Rock Band Codexery

Tour

Earn credits, unlock the next song, and climb the setlist one tight performance at a time.

Tour

Tour is the primary career and progression mode in the Rock Band franchise, developed by Harmonix. It frames the player's experience as a band working its way through a setlist: you begin with a small pool of unlocked songs, earn credits by performing them well, and use those credits to unlock or purchase the next track in the sequence. The mode gives the otherwise arcade-style free-play sessions a long-term arc, rewarding consistent accuracy and instrument mastery over time.

Tour appears across the mainline Rock Band titles (2007 through 2015) and is the default way most players structure their practice. It sits alongside Free Play, Quick Play, and multiplayer modes, and in later entries such as Rock Band 2 it was expanded to let players build and share custom tours with their own song order and unlock rules.

Type
Career / progression mode
First appears
Rock Band (2007)
Developer
Harmonix
Instruments supported
Guitar, Bass, Drums, Vocals
Progression mechanic
Earn credits via performance accuracy; spend to unlock next song
Available in
Rock Band, Rock Band 2, Rock Band 3, Rock Band 4

Lore & Background

In the Rock Band world, every band starts in a basement or a dive-bar slot, playing a handful of covers for a thin crowd. Tour mode is that journey rendered as a game loop: the setlist in front of you is the band's current repertoire, and each song you nail adds to the credit jar at the merch table. Miss too many notes, and the crowd thins; the next track stays locked behind a paywall you can't yet afford.

As the setlist grows, the implied venue grows with it. The early songs tend toward simpler, more forgiving arrangements; the later entries demand tighter timing, more complex fills, and vocal runs that punish a sloppy pitch. The progression is not gated by a story or a character arc—there is no narrative cutscene between tracks—but the difficulty curve and the expanding song pool create a clear sense of a band that is, song by song, getting better and bolder.

In Rock Band 2 the concept was handed to the player: custom tours let you set your own unlock order, your own credit thresholds, and your own mix of genres, turning the mode from a fixed career into a personal practice curriculum. The underlying principle stayed the same, though—Tour is where you go when you want the game to tell you what to work on next.

In Their Own Story

The amp hums at 6 p.m. and the setlist taped to the monitor reads only four songs tonight. You slot the guitar in, hit the first track, and the notes scroll in a lazy, forgiving rhythm. By the end of the chorus you've got a small pile of credits sitting in the corner of the screen, and the fifth song's title flickers from grey to white. You take a sip of water, check the drum pad for a loose stick, and queue the next one. The crowd in the game's crowd-cam is a little bigger now. It's not a stadium yet. But the setlist is longer, and that's enough for tonight.

Reader's Guide

New player: From the main menu, select Tour. You'll see a vertical setlist—some songs are lit (unlocked), some are dimmed (locked). Pick an unlocked song, choose your instrument, and play. Your accuracy percentage at the end determines how many credits you earn. Spend credits on the next locked song to unlock it, or buy a song outright if you've saved enough. Repeat until the whole setlist is open.

Veteran depth: Guitar/Bass (Pro mode): Instead of the four-color note highway, Pro Guitar and Pro Bass present a six-string fretboard. You must pick the correct string (E, A, D, G, B, e) by pressing the corresponding string button while holding the fret position. Chords require simultaneous string presses; bends and slides demand you hold and drag. Accuracy is judged per-string, so a wrong string on one note of a chord still scores that note as a miss even if the fret is right.

Drums: The standard four-pad plus cymbal layout maps kick to the bottom pad, snare to the center, hi-hat to the top, and toms/cymbals to the side pads. In Pro Drum mode (Rock Band 3 onward) you get a full kit with separate crash, ride, and multiple tom pads; the note highway shows individual pad icons rather than color-coded circles, and you must hit the exact pad shown.

Vocals: Scoring uses a pitch window around the target note. Your microphone input is tracked in real time; staying within the green band scores a hit, drifting into the yellow band scores a partial, and missing the band entirely is a miss. Harmony tracks in later titles require you to hold the harmony button while singing the lead, and the scoring window tightens slightly on the harmony line.

Did You Know?

More in Instruments & Mechanics

Elsewhere in the Rock Band universe

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →