart={{{cyclestart|}}}}}, {{EventCountdown|eventstyle=Nuclear Drip|cyclestart={{{cyclestart|}}}|countdown=True}} and {{EventTimeLeft|cyclestart={{{cyclestart|}}}}}. Note that {{{cyclestart|}}} sets a variable within the template, and whatever goes after the pipe at the end is set as the default for that variable if nothing is entered.
CurrentNoiszSLEvent uses that 8-week cycle to determine what events are running. EventCountdown uses the Countdown widget until a certain mark in that 8-week timer, and EventTimeLeft does the same, but for a mark 2 weeks after that.
If you look at CurrentNoiszSLEvent, it uses a case/switch statement depending on EventCycleTime, which returns how many seconds we are into an 8-week cycle.
EventCycleTime is simply: {{#expr:({{#time:U|now}} -{{#time:U|{{{cyclestart|2023-04-01 04:00 +0000}}}}})mod4838400}} ie, it looks at the time between now and any past date set as the beginning of a cycle, which is defined as the moment Recursive Event 01 goes live. It uses mod4838400 to divide that time elapsed by the total number of seconds in an 8-week cycle, and returns the remainder, which is how many seconds we are.
To recap, it does that, and CurrentNoiszSLEvent uses that time to determine where in an 8-week cycle we are in seconds; if we are less than 1209600 seconds into a cycle, which is two weeks, it determines the currently running Recursive Event is Attitude Mint. If it's more than that, the case switch moves onto the next statement, and so, if we're more than 1209600 seconds but less than 2419200 (4 weeks) in, then the current event is Blue Moon, and so on.
Countdown Clocks
EventTimeLeft
EventTimeLeftUnix: {{#expr:1209600 - {{EventCycleTime|cyclestart={{{cyclestart|}}}}}mod1209600}}
1194785
The countdown clocks for EventTimeLeft and EventCountdown use markers to count down to. EventTimeLeftUnix looks at how many seconds we are into a cycle and divides it by 1209600, and returns a remainder. It subtracts that from 1209600, the amount of seconds in two weeks; this returns the amount of seconds left in this mini 2-week cycle within the greater 8-week cycle.
EventTimeLeft is the countdown clock itself, and is:
<includeonly><span class="countdown" data-end="stop" data-callback="myFunction" data-options="short-format" style="display:none;">Ends: <span class="countdowndate">{{#time:r|@{{#expr:{{EventTimeLeftUnix|cyclestart={{{cyclestart}}}}} + {{#time:U|now}}}}}}</span></span>
The time it's counting down to is {{#time:r|@{{#expr:{{EventTimeLeftUnix|cyclestart={{{cyclestart}}}}} + {{#time:U|now}}}}}}, which adds the seconds left in the 2-week cycle that is a single event to the current time, and then counts down to it.
EventCountdown
EventTimeCountdownUnix looks at where we are in the 8-week cycle and accordingly counts down to the next 2-week marker using a case/switch. The "if time > 0" condition in there is to deal with the possibility that a date in the future was set to determine the 8-week cycle.
EventCountdown is the clock itself: {{#if: {{{countdown|}}} | <span class="countdown" data-options="short-format" style="display:none;" data-end="stop" data-callback="console.log('countdown ended!')">Starts: <span class="countdowndate">{{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}</span></span> | Starts: {{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}
}}
Where the time it counts down to is: {{#time:F d, Y H:i T|@{{#expr:{{EventTimeCountdownUnix|cyclestart={{{cyclestart|}}}|eventstyle={{{eventstyle|Attitude Mint}}}}} + {{#time:U|now}}}}}}
This adds the time left until the next two-week marker to now, and tells the clock to count down to it. If nothing is defined, it decides the next style will be Attitude Mint.
Countdown clock end
If you look at the dev.fandom.com link above, you can see that a countdown clock ends many ways. One problem with the clocks currently is that the wiki does not update its own internal clock until something forces it to wake up, usually in the form of an edit or a null edit. Once an event ends, the event cycle doesn't update until null edits are made to the relevant pages, forcing it to recalculate everything.
If you look at the clocks' codes, you can see the "data-callback"; this calls the relevant Javascript function defined by this variable. The function is defined in MediaWiki/Common.js. EventCountdown is where it's properly used; you can see it uses the "selfNullEdit" defined in common.js, where the function finds the element with id "ca-null-edit" - the Null Edit Button - and clicks it using jQuery. corn chip 2x combo
