Hello Rocksmith fans!

It’s been awhile since the Rocksmith+ Beta has ended (July 23rd) some of us found new music to enjoy, others weren’t so into the beta library (or the beta at all). In any event there was an exit survey that resulted in a developer diary (on July 28th) discussing the feedback that they received.

Since then, it’s been radio silence. The end of summer approached and many wondered if the game would simply just appear without any kind of major announcement. Today we got our answer…

Yes, the projected date of Summer 2021 (for PC) or Fall 2021 (for consoles) will not be met.

In addition to the announcement they released a September developer blog which outlined some of the areas they’ll be focusing on for the now 2022 launch.

Here are some takeaways from today’s blog:

Emphasis added by TRR staff


In last month’s Rocksmith+ Dev Diary, we thanked all of you who participated in our PC closed beta test, shared our development priorities inspired by your feedback on forums and social media, and promised that we’d follow up with you all once we’d read through the beta surveys.

Well, we’ve now absorbed and aggregated over 6,500 pieces of survey feedback on Rocksmith+. Thank you to so many of you that took the time to share your thoughts with us – it speaks to the passion of this community and how much you care about music learning. A recurring message that you shared with us was that “Rocksmith means a lot to me and I want to see it succeed.” Music and Rocksmith mean the world to us too.

We are inspired by your passion for the game and after reading your detailed feedback, we’d like to share timeline updates, development progress, and next steps.

We originally targeted a “Summer 2021” launch on PC. We didn’t set a hard date because we wanted the flexibility to react to feedback and to adjust release timelines to match. We’ve mapped out the work we’d like to prioritize following your feedback and decided that Rocksmith+’s release will fall outside that Summer 2021 release window.

We understand that this delay is disappointing. Our decision stems from a commitment to quality first, and a desire to meet the high expectations of our community and ourselves. Every Rocksmith+ player deserves to easily find the music you care about, to feel a sense of growth and mastery over your instrument, and to trust that the notes you play are heard fairly and accurately.

We will share a new release date when we can. Since Rocksmith+ will be a live service built on constant updates, feature improvements and new content, we must think long term. work-life balance is an important consideration as we plan our launch date and accompanying live service support post launch. A healthy team means a healthy product built to last for many years to come. Thank you all for your patience and for your understanding while we put in the extra time.

So as of now there is no projected release date outside of “2022” usually we’d have Summer/Fall/Winter but this time it’s simply “not in 2021”. They as well stress that they aren’t going to put the team through crunch which has been an issue in the game industry especially during the pandemic where working from home has blurred the lines of Work-Life Balance.

A lot of work has gone into Rocksmith+ since the beta ended in July, so we’d like to touch on some of the improvements so far. The beta feedback aligned with the development priorities we detailed in last month’s dev diary, and the big improvements we’d like to make fall under the following categories:

  1. The song library
  2. Audio inputs and note detection
  3. Progression and education
  4. UI, search, and content discoverability

Sincerely, Arthur and the Rocksmith+ Team

Obviously these areas they’ve outlined are indeed the ones that seemed to have the most feedback during the closed beta. Many people are probably hoping for them to discuss the features that weren’t in the beta (Session Mode, Guitarcade, Multiplayer, etc) but it seems like they’d rather focus on fixing what was prioritized for testing.

1. The song library

Songs are the most important part of Rocksmith+. The beta by design had a restricted selection of around 500 songs. This wasn’t enough. Including more song arrangements is a primary driver opting for more development time.

For the Rocksmith+ launch, we’re committed to offering over 5,000 songs. And that’s just to start.

Compared to Rocksmith 2014, we’ve increased the size of our notetracking team five-fold and we’ve massively improved our production tools for creating transcriptions faster. We’re currently evaluating the weekly release cadence for hand-made arrangements, but we can already confirm it’s well over 10 times the weekly verified content we had in Rocksmith 2014. We expect to get much faster. And this doesn’t include the AI-generated chord chart arrangements or the community creations from the Rocksmith Workshop.

It is worth noting that in Rocksmith+ they reference arrangements, not songs. If we take the last year of 2014 DLC as an example, where 3 songs per week was the norm or 9 arrangements, multiplying that out by 10 gives us 90 arrangements per week or 30 songs, fully charted.

Speaking of Rocksmith Workshop, the team have been hard at work to ensure creating your own transcriptions are as easy as can be. We understand transcribing is a high skill ceiling no matter how powerful our tools, but we’ve added more supported file formats and included major quality of life features like click and drag.

Of course, we know that it’s not just the quantity of songs that matter, it’s also about having the songs that you want to play. This means notetracking additional popular artists to bolster our catalog diversity and meet player expectations. We know this is the single biggest factor for most players to subscribe to Rocksmith+ so we have to deliver.

Obvious statement but transparency on this is pretty important especially when you are holding up this theoretical 5,000+ song library to the existing 1,500 – not counting lesson tracks with Rocksmith 2014 Remastered.

And finally, to my fellow bassists, we heard you: we didn’t have enough bass arrangements in the beta. We’ve been rectifying this over the last couple months and we’ve already added hundreds of new bass arrangements to the library.

Indeed, this is good news and if you are able to access the Creators Dashboard (no longer accessible) you can already see all the arrangements (like bass) added to the 500 songs in the beta.

2. Audio inputs and note detection

We’ve committed significant polish time to the feel of note detection since the beta. While our audio engine and tuner in Rocksmith+ are much improved over past Rocksmith releases, your feedback helped us to dial in the subjective aspects of detection. Detection that’s too strict can feel robotic, losing out on the swing and fun of our favorite songs, alternatively, detection that is too forgiving sacrifices challenge and can foster bad habits. After several months of tuning and bug fixing, we’re confident we’ve found the right balance for as many players as possible. Chords now allow more “give” and sustains are more flexible and accurate, low-frequency bass tones are better detected, and tremolo techniques work as intended. We look forward to you trying these improvements for yourselves.

The game sounds great, but there were definitely detection issues, especially on bass. Good to hear they found the sweet spot and Chainbrain can finally 100% that Bloodbath song 🤘

Many of you connected your guitar or bass to Rocksmith+ using “Other Interfaces,” your own audio setups outside of the official Real Tone Cable or our Rocksmith+ Connect mobile app. Support for other interfaces was highly requested in Rocksmith 2014 and we were delighted to finally be able to offer this feature in Rocksmith+, even though we knew it would demand a lot of testing. With our team working from home over the last 18 months, testing a vast array of audio configurations internally was quite a logistical challenge. With all the devices we ordered and sent out to our testers, audio designers, and engineers ended up looking like makeshift recording studios! With your help during the beta, we uncovered and fixed the bulk of the crashes and UX issues with the most used audio interface configurations. We will continue to improve the “Other Interfaces” experience through Rocksmith+’s launch and beyond, prioritizing the most ubiquitous device configurations first.

For people that already have an interface or simply can’t find the RealTone Cable in their country (see: outside of North America). This is a huge deal! In the beta there were issues with ASIO but once it worked it seemed to be worth the hassle. Good news that they’ve ironed out the bugs with this.

For players who’ve downloaded our Rocksmith+ Connect mobile app on iOS or Android, we’ve released multiple title updates to make the app load faster, offer more troubleshooting support, increase quality of life, and further refine detection. If you weren’t aware of the Rocksmith+ Connect app, it’s available to download now on Apple or Google Play stores. The app also doubles as an extremely accurate and free tuner. 🙂

Surprisingly didn’t mention that the app eventually will become the full fledged Rocksmith+ 🤔

3. Progression and Education

A demonstrable sense of progression on your instrument is essential for motivation, confidence building, and learning. The beta surveys indicate that many of you are excited about our new Skills Profile feature, which tracks and displays growth across all detectable techniques in Rocksmith+. The objective with this skill-based leveling system is to offer a feeling of meta-progression beyond just individual songs and serve as a bridge toward music theory. However, due to bugs in the beta test, the Skills Profile feature wasn’t yet tracking progress as intended. We have since addressed the issue and are hard at work tuning the leveling balance of these skills now. We’re excited for this feature’s growth over time, including the ability to launch songs featuring specific techniques directly from the Skills Profile page.

On the song level, “mastery” is the aggregate of an arrangement’s difficulty and the accuracy of the performance. It’s the ultimate objective of most song gameplay in Rocksmith: to play a song with all its notes, just like the original recording, at full accuracy. We decided that mastery’s presentation in the beta was too opaque and the calculation behind it felt disconnected from player goals. We’ve since streamlined the presentation and the math behind mastery to be more welcoming, elegant, and understandable. As an example: now if you play a song at half difficulty (50%) and attain 90% accuracy (great job!), you will have earned a mastery level of 45. The math behind mastery is simple: difficulty multiplied by accuracy represented as a percentage. To push your mastery further, Adaptive Difficulty will increase the song’s complexity gradually to meet your improving skills.

Yes, this is a good idea. If Mastery was confusing in Rocksmith 2014 it was even moreso in the beta

Or if you’d like to forego Adaptive Difficulty and play the song with all the notes present from the start, we’ve made that easier for you. We’re putting the finishing touches on the returning “Override to Max” feature, meaning experienced players won’t have to manually adjust those difficulty sliders every time you launch a song.

Everyone liked this.

We fixed many bugs and improved UI in the Song Progress page, so we’re now accurately tracking your initial song mastery and how much you’ve grown on a particular arrangement over time. Think of this feature as a “before and after” logbook for the mastery of your most played arrangements, a way to show off your progress as a musician.

In the beta, we only had a handful of lesson suites. We’ve now integrated the full interactive curriculum for introductory lessons across both guitar and bass, and we’re working on intermediate lessons now. These lessons feature original compositions from our notetracking team designed to help you learn key skills like popular chords, scales, and string skipping techniques. We’re setting up a live release cadence for new lessons so there will always be something fresh to learn and look forward to. With beginner and intermediate lesson foundations in place, we’ll ramp up toward more advanced lessons, full genre breakdowns, and music theory.

Well this is exciting! Let’s hope they can rise to the occasion to teach us how to Sweep and Pinch with the best of them.

4. UI, search, and content discoverability

The beta surveys indicated that most people enjoyed the aesthetics of Rocksmith+’s menus, but many of you had trouble finding and searching for songs. We’ve dedicated one of our bigger strike teams to improving search and discoverability at a high priority.

Yes, this was a huge issue. Not sure how you are going to display 5,000 songs and still maintain the Netflix look… Best of luck

The first thing we’ve done is significantly reduce the number of clicks needed to search and find songs. The search feature in the beta wasn’t as intuitive as we thought, so we’ve streamlined the experience with fewer buttons and a cleaner look. The other immediate improvement we’ve made is the addition of more song search filters for arrangement type, tuning, capo support, difficulty, and genre. Finally, the search page now displays the entire library to browse and filter, with a number display that indicates the total amount of arrangements available within your search parameters in real time. Showing the whole library at once benefits from the new pagination feature we added partway through the beta.

This is good news (especially the Genre search) but I hope the search pagination is a bit more elegant than the update we got in the beta…

While we’ve made big strides to improve search already, there remain more important features to include like alphabetical sorting both in-client and on the website, and a Rocksmith 2014-style list view that offers more arrangement data at a glance. The upcoming list view will also help address the feedback that many of the longer artist or song title characters were cut off to fit under the album art.

Oh, so you are going to do the BIG LIST everyone wants, that’s fantastic news. Can’t wait to see it

For the rest of the UI in general, we’re making every effort to reduce clicks, increase speed, and offer more functionality to easily find what you’re looking for. A big area of qualitative testing for us right now is further refining different control types ranging from mouse & keyboard, keyboard alone, and gamepad. However you want to control Rocksmith+, your experience must be smooth.

I’m sure some people still want to control the game with their strings also…

As to the visuals in the noteway, we’ve adjusted the default color saturation, contrast, and blue-on-blue to be significantly more readable. We’re also expanding our palette of noteway color customization options, which will include original Rocksmith 2014 color settings along with our many new ones.

This was the biggest complaint about the beta by far, but let’s hope they also fine tuned those arpeggio windows 90% of people hated

We truly consider our community to be partners in development. Everyone who played the beta and offered feedback is a stakeholder in the future of Rocksmith+ and the future of music learning. You’ve invested in us, and that investment deserves transparency and real talk in return. We will continue to share monthly development updates with you so you can follow our progress and offer your thoughts. When we have a new release date to share, we will.

We hold a quality player experience to the utmost importance. We thank you for your understanding as we work toward making Rocksmith+ the best experience it can be.

Arthur von Nagel is the lead producer on Rockmith+ and has been working on the Rocksmith brand for half a decade. Before joining Ubisoft, he served as a voiceover director, composer, designer, producer, and localization specialist for many videogames. Arthur was the vocalist and bassist for San Francisco Bay Area progressive black/death metal band Cormorant, touring nationally and releasing three albums.

Thanks Arthur! Cormorant content soon?


So there you have it, some Rocksmith+ news! Not necessarily the news we wanted but we can see that the @UbisoftStudioSF team is committed to releasing a quality product, whether you are interested in it or not

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11 thoughts on “Rocksmith+ Delayed till 2022

  1. I’m kind of bummed out that they’re not intending to expand the depth of their lessons which are still pretty basic. As a novice on the guitar, that would be a function I would greatly appreciate. There are plenty of other lessons on the internet and I can understand they don’t want to commit to a particular teaching method (and leave it to the player to decide how to progress on their own), but I think that’s an opportunity sorely missed. If they’re going to make Rocksmith+ optional it makes sense to give the player the option to take lessons through the game instead of elsewhere. After all, the most useful aspect of the game is how its interactive and tracks your progress which you don’t get from YouTube or reading books.

    It would be great to see in depth courses that focus on specific genres, e.g. blues, classical, heavy metal (shredding), etc.

    That’s something I would happily pay money for.

  2. They should just cancel this ill-conceived and shitty product. No one with a brain wants a subscription RS with no CDLC (I mean how are my Patreons supposed to play my 3700+ customs?). Huge step backwards. Almost as shitty as the new Ignition4 search engine.

  3. Far Cry 6 keeps getting delayed so no surprise. I just hope they do another beta because there were a lot of issues needed to be fixed.

  4. perfect opportunity for some other game developer to jump in and actually deliver. 2022 release not exactly very optimistic.

    1. You think another developer is going to develop and bring to market something comparable or better, totally from scratch, in 3 months?

  5. I so want the ability, in Rocksmith’s new world, to create my own arrangements of musical pieces that are not covered by RS license. In such case, I am more than willing to be unable to “publish” the arrangements have have them restricted to my desktop. I merely want to take various tunes I want to master and use the RS “system” to help me learn the piece. For example: think of the hundreds/thousands of exercises for the Classical guitar. I’d love to be able to enter them as individual arrangements and then, ala RS14, create playlist to randomize over them. The associated playback track could be an accompanying MIDI file.

      1. Elliott, You would know better than I would but didn’t the RBN use multi track recordings? If RS+ doesn’t use them or provide some sort of real backing track… It is very limited on what you can do with a song

          1. Unlicensed as in PD, CC0, etc., I would think there only is an issue of getting a sound file of sufficient quality under that same license.

            Unlicensed as in music under copyrightholders not accepting RS+ license terms is just out of the question

            Unlicensed as in unsigned artists is also likely to be out of the question, but there I think a form of procedure for making a valid license, either artist directly with RS+, or through an organization, will be the solution.

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