Beat Saber World Cup 2026 Rulebook




By • May 28, 2026
community
TSFAlex has officially dropped the highly anticipated showcase video highlighting a fully customized, community-driven OST 9 concept, and it delivers intense energy on every front!
This curation layout packs custom-engineered environmental mapping parameters alongside precision high-density stream configurations. Accompanying the video rollout, premium 4K playlist layouts have been conceptualized to align cleanly with official asset styling metrics.
Watch the full reveal directly below to experience the synchronized lighting blocks, custom visual sabers, and performance metrics. Be sure to check the map paths and leave feedback on the pacing arrays!
By • May 16, 2026
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updates
ScoreSaber 2 launches on Monday, May 25 at 4:00pm EST.
ScoreSaber has existed since May 8, 2018. When first made, the goal was simple: just a friendly neighbourhood leaderboard with support for custom songs. Then PPv1 / PPv2 happened, the ranking system happened, replay systems 1 & 2 happened.
That growth felt amazing and it was super fun to iterate so fast back then, but the foundation underneath didn't exactly keep up.
For years, new features were bolted onto systems that were never designed for them. Sometimes that worked... Sometimes it very much didn't. Eventually, almost every meaningful change had to fight the old backend, the old database, the old deployment setup or all 3 at once.
So what is ScoreSaber 2?
It's pretty much the update that gets moving again (and a bunch of other cool stuff, promised—just keep reading).
The old database went all the way back to the first version of ScoreSaber. Every player, leaderboard and score was sitting on top of decisions made when mostly just trying to get the thing working.
It held on for dear life for a surprisingly long time, but development slowly turned into archaeology. It was time for that to stop.
The database layer has moved to postgres with a completely redesigned data model. The backend has a new API, much stricter validation, proper background jobs, better monitoring and logging.
The frontend has also been rebuilt with Next.js around the new API, moving away from the very, very beta version of svelte-kit used on the old frontend which has kept us shackled for so long.
For third party devs, the new public API is properly automatically generated and has OpenAPI support.
Also—the old API isn't being switched off; ScoreSaber 2 has a compatibility layer for the existing website API, game API and legacy clients. New things will live on the new API.
For a long time, because of how ScoreSaber was deployed, deep server access wasn't distributed widely. The setup worked, but it relied on old infrastructure, manual processes, and isolated context.
ScoreSaber 2 fixes a lot of that. Deployment is simpler, more automated and much easier for trusted developers to operate safely. Qwasyx will have full access to the new deployment platform for maintenance and custom jobs like reweights.
Once the dust settles, plans are in place to open up the ScoreSaber development team to more people and open source a much larger chunk of ScoreSaber.
Realms are one of the reasons the re-code was worth doing. The idea was originally inspired by ReBeat, a scoring system designed by Astrella.
A realm is basically a separate scoring context inside ScoreSaber. It can have its own ranked maps, PP curve, modifier values, player stats, history and leaderboards.
At launch, everyone will use the main realm, which is ScoreSaber as known today. Realms let new ranking systems and PP curves be tested on real scores without disrupting the main realm.
The old ScoreSaber data model was pretty lossy. In many places, only the latest state of something was stored, not how it arrived there. In ScoreSaber 2, every submitted score is recorded and kept indefinitely.
A lot more state changes are being logged as structured data now. Player aliases, country changes, bans, role changes, leaderboard status changes, PP changes, ranking request activity and replay views all have real structure behind them.
The next mod refresh will also allow the submission of fails and quits to help understand play patterns and map difficulties.
Meta account handling has been one of the longest-running annoyances in ScoreSaber. Historically, Steam was the clean path for website login. If playing through the Meta Link app, accounts sat in a strange place.
ScoreSaber 2 allows website sign-in with a Meta account to access standard community features.
The new system defines clear rules for replay retention boundaries:
It's faster, cleaner, mobile-friendly and server-rendered.
The maps page is built around mapsets instead of a flat list of leaderboards. Difficulties are now grouped cleanly under the mapsets they belong to.
Navigation allows jumping directly to specific positions, viewing friends, and filtering active/inactive status.
Difficulties and game modes switch much more fluidly. Scores filter by friends, country, and proximity.
Scores carry deeper context, integrating explicit tracking for 58 headset labels and 40 controller profiles to map per-hand accuracy, cut quality, and hit streaks.
ScoreSaber now features a follower and following system to track social connections across platforms.
The new backend maintains full backward compatibility, so current client mods continue functioning normally ahead of the mid-June refresh.
Ludus allows high-quality, synchronized spectating and tournament broadcasting, rendering multiple viewpoints simultaneously with minimal overhead.
Once ScoreSaber 2 stabilizes, PPv3 will enter active testing via isolated realms using real historical player data profiles.
This update represents a structural turning point enabling active, ongoing iteration. See you on the 25th.
By • May 15, 2026
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updates
This teaser marks an exciting celebration milestone, landing on May 28th as part of Beat Games' 8th Anniversary celebrations, where free tracks roll out to the community.