The Story of Unplugged: Bringing Air Guitar To Life In VR

When it comes to hand tracking games on Quest, nothing really comes close to Unplugged.

Developed by Anotherway and published by Vertigo Games in late 2021, Unplugged is an air guitar game, inspired by Guitar Hero and many others, that lets you shred in VR with a virtual guitar and your real hands.

As I’ve said elsewhere, Unplugged leverages Quest’s hand tracking technology to breathe life into the imaginary act of air guitar. In doing so, it takes hand tracking to a whole new conceptual and technological level, surpassing everything else available on Quest.

“From the very beginning, our obsession was to understand how the technology is limited and try to polish that stuff,” says studio director and Unplugged creator Ricardo Acosta. “That was the very first thing. Not the graphics, not even the gameplay.”

After speaking with Acosta in our virtual studio (full video interview embedded above), it’s clear that creating a polished and tangible experience was always the goal. “I think that hand tracking is here for good,” he tells me. “I wanted to create something that worked for real. It wasn’t just another demo.”

Such strong commitment to this new form of input is a big call, especially for Acosta, who spent years as a hand tracking skeptic while working on the HoloLens team at Microsoft. “When I was at Microsoft, I was like an advocate for controllers,” he says with a laugh. “At Microsoft, they are all about hand tracking, but I was like, ‘No guys, we need controllers. Controllers are great.’ And now I’m saying the exact opposite thing.”

“On the first version of the HoloLens … you have hand tracking, but just like the blob. It’s just the hand, not the fingers.” Without full and reliable finger tracking, Acosta came away disappointed and skeptical. “With the HoloLens 2, it was a bit better, but the lag between your movement and the hand was very big, for a lot of technical reasons.”

Even so, Unplugged was first conceptualized in 2015 — well before the advent of any modern VR’s hand tracking functionality. “I remember being in a concert in Prague and I was just like doing air guitar,” he recalls. “And at some point I was like, oh, this is an interaction that could work in VR.”

“As soon as I went back home, I prototyped something … and it totally worked. It was like, oh, this is good. This is something that we could actually turn into a game.” The original idea developed into something akin to Rock Band but for VR, using controllers and the first Vive headsets and Oculus SDKs. Acosta said he quit his job at Microsoft to work on the prototype, titled Rock the Stage, over the course of four months.

“I think that it was pretty good,” he says of the Rock the Stage prototype, of which videos still exist online.  “The best thing it was that it made you feel like you were there.” But Acosta soon ran into a road bump — music games, and particularly the associated licensing, are complicated work. “You need a lot of money. You need a team of people handling all that music licensing. And I didn’t have all that back in the day. So I decided, at some point, to go back to my job.”

After continuing in Microsoft’s VR/AR division for another few years, Acosta revisited the concept in 2020 while bored at home during the pandemic. “Oculus [had] just released the hand tracking system [for Quest] and suddenly it came to me like, ‘Oh my god, I could actually rescue that…prototype and try [see] if it works using hand tracking.'”

Even in the early stages, hand tracking felt like a turning point for the previously controller-only experience. “It worked so well. . .Back in the day with the controllers was nice, but with hand tracking was exactly what it should be.” Acosta adapted his original prototype into something new, ditching controllers for something much more freeing and immersive. “When I put [hand tracking] on the prototype, it wasn’t perfect, but it was good enough for me to start polishing the experience. I knew that with a bit of work and a few algorithms on top of the hand tracking, I could make it work.”

Acosta created a video showcasing the new prototype game and posted it to social media. It soon exploded and attracted a lot of interest, especially from publishers offering funding. After discussions options with a few different publishers, Acosta signed with Vertigo Games. “They offered the best deal. And also they were bigger, and they really had a super nice vision about what the game should be.”

“At first I was a bit scared about it, because it was a super big project. We didn’t have a company together. It was complicated.” What started as a one-man show had to turn into a burgeoning team. Acosta’s wife joined as a project manager and they were then joined by a few others to make up the small studio now known as Anotherway.

“We are six people now, which is not a lot,” he says. “Very recently, we had the opportunity to grow a little bit, but we decided to stay small. I’ve been working in Microsoft for most of my career. That is a very big company and it’s amazing, but I really like working with just a very small amount of people. It’s a very creative environment.”

Working alongside Vertigo, Unplugged quickly developed into a project with bigger ambitions than Acosta had ever imagined. “I’m very conservative in terms of adding features, because I know that anything you add to a project, it will create a lot of problems, a lot of bugs, a lot of things.”

“They pushed for more staff. They wanted more music, they wanted more venues, they wanted more quality on the game and they’ve been always pushing for that. And I think that, in general, the game would have been way smaller without Vertigo,” he says.

In particular, working with Vertigo opened up opportunities when it came to the proposed tracklist. “In the very beginning we were just going for small bands. And then when we signed up with Vertigo they were like ‘No, like indie bands are cool and we will have a few. But we need famous bands.’ And we were like, oh, but that’s going to be super complicated.”

Vertigo sent Anotherway a Spotify playlist and asked them to add any songs they might want in the game. “And we were like ‘Wait, whatever music?'” It was a big mental shift.

The Offspring’s The Kids Aren’t Alright was the first major song that Vertigo and Anotherway secured the rights to. “We were just like jumping, like, ‘Oh my god, we made it.'” The final selection included some massive artists — The Clash, T. Rex, Weezer and Steel Panther, to name a few. “[Music licensing] is a very time-consuming process, and I knew that. So not even in my wildest dreams I would have dreamed about having Weezer or Tenacious D, The Offspring, or Ozzy…”

The inclusion of Tenacious D’s Roadie is particularly special to Acosta — not only is the band one of his favorites, but he had used the song all the way back in 2015 in the very first prototype. However, the song almost didn’t make it into the final game at all.

Vertigo and Anotherway initially struggled to make contact with Tenacious D to secure the rights. However, Vertigo had a trick up its sleeve — Guitar Hero legend Mark Henderson had been brought on board to assist with the game. “He was like, ‘Guys, leave it up to me. I’ll make it happen.’ So somehow he contacted the manager of Tenacious D and started talking to them.”

With Henderson’s help the rights to the song were secured. But another problem emerged — with a PEGI 12 rating, Roadie’s explicit and frequent F-bombs weren’t going to cut it. “So at another point we were like, ‘Okay, we have the song now, but we cannot use it because we are PEGI 12, so we have to take it out from the list.'”

Acosta made his peace with leaving the song off the tracklist but, in his words, “maybe the stars were in a particular position that night.” Henderson was able to get Tenacious D back into the studio to re-record a clean version of Roadie, specifically for Unplugged, excluding all the swearing.

“It was insane,” says Acosta. “Knowing that my favorite band re-recorded a song just for the game. It’s insane. It’s just amazing. And a lot of people have complained about the fact that it’s a different version of the song, without the swearing. But I’m so proud of that. To me, it’s even better because it’s our song.”

With a solid tracklist secured, Acosta and the team at Anotherway set to work on creating an unforgettable and reliable hand tracking experience. “I am a UX designer, so for me, the main important thing on anything is user experience. If the experience is not good, the whole game won’t work, or the whole experience will be shit, and we didn’t want that.”

As a result, the gameplay itself was adapted and designed to work with, not against, hand tracking. Even tiny changes mad a big difference — the size of the guitar in Unplugged, for example, is a bit smaller than a regular, real-life guitar, which helps keep your hands in view of the cameras.

“In the beginning, with hand tracking 1.0, we had to be very aware of your movements,” he explains. “We had to create the mapping so that the music charts in a way that is always aware of the limitations of the technology.”

That meant that at launch, the mapping in Unplugged didn’t always completely follow the music, leading some players to complain that the music and the notes didn’t always line up. “And we knew why, but we couldn’t do anything about it, because the hand tracking was very limited and you couldn’t move your hand that quickly,” he said.

Nonetheless, Acosta remains proud of the experience offered at launch. “In the first version, it was absolutely playable. Obviously it wasn’t perfect, but it was playable. And I think that we proved that you can actually create a hand tracking game that uses hand tracking very intensively.”

Skip forward a few months after launch and the release of Meta’s Hand Tracking 2.0 software offered huge gains for Unplugged. Not only was the technology more reliable than ever, but it was so good that Anotherway went back and re-mapped the entire tracklist for increased accuracy and challenge. “We want the game to be fully accessible for everyone, obviously. But I think that for 98% of people, the game works very well.”

Nonetheless, Anotherway are still implementing algorithms and workarounds to account for error and improve the experience — the latest being an AI system. “We’re using deep learning in order to see where your hands should be or what’s your pose or what’s your intentions. We made all that stuff so [that] when there is a problem with the hand tracking, there is another layer trying to help and trying to make the experience as smooth as possible.”

There’s more to come too. In the short term, Anotherway just released a new DLC pack — featuring songs by metal band Pantera — and are working on an upcoming accessibility update adding new features and “another thing” that is top secret but will be “really big.”

In terms of song selection, there’s definitely more on the way. “We are working to add more music all the time. We want to add free music [as well], not just DLC. Also, I want to add more indie music because I think that there is a lot of really good indie music out there.”

But what about the long term? What does the next year or more look like for Unplugged? “I cannot talk too much about it because Vertigo will kill me,” Acosta says with a laugh. “But our plans are very big. Unplugged is going to become bigger, at least in terms of features…”

“I would be very excited about Unplugged if I knew what’s going to happen. Probably like in a year, Unplugged will be very different. It will have way more stuff. That’s it. That’s all I can say.”

For a game that has already pioneered a new technology on a cutting edge piece of hardware, there could be a lot of interesting developments in Anotherway’s future.

“Unplugged is going to move forward,” Acosta said. “That is for sure. We are not staying still.”


Unplugged is available on Quest headsets and hand tracking-enabled PC VR headsets on Steam. You can read our full and updated 2022 of the game here

Swordsman Launches On App Lab For Quest, Alongside Advanced Combat Update

Originally scheduled for a late May release, melee combat game Swordsman VR is now available for Oculus Quest and Meta Quest 2 headsets via App Lab, alongside the advanced combat update launching for all platforms.

The advanced combat update adds over 1,000 new animations made possible by extensive motion capture and improvements to enemy AI prediction. While the game has been available on PC VR and PSVR for a while already, the update is available now for all platforms, coinciding with the Quest release.

On Reddit, the developers also addressed some promised features that are missing from the update, or features that are now no longer available. SinnStudio said that features like finishers, executions and grabbing enemies’ weapons were “affected by the new combat mechanics in significant ways and sadly, we were unable to complete them in time for the update.”

A Quest release for Swordsman VR was confirmed back in October 2021. Initially, developers SinnStudio wanted a full Quest Store release for the game, but Meta asked the studio to “take the direction of an App Lab release to gauge interest.”

It will be interesting to see whether the game picks up interest from the Quest user base, especially given its similarities to other physics-driven combat titles like Blade & Sorcery. We enjoyed parts of Blade & Sorcery, but also found it lacking in some features and encountered performance hitches on Quest 2. It overall felt “still two or three updates away from really escaping its tech demo roots, and … more like a preview both for what the finished product will look like.”

Could Swordsman VR scratch an itch that Blade & Sorcery: Nomad didn’t quite capitalize on? Let us know what you think in the comments. 

Tenacious D Returned To The Studio To Record For Unplugged

Comedy rock duo Tenacious D returned to the studio specifically for VR game Unplugged to re-record a song’s vocals.

We recently spoke to Unplugged creator and Anotherway director Ricardo Acosta in our virtual studio to discuss the history of Unplugged and its development. One interesting tidbit from our talk revealed that Tenacious D re-recorded vocals for Unplugged so that their song Roadie could make it into the game.

The song (and the band) is one of Acosta’s all-time favorites and he used it in a very early prototype all the way back in 2015. But even after partnering with Vertigo Games in 2020 and beginning development on Unplugged, he wasn’t sure if they would be able to include the song.

After being unsuccessful in making contact with the band to secure the rights, Guitar Hero legend Marcus Henderson (brought on board by Vertigo) came to the rescue. “He was like, ‘Guys, leave it up to me. I’ll make it happen,'” said Acosta. “So somehow he contacted the manager of Tenacious D and started talking to them.”

With Henderson’s help, the rights to the song were secured. But another problem emerged — with a PEGI 12 rating, Roadie’s explicit and frequent F-bombs weren’t going to cut it. “So at another point we were like, ‘Okay, we have the song now, but we cannot use it because we are PEGI 12, so we have to take it out from the list.'”

Acosta made his peace with leaving the song off the tracklist. But, in his words, “maybe the stars were in a particular position that night.” Henderson was able to get Tenacious D back into the studio to re-record a clean version of Roadie, specifically for Unplugged, excluding all the swearing.

“It was insane,” said Acosta. “Knowing that my favorite band re-recorded a song just for the game. It’s insane. It’s just amazing. And a lot of people have complained about the fact that it’s a different version of the song, without the swearing. But I’m so proud of that. To me, it’s even better because it’s our song.”

Be sure to check back with UploadVR tomorrow morning as we publish our full interview and video charting the story on Unplugged.

Anotherway Teases More Content & Music For Unplugged

“I would be very excited about Unplugged, if I knew what was going to happen.”

That’s what Anotherway director and Unplugged creator Ricardo Acosta told us in a snippet from our upcoming feature piece detailing the story of Unplugged’s development.

When I asked about Unplugged’s short and long-term future, Acosta revealed few specifics but teased a lot to come. Hot off the reveal of the Pantera DLC pack at the Upload VR Showcase, Ricardo hinted at more releases in the future. “We are working to add more music all the time. We want to add free music [as well], not just DLC. Also, I want to add more indie music because I think that there is a lot of really good indie music out there.”

In the short term, Unplugged will soon receive an accessibility update, adding features that will allow more players to enjoy the game, such as settings to help distinguish notes easier for color blind players. There’s also “another thing” coming in that update, but Acosta kept his lips sealed, only teasing that it’s “really big.” The title is published by Vertigo Games and stands as a stellar example of what’s possible with gameplay tuned for hand tracking input, with big plans over the long term.

“I cannot talk too much about it because Vertigo will kill me, but our plans are very big,” he said. “Unplugged is going to become bigger, at least in terms of features…I would be very excited about Unplugged if I knew what’s going to happen. Probably like in a year, Unplugged will be very different. It will have way more stuff. That’s it. That’s all I can say.”

What are you hoping comes to Unplugged in the next year? Let us know in the comments and keep an eye out for our full feature and video interview with Acosta this weekend.

Mothergunship: Forge Available Now For Quest 2, SteamVR

Mothergunship: Forge is available for Quest 2 and PC VR headsets via Steam.

The game is a roguelike first-person VR shooter, and all-new spin-off and re-imagining of the 2018 PC title Mothergunship. The basic premise sees you fight off hordes of enemies in wave shooter style, but with the ability to craft ridiculous combinations of weaponry using connectors on your wrists.

The roguelike element means that you’ll reset each time you die, building new and interesting combos of weapons across every run.

When we went hands-on with the game back in March, Jamie came away quite impressed. While initially skeptical of another VR wave shooter, he noted that it was some of the most fun he’s had in that genre and that the VR adaptation isn’t just a tired rehash of the original.

The game appears to have the right mix of variety and structure to pull you through the wave shooter progression. It’s as much a rogue-lite as it is a wave shooter. Every time you enter a room in Mothergunship: Forge you’ll first clear out its enemies, collect a reward and then choose between two or three doors depending on what type of reward you want next. It might be a new gun part, weapon upgrade or currency for the in-run shop. When you die, crystals you’ve collected during your run will stack to afford you more permanent upgrades and help you progress further.

We should have a review out soon so check back with us and you can read our full hands-on from a few months ago here.

Supernatural Launching Monthly Artist Series Starting With Katy Perry

Supernatural is launching a new series of workouts themed around music from a new artist each month, starting with Katy Perry this June.

The Katy Perry series begins on June 27 and will include two separate workouts, one centered around boxing and the other around cardio with squats, twists and lunges. The workouts, each roughly 20 minutes in length, are led by Coach Leanne Pedante and Coach Raneir Pollard and will be set to a curated playlist of Perry’s hits.

The boxing playlist includes Hot N Cold, Smile, I Kissed A Girl, When I’m Gone, The One That Got Away and Roar — you can listen to the selection here on Spotify. The cardio/flow playlist includes When I’m Gone, Teenage Dream, Dark Horse, E.T., California Gurls and Unconditionally — Spotify playlist here.

The Katy Perry series is just the beginning — Supernatural will feature a new artist each month for the rest of the year with curated workouts led by coaches and set to the music of said artist.

July will feature Imagine Dragons, August will be The Weeknd and September will bring Swedish House Mafia into the fold. The year will be rounded out with Kid Cudi in October, Coldplay in November and Lady Gaga in December. Overall, it’s an impressive selection of music and highlights the depth of Supernatural’s music catalog.

Around a year ago, we spoke with Supernatural Head of Fitness and Coach Leanne Pedante about exercise in VR and her experience with Supernatural — you can check that out here.

The Katy Perry series is available from June 27 for Supernatural.

Cosmonious High Accessibility Update Adds One-Handed Mode & More, Available Now

As revealed in our Upload VR Showcase, Cosmonious High’s accessibility update is available now, adding loads of new options to create an accessible experience for as many players as possible.

One of the biggest additions is one-handed mode, which means the entire game can be played with one hand from start to finish. This will kick in when the game automatically detects that the player is using just a single controller.

There’s also now more options for seated play — every table and workstation now has a handle so that the height can be easily adjusted, plus all animations and interactions will now work at any height.

Object interactions have also been improved, making some items easier to grab overall, plus tutorials have been adjusted to kick in if the player hasn’t played in a while or if the game detects that the player isn’t using certain powers.

Iconography has been changed across the game as well, so that more icons “effectively communicate complex instructions at a glance without having to read lots of text.”

In addition to accessibility updates, a few additions for localization and inclusivity have been made as well. The pronouns for each character in the game are now more clearly displayed, plus there’s now a “small human mode” switch at the registration desk and in the player’s backpack.

We enjoyed Cosmonious High when it released earlier this year, and given how it’s tilted at introducing newcomers to VR, this accessibility update makes a lot of sense. That being said, we also came away wondering when developer Owlchemy Labs might offer something with more depth for those well-acquainted with VR.

You can read more about Cosmonious’ accessibility update here.

Ragnarock Hellfest Raid DLC Pack Available Now

A new trailer for Ragnarock’s Hellfest Raid debuted today at our Upload VR Showcase, confirming that the DLC pack is now available across all platforms.

Announced early last month, the Hellfest Raid is a new pack of DLC songs for VR rhythm game Ragnarock and a collaboration with one of the world’s biggest heavy metal festivals. The Hellfest Summer Open Air festival takes place annually in France, and now you’ll be able to bring a little piece of this year’s festival into VR.

Ragnarock Hellfest Raid DLC Pack Available Now

When the collaboration was announced, we knew that some of the artists from this year’s lineup would be featured in the DLC and speculated on who they might be. As confirmed in the trailer above, artists such as The Offspring, Dragonforce, Nightwish, Gojira and more will be included.

There’s also a sick new Hellfest environment to play in, which will you see you play your way to the main stage and crowd surf across hundreds of heavy metal fans. The DLC is available right now on both PC VR (Steam, Viveport) and Meta Quest.

It’s not the only heavy metal announcement from our Upload VR Showcase either — we also debuted a trailer for the next Unplugged DLC pack. It features the legendary metal band Pantera, and guess what? It’s also available right now. What a day for heavy metal and VR fans.

Will you be rocking out on the virtual Hellfest main stage in Ragnarock? Let us know in the comments below.

Ghostbusters VR Confirmed For Release On PSVR 2

Sony Pictures Virtual Reality confirmed that Ghostbusters VR will also release on PSVR 2, after it was announced for Meta Quest 2 (formerly Oculus Quest 2) back in April.

That’s pretty much the only scrap of info we have on the PSVR 2 version for now — there’s no specific release date, but then again, we don’t even know when PSVR 2 itself is slated to launch yet.

There’s also no release date for the Quest 2 version of the game either, but we do know that it will be a Quest 2 exclusive at launch. The game was announced at the Meta Quest Gaming Showcase in April, which featured a line-up of games that were all said to release within a year of the showcase airing. At the latest then (and presuming no delays) Ghostbusters VR would be set for April 2023, with a PSVR 2 release sometime after that.

So far, details on the game are scarce. We know that it will feature both single and multiplayer modes with cooperative gameplay, but little else. You can view the first trailer embedded above, but bear in mind that it’s a cinematic trailer rendered in the game’s engine — it isn’t actual 1:1 gameplay footage.

Today also marks the anniversary of the original Ghostbusters film, released in 1984. The PSVR 2 release isn’t the only piece of VR news announced today for Ghostbusters fans either. Sony Pictures Virtual Reality also announced a new location-based VR experience called Ghostbusters VR Academy. This will let up to 4 players don proton packs and pilot a flying ECTO vehicle at over 400 locations worldwide — more info here.