Gridwright Studio
Chiptune Music cover

What's in the pack

10 original looping game music tracks and 12 jingles, every one in an 8-bit and a 16-bit version. Each track comes as a seamless loop, an intro + loop file with loop points, a full version with an ending, a calm version without the lead melody and 4 stems (lead, harmony, bass, drums) for adaptive music. For RPGs, platformers, arcade, action, puzzle and jam games.

Licence in one line: use it in your commercial games and their videos; do not resell the music. No credit required.

The 10 tracks

  • Press Start (heroic title theme; D major, 120 BPM, 4/4; 48 s loop, 105 s full): title screen, main menu, trailer.
  • Open Road (adventure, overworld map; G major, 138 BPM, 4/4; 42 s loop, 91 s full): overworld, world map, first level.
  • Market Square (cheerful town, village; F major, 112 BPM, 4/4; 51 s loop, 112 s full): town, village, hub, cozy game.
  • Coin Counter (bouncy shop; C major, 124 BPM, 4/4; 31 s loop, 68 s full): shop, menu, inventory, upgrades.
  • Mossy Path (gentle forest, exploration; A minor, 92 BPM, 4/4; 42 s loop, 95 s full): forest, field, exploration, calm level.
  • Deep Halls (dark dungeon, cave; E minor, 88 BPM, 4/4; 44 s loop, 99 s full): dungeon, cave, crypt, tense exploration.
  • Clash (fast battle; A minor, 160 BPM, 4/4; 36 s loop, 78 s full): battle, combat, action level, chase.
  • Titan Awakens (intense boss fight; C minor, 168 BPM, 4/4; 46 s loop, 97 s full): boss fight, final battle, escape.
  • Lantern Light (calm night, rest; Eb major, 76 BPM, 3/4; 57 s loop, 126 s full): night, inn, save room, menu, credits.
  • High Score (upbeat arcade, platformer stage; A major, 150 BPM, 4/4; 38 s loop, 84 s full): platformer stage, arcade, racing, puzzle action.

The 12 jingles

Press Start (1.5 / 4.6 s), Level Start (1.9 / 5.2 s), Level Complete (2.4 / 5.9 s), Victory Fanfare (3.4 / 6.1 s), Game Over (4.9 / 6.2 s), Item Get (1.3 / 3.3 s), Secret Found (2.0 / 3.8 s), Quest Complete (2.7 / 6.2 s), Boss Appears (3.4 / 6.2 s), Checkpoint (0.9 / 1.6 s), Inn / Rest (4.7 / 6.0 s), New Area (2.7 / 4.7 s) (8-bit / 16-bit length). Each as WAV + OGG.

Two versions of every piece

  • 8-bit: pulse channels, a 4-bit triangle bass and noise drums, volume and vibrato stepping at frame rate like an 8-bit console. Dry, with a short echo on the lead.
  • 16-bit: FM lead and FM bass, brass, flute, plucked strings, bells, string pads, a drum kit and reverb.
  • The same notes and the same file names in both folders: switch your whole soundtrack by changing one folder.

Made for game work

  • 5 versions of every track: loop, intro + loop (loop points in the file), full with an ending, calm (no lead, for dialogue and menus) and 4 stems that add up to the loop (the build checks it).
  • Seamless loops: each loop is rendered in a circular buffer, so note tails, echo and reverb from the end come back in at the start. No click, no gap, no fade.
  • Loop points everywhere: WAV "smpl" chunk (Godot 4 imports the loops by itself), OGG LOOPSTART/LOOPLENGTH (the RPG Maker convention), and music.json.
  • music.json + cue_sheet.csv: key, BPM, time signature, bars of intro, body and ending, and every file with its length in samples, loop points, loudness and true peak.
  • Mastered for games: -16 LUFS integrated, true peak at or below -1 dBTP, one gain per track so every version and stem mix plays at the same level.
  • OGG Vorbis (44.1 kHz stereo) of everything; WAV (16-bit) of the loops, intro + loop files and jingles.
  • player.html: open it in your browser and hear every track, version and stem, offline, with an 8-bit/16-bit switch and mute buttons for the stems.
  • Plays in Godot, Unity, GameMaker, RPG Maker, Construct, Phaser, LOVE and anything else that plays OGG or WAV.

What it does not include

No vocals or recordings, no MIDI or tracker files, no 48 kHz files. The full, calm and stem versions are OGG only; WAV is for the loops, intro + loop files and jingles.

Licence

Use and edit in personal and commercial projects, including trailers and videos of your game; shipping the music inside your game is fine. No resale or redistribution of the music, edited or not, and no registering it with content-ID systems. Credit is appreciated, not required. Not for AI training or NFTs.

How it was made

The tracks were composed as note data (melodies, chords, bass lines and drum patterns) with AI-assisted tools and synthesised by our own code (Python + numpy): oscillators, noise, envelopes, FM, filters, echo and reverb. Nothing was recorded or sampled, and no AI audio model was used. That is why the page is tagged AI Assisted (Sounds, Code).

Sound effects that match: Gridwright Retro Sound Effects (700+ sounds, 8-bit and 16-bit).
See our packs in a real game: Gridwright Survivors (free demo).
Make your own game: Gridwright Survivors Template.

Goes well with