I like the tune for the unusual harmonic progression, it is a bit like an escher optical illusion creating a feeling of an infinite stairway that you think of walking up while at the same time you have to notice that you’re not rising, but falling.
the beat sounds purely synthetic to me, no break beat samples involved in my ears…maybe with drum machine samples as basis…
to get a synthetic kick, normally I would have 3 components as basis (not always ofc). a “thud”, a “click” and a “tap”, I name them. the thud is the bassy part, like hitting from ~300-100 down to 100-30 hz. the click is more like a tight snap, clicking around 500-2000 hz, sometimes with higher harmonics, a sharp click like a very clean drumstick clack noise. the tap is what makes your kick so crisp, like a hat without clanc, or soft crisp felt/paper hit noise, only the high noisy part like 4k-10k. you could for example use some hf noise and filter/envelope it to get a softish yet defined and bright “tap”. each part will have to be eqed to match the desired tonality, and has to be synced in time perfectly to hit together.
If I layer such sounds in renoise, to sync them I use the chorus device on each component seperately in the instrument fx. No modulation depth, no feedback, and 100% wet, and shift the delay with fine tune (hold ctrl) until the components are matching tight enough. This is important to make the hit “sound as one”. Like for a bassdrum, I would first sync the click so it is perfect with the thud, then sync the tap to the whole thing so it sounds one with the click.
the metallic higher pitched hat/snare sound is probably a hat symple (with some 800-2k clank in), fed through a comb filter (or chorus/flanger with strong feedback) that is being slowly modulated in pitch (chorus is predestined for this sound).