Unplugged brought its Rock Band-style gameplay to Quest back in October thanks to the standalone headset’s optical finger-tracking, letting you essentially play ‘air guitar’ instead of using a plastic peripheral. A SteamVR version of the game (Index controllers only) was slated to arrive today, however the studio says it still needs a few more days to prepare the game for release.

Update (December 2nd, 2021): Vertigo Games and developers Anotherway announced that Unplugged will not be releasing on December 2nd as previously planned, but will be delayed by nearly two weeks as the team still needs to “finetune the SteamVR release and MetaQuest update.”

The new release date on PC VR is set for December 14th. The original article announcing its release on PC VR follows below.

Original Article (November 23rd, 2021): Anotherway announced that Unplugged is coming to PC VR headsets on December 2nd (see update), providing support for SteamVR headsets that have the ability to use Valve Index controllers.

That essentially narrows its down to any headset using the SteamVR tracking standard, which includes Valve Index, HTC Vive, Vive Pro, Vive Pro 2, Vive Cosmos Elite, and Pimax headsets. The reasoning behind it: Index controllers provide five-finger tracking; only four are required to register the individual finger positions you need to perform specific chords.

To celebrate the PC VR release, the studio is tossing out a new Steel Panther song, which will come as a free update to both Meta Quest and PC VR. A Quest Passthrough option is also coming to the Quest version of the game which will let users blend the virtual stage with their living rooms.

SEE ALSO
'Skydance's Behemoth' Gets First Quest 3 Trailer Ahead of December Release

We noted that Quest’s sometimes unreliable hand tracking really killed a lot of the fun of Unplugged, which is partly why we gave it a somewhat middling [6/10] in our review on Quest when it launched back in late October. It will certainly be interesting to see how it improves with the addition of Index controllers, since we know those are rock-solid.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
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  • knuckles625

    Very excited for this. Seems like it would be a great party game with a LIV setup (as its predecessors were for their era). It is interesting that their steam page says index controllers or hand tracking, but I didn’t think hand tracking worked through Oculus Link. Wonder if they mean Leapmotion/Ultraleap or are they anticipating quest hand tracking to eventually come to Link’ed games?

    • gothicvillas

      Or Valve new upcoming headset maybe

    • Lhorkan

      Hand tracking not working through Link is such an artificial limitation. When you’re developing in Unreal using Link, hand tracking works perfectly fine. As soon you build it, it stops working – for some reason, Facebook does not want hand tracking available on PC VR.

  • Ad

    I hope this comes to the lynx. Better hand tracking and real passthrough.

  • Ragbone

    I hope they make a version for the triangle.