An indie videogame developed almost solely by Dylan Fitterer and available for purchase on UsefulNotes/{{Steam}} for a low price.

Throw ''F-Zero'' into a ''Klax'' track and make it a music game (though not a RhythmGame in terms of timing button presses) in much the same vein as ''[=FreQuency=]'' and ''Amplitude'' (by Harmonix of ''VideoGame/GuitarHero'' and ''VideoGame/RockBand'' fame), gauge performance by implementing an online scoreboard for ''every single song played'', and design the game so that it can take almost any audio track in most common formats and [[MusicPlayerGame generate a playable track out of it.]] Y'know, the sort of game that is probably a controlled substance in several countries. The genre is hard to pin down, but can broadly be described as a PuzzleGame.

The gameplay is deceptively simple. The game has you riding a small spaceship down a colorful, bumpy track (its shape generated based on the music file you provide the game with) with colored blocks scattered throughout, which you use to score points. There are two major game modes: Mono and Puzzle, the latter being divided into several "characters" or playing styles (Pointman, Pusher, Vegas, Eraser, and Double-Vision.) Both require you to [[MatchThreeGame match up three same-colored blocks,]] but in Mono there is only one type of color block, and gray blocks you have to avoid. The Puzzle modes have three to five colors depending on difficulty level, along with an array of powerups. The objective is to make as many and as large matches as possible (and if you're on Mono, do it without hitting any greys) to get a high score.

The ability to play any song is the game's unique selling point. Rather than being restricted to whatever tracks and artists the developers could buy, you can just go with anything in your CD collection. If your music collection sucks, then there's also the in-game "radio" system where the developer selects a bunch of indie tracks suggested to or discovered by him; plus the fact that the game comes with the [[VideoGame/HalfLife2 Orange]] [[VideoGame/TeamFortress2 Box]] [[VideoGame/{{Portal}} soundtrack]] bundled with it for free. Yes, that includes ''[[{{Earworm}} Still Alive]]''.

Some people at the Website/GameFAQs community have tried figuring out a plot to this game. [[http://www.gamefaqs.com/boards/genmessage.php?board=944577&topic=43077598 This topic]] comes closest to what the plot actually is. Then again, [[DisneyAcidSequence with an acid game like this]], who needs plot?

A free version of the game called ''Audiosurf: Tilt'' was released for the short-lived Zune HD in November 2009. The gameplay was a much simpler version of Mono; the goal of ''Tilt'' was to collect as many blocks as possible while avoiding roadblocks by using the device's accelerometer. Hitting a roadblock caused the ship to leap into the air, preventing the ship from being able to capture blocks for a short time. [[AndYourRewardIsClothes Collecting blocks allowed players to purchase more track designs.]] It is no longer available to download due to Microsoft's discontinuation of the Zune brand.

A sequel called ''Audiosurf 2'' is currently available on Steam. Unlike the original game, the sequel takes its title rather literally with the player now playing as a cyber-wakeboarder who, in addition to picking up blocks similar to the original games Mono mode now must use the tempo of the song to launch himself into the air and do flip and grab tricks. [[http://audiosurf2.com/ Check it out here.]]

Website/YouTube won't stop until every single song in the world is ridden. And before we forget, [[TheWikiRule yes]], [[http://audiosurf.wikia.com/wiki/Main_Page there is a wiki for the game]].

See also ''VideoGame/BeatHazard.''
!!'''Tropes surfed over by this game include:'''
* AlternateRealityGame: Is one of the Potato Sack: 13 indie games that form the bulk of the material of Creator/{{Valve|Software}}'s "[[http://valvearg.com/wiki/Valve_ARG_Wiki PotatoFoolsDay]]" ''VideoGame/{{Portal 2}}'' ARG.
* BulletHell: Audiosphere mode in the second game, as well as the Workshop "Evasion" mod.
* CharacterSelectForcing:
** If you want the Pro throne on a popular song, and it's a slower one, using any character other than Vegas will probably be futile. Prior to the update that buffed Vegas and Eraser, it was Pointman dominating the scoreboards.
** And if you want the throne on ''any'' popular song, it's nearly impossible to do so if you use one of the Mono characters.
** No matter which mode you choose, songs marked [as-portal] will be defaulted to Pointman.
* DifficultySpike:
** Any Elite character on Ironmode.
** Happens a lot in-song too- Radioactive by Kings of Leon goes insane when there is a chorus.
** Same happens in Shut Up and Explode by Boom Boom Satellites - while never exactly a cake walk, it goes scarlet close to the end.
** Bioxeed music (from ''{{VideoGame/Dystopia}}'' or otherwise), tend to start off slowly then go intense as soon as the main part of the song kicks in.
* DisneyAcidSequence: Edit the screen colours and select the screen filter to create your own special acid trip!
* DoublePlay: Double Vision gives you two cars to control, either yourself or with a second player.
* EverythingDances: The background objects dances to the music, whatever they are. Even the road you're surfing on bounces and bumps to the beat!
* ExcusePlot: Some folks over at Website/GameFAQs came up with one [[http://www.gamefaqs.com/boards/genmessage.php?board=944577&topic=43077598 here]].
* FallingBlocks: It's not game over if you let a column fill up (unless you're on Ironmode), but it will set you back.
* GameBreakingBug: A Minor one when playing with a controller, your ship still moves when paused if the control stick is tilted. If you are near any Grey blocks, well, say goodbye to your Perfect Run.
* GameMod: Thanks to Audiosurf 2's Steam Workshop integration, there are endless new gamemodes to play and skins to use, turning the game's already endless replayability UpToEleven.
* GeniusProgramming: The creation of a game that can generate a level from ''any audio clip in existence'' can only be described as such.
* HostileShowTakeover: Combined with {{Crossover}} and BreakingTheFourthWall. During the Potato Fools Day [[AlternateRealityGame ARG]], [=GLaDOS=] from ''{{VideoGame/Portal}}'' invaded the game and forced players to play [[http://www.youtube.com/watch?v=rwG1Oo-x8qE&feature=related The Device Has Been Modified]] (in first person, holding a Portal Gun, no less). Getting Gold on the level unlocks a clue to solving the ARG's puzzle.
** These elements of the game are still available today and will be activated when playing a song with the ''[as-portal]'' tag in the title, which is automatically added in songs from the ''Portal'' OST.
* IdiosyncraticDifficultyLevels: Casual, Pro, and Elite; the Elite version of Mono is "Ninja Mono." Some characters are restricted by level: Eraser and Pusher aren't available on Casual, and Vegas is Pro only. Ironmode is not a separate difficulty level, but a modifier that can be applied to any playstyle and level.
* InterfaceScrew: The [as-bankcam] and [as-swind] tags.
** Also, [as-first], as you can't see incoming blocks.
* LuckBasedMission:
** [[MeaningfulName Vegas's]] special abilities are entirely luck-based, and no matter which character you play, powerups and white blocks won't be in the same places every time.
** Due to the prevalence and random positioning of the Paint and Multiplier powerups, any Puzzle character on Casual or Pro levels can fit this trope, at least when good players are jockeying for the top spot on the scoreboards.
* MarathonLevel: Literally ''any'' long piece of music will make one. A song greater than 12 minutes can go for 300k-400k on average run in Ninja Mono. If's it's upbeat, expect higher.
** There is an achievement for successfully avoiding all gray blocks in a MarathonLevel on Ninja Mono.
* MatchThreeGame
* MetaMultiplayer: Of the Leaderboards variety.
* MundaneMadeAwesome: Make any audio file into something playable into this game. ''ANYTHING''.
* MusicPlayerGame: TropeCodifier.
* OverlyLongGag: [[http://www.youtube.com/watch?v=9_b9YOPzhiU&fmt=18 This]] run of Music/JohnCage's 4'33".
* {{Portmantitle}}
* ScoringPoints: It's one of the few modern games wherein a high score is the main goal.
* SequelDifficultySpike: Audiosurf 2 is significantly more difficult, due to both gameplay and aesthetic reasons. On the gameplay side, Audiosurf 2 is much better at handling very fast songs, giving you far less reaction time than its predecessor. On the visual side, modding support allows for visually cluttered tracks that make it hard to identify upcoming blocks before they're on top of you. Furthermore, in Mono mode, the grey blocks that you had to avoid in the previous game are now black with grey edges, making them much harder to identify from a distance.
* ShoutOut: You get an achievement for making a match of exactly 24 blocks. This achievement is called "[[Series/TwentyFour Bauer]]".
* TronLines: Seen on the cars and parts of the scenery.