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MR. RECORDS includes a built-in Level Editor for making records with the game’s music or your own audio. Open Level Editor from the main menu, create a level from scratch or import an existing record, set the music timing, place notes and obstacles on the timeline, play the result immediately, then use Share to export a ZIP file. The workflow is hands-on: the official material documents immediate playtesting, but not an automated pass/fail validator.

What you can make in the MR. RECORDS Level Editor

The Level Editor is part of MR. RECORDS rather than a separate utility. From the main menu, it appears beside the story’s Play option. It is designed for creating a complete custom record: you can choose music, generate or author gameplay, place obstacles and effects, and adjust the presentation with assets, colours, animations and backgrounds.

The editor’s central workspace is a music timeline. Gameplay events are positioned against the song so movement, hazards and visual effects can follow the beat. That makes the timing setup important before you start filling a chart with dense sequences. A level that looks inventive but is offset from its music will be difficult to play and difficult to diagnose later.

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  • Music: use the game’s built-in music or import an audio file.
  • Gameplay: place notes, obstacles and effects on the timeline, and use the editor’s generation tools where appropriate.
  • Presentation: customise available assets, colours, animations and backgrounds.
  • Iteration: play the record directly from the editor, change timing or events, and play it again.
  • Distribution: export a finished record as a ZIP file and send it to other players.

The official Steam FAQ describes the editor as a way to add your own music, generate gameplay, place obstacles, remix experiences and share custom levels with the community. It does not publish a required level length, a target difficulty rating, a supported-audio-format list or performance statistics, so those details should not be assumed from another game’s editor.

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Check access and prepare your project

Which release contains the editor?

The documented instructions come from the updated Steam demo and the announced full-game plan. Wired Productions has stated that the Level Editor will be available in all versions of the full game when MR. RECORDS launches on PC, PlayStation 5, Xbox Series X|S and Nintendo Switch 2. Menu labels and availability can change between builds, so if an option is missing, check the current official FAQ or publisher announcement for the edition you are running.

Do not assume that a demo, a later console build and the full PC release expose identical import or sharing controls. The core workflow described below is the one documented for the editor, while exact controller prompts and file-picker behaviour can depend on the platform.

Have the audio and design plan ready

For a game-music project, decide the style and difficulty you want before placing events. For an imported track, keep the audio file accessible to the device running the editor and know the song’s approximate tempo and where its first beat occurs. You will enter those values in the editor; the official instructions do not specify a universal tempo range, a required file extension or a fixed offset unit.

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A short design outline prevents timing work from being wasted. Note the sections where the song changes energy, where a visual transition would help, and where the chart should give the player recovery space. These are planning suggestions, not hidden editor requirements; the editor itself does not publish a mandatory chart template.

Choose a starting method: new level or imported record

Open Level Editor from the main menu. In the record editor, select the first icon. You then choose between creating a new level from scratch and importing a file. Both routes lead to an editable record, but they solve different problems.

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Starting method What you gain What you must check Best fit
Create a new level from scratch Complete control over the chart’s events, visual direction and structure from the first timeline marker. You must establish the music setup and author the gameplay yourself. A new concept, a personal challenge or a chart whose pacing should not inherit another creator’s decisions.
Import from a file A starting record that can save time compared with laying out every event from zero. Inspect the imported timeline, music settings and visual choices before changing difficulty or adding sections. Remixing an existing record or iterating on another player’s work when you have permission to use and share it.

Importing is not a substitute for testing. An existing record may have been authored around different music, timing assumptions or player expectations. Treat it as a starting point, then run the same alignment and readability checks you would use for a new chart.

Set the music source and timing

After choosing how to start, select either Use Game Music or Import Music. This choice affects both preparation time and how much timing calibration the record needs.

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Option Setup effort Timing control Audio ownership
Use Game Music Lower: the track is selected from music already available in MR. RECORDS. You avoid entering the imported-track timing values documented by the editor. You are using music supplied inside the game rather than selecting a separate file.
Import Music Higher: select an audio file and provide the editor’s timing and playback values. You control the tempo and first-beat offset, then tune scroll speed and music volume. You must have the audio file available and must have the right to use and share it.

Using the game’s music

Select Use Game Music when you want the quickest route to a playable prototype or when you want to concentrate on chart design rather than audio calibration. You still need to place events against the timeline and play the record to verify that your intended patterns read clearly.

Importing your own track

Select Import Music, choose the audio file, and enter these four settings:

  • Tempo: the song’s beats-per-minute value. It establishes the beat spacing used by the timeline.
  • First-beat offset: where the first beat of the song falls relative to the beginning of the timeline. A wrong value shifts every beat-based event.
  • Scroll speed: how quickly chart content moves for the player. It changes the practical reaction window even when event positions stay the same.
  • Music volume: the playback level of the imported track relative to the gameplay experience.

Enter and verify these values before building a dense pattern. Start with a small, representative section of the song, place a few events on obvious beats, and play it. If those events consistently appear early or late, correct the tempo or first-beat offset before authoring the rest. This is more efficient than retiming a complete chart.

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The official instructions do not state which audio formats are accepted or how the editor reports an invalid file. If an import is rejected, confirm that the file is readable by the platform, try an audio file exported in a commonly supported format, and consult the current build’s official documentation rather than guessing a format requirement.

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Author gameplay on the timeline

Place notes, obstacles and effects

With the music established, work along the timeline in musical sections. Place notes where the player should respond, add obstacles to create movement or risk, and use effects to reinforce changes in the song or the environment. The editor’s official description confirms these event categories but does not publish a fixed set of patterns or a prescribed difficulty scale.

Build from sparse to dense. A practical sequence is to mark the song’s main beats, add a simple playable phrase, test it, and only then layer additional notes, obstacles or effects. This keeps a timing error local and makes it easier to tell whether a problem comes from the song setup or from the pattern itself.

Use generation and manual editing together

The official FAQ says the editor can generate gameplay. Generation is useful for producing a first pass, especially when you want to hear how a track might translate into a chart quickly. Treat generated content as a draft: inspect every section, remove patterns that do not suit the song, and add intentional transitions manually. The documented sources do not promise that generated gameplay is automatically balanced, beat-perfect or ready to publish.

Shape the visual presentation

Customise available assets, colours, animations and backgrounds after the core timing works. Visual changes should support recognition rather than hide gameplay. During testing, check whether an effect or background makes a note or obstacle harder to see, particularly when several events occur close together. If readability suffers, simplify the visual treatment before increasing chart density.

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Organise the record in sections

Use the song’s natural changes as checkpoints: an opening, a build, a main section, a break and a final passage are useful conceptual boundaries even if the editor does not require named sections. Finish one boundary, play it, and then continue. This creates clear places to revisit when a later change affects pacing or difficulty.

Test the level directly in the editor

Select the play option in the record editor to run the record immediately. The official sources describe immediate playtesting, not an automated validator, score threshold or latency test. A level is therefore ready only when your own repeated runs show that its timing and presentation work as intended.

A repeatable playtest loop

  1. Play a short section first. Start with the opening or the section you just edited instead of waiting until the whole record is complete.
  2. Check beat alignment. Listen for whether notes and obstacles arrive with the intended beats. If an entire passage is shifted, return to tempo or first-beat offset rather than moving every event individually.
  3. Check visual readability. Confirm that notes, obstacles and effects can be distinguished at the chosen scroll speed and that backgrounds or animations do not obscure them.
  4. Check spacing and recovery. Look for clusters that leave no practical time to react, abrupt changes that are not signalled by the music, and transitions where the player needs a moment to recover.
  5. Check audio balance. Make sure the music volume lets you hear the track without overwhelming the gameplay cues available in the build.
  6. Record one change at a time. Adjust a timing control or a small group of timeline events, replay the same passage, and compare the result.
  7. Run the complete record. Once individual sections work, play from beginning to end to catch cumulative timing drift, fatigue from sustained density or a final section that is out of character with the rest.

Symptoms and likely adjustments

What you notice First adjustment to try Why
Nearly every event is early or late by a similar amount. Review the imported track’s first-beat offset and tempo. A global shift usually points to music calibration rather than dozens of misplaced events.
The first section aligns, but later sections drift. Recheck the tempo value and compare the timeline with several later beats. An incorrect tempo changes the spacing progressively as the song continues.
Events are technically on the beat but hard to react to. Reduce local density, adjust scroll speed, or add space around obstacles. Alignment alone does not guarantee readable or comfortable gameplay.
The chart is difficult to see during effects or transitions. Change colours, animations or backgrounds and replay the same passage. Presentation choices can compete with gameplay information.
The imported song plays at an unsuitable level. Adjust music volume and test again with the same hardware. Volume balance is part of the record’s playability, not only a cosmetic setting.

These checks are practical editing methods, not an official scoring rubric. Because no documented automated pass/fail system exists, keep the standard consistent: test the same sections after each significant change and, if possible, ask another player to try the exported record without explaining the intended solution.

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Export a finished record and share it

When the record plays as intended, select it and scroll to Share. The editor creates a ZIP file. That archive is the hand-off format described by the official instructions, so keep the exported file unchanged when you want another player to import the record.

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  1. Finish your final playthrough and save any edits required by the current build.
  2. Select the record in the editor.
  3. Scroll to Share and activate it.
  4. Choose the platform’s file destination if prompted and confirm that a ZIP file was created.
  5. Send the ZIP to the intended players through a channel that accepts file attachments.

The official FAQ directs creators to the official MR. RECORDS Discord to find and share levels. When posting there, identify the record clearly and state which game build or platform you used if that information is relevant to the recipient. Do not assume that an imported song can be redistributed: share audio only when you have the necessary rights, and remember that a recipient may need access to the same music file or game content for the record to work as intended.

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Keep an editable source

Exporting a ZIP is for sharing, not a replacement for your working project. Keep the original editable record and a note of the imported track’s tempo, first-beat offset, scroll speed and volume. If a later build changes behaviour or a player reports a timing issue, those values let you reproduce the setup instead of trying to infer it from the archive.

Scratch creation or import: a practical decision guide

Choose from scratch when the chart’s identity matters more than speed: you want a distinct structure, a new visual concept or full control over every event. Choose file import when an existing record already provides a useful foundation and your goal is to remix, rebalance or extend it. In either case, verify that you are allowed to modify and redistribute the source record.

Likewise, choose Use Game Music when you want fewer audio variables and a faster first prototype. Choose Import Music when a particular track is central to the idea and you are prepared to calibrate tempo and first-beat offset yourself. The more control you take over the audio, the more important early timing tests become.

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A compact pre-share checklist

  • The record opens from the Level Editor and uses the intended starting method.
  • The music source is correct, and imported tracks have verified tempo and first-beat offset values.
  • Scroll speed and music volume make the chart practical to read and hear.
  • Notes, obstacles and effects are placed on the intended beats.
  • Colours, animations, assets and backgrounds do not hide gameplay information.
  • Each section has been replayed after its last edit, followed by a complete run.
  • The exported ZIP opens or imports correctly in the same build used for testing.
  • You have kept the editable source and have permission to share any imported record or audio.

That process reflects what the documented editor supports today: configure the music, author on the timeline, play immediately, revise, and export a ZIP for the community. If a future build adds validation, new audio requirements or a different sharing path, use the labels and instructions in that build rather than relying on assumptions from another version.

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