BEATABLE: Tabletop Rhythm Hits Quest in MR

Ever caught yourself drumming on a table or tapping to a beat? BEATABLE, the new mixed reality (MR) rhythm game from XR Games, turns that impulse into a full-on musical adventure. Out today in early access on Meta Quest for $9.99 (with a 10% pre-order discount), it’s a fresh spin on rhythm gaming that’s all about your hands and your table—no controllers needed.

Beatable VR Game

On Quest 3 and 3S, BEATABLE transforms your table into a dynamic stage. Notes slide down lanes, prompting you to tap, snap, clap, or slide in sync with killer tracks. Thanks to hand-tracking tech, it feels natural, and the real-world feedback of smacking the table makes every beat pop. Prefer a virtual vibe? Switch to VR mode for Quest 2 compatibility.

META chatted with XR Games’ CEO Bobby Thandi, Creative Director Chuan Liu, and Head of Programming Jamie Healey to get the scoop on BEATABLE’s creation.

The Spark Behind the Beat

“Drumming on tables is my thing,” Liu laughs. “I grew up on arcade rhythm games like Beatmania, where physical buttons made every hit satisfying. MR lacks that, but everyone has a table. With Quest’s hand-tracking, we realized we could make the table the controller.” That lightbulb moment birthed BEATABLE—a game that blends arcade purity with MR immersion.

Nailing the Feel

Rhythm games live or die by precision. Liu broke it down: “We tackled hand-tracking delay with calibration, made tap detection razor-sharp by nailing table surface recognition, and kept gameplay in the headset’s field of view. The real magic? Physical feedback. Tapping a table feels way better than swiping air.” Thandi adds, “Every action—tap, clap, snap—gives tactile payoff, like typing on a phone. It’s intuitive.”

Surprises Along the Way

The tech side went smoothly, Liu says: “I saw the challenges coming—delay, tracking, feedback—and we had solutions ready.” The real hurdle? Music licensing. Thandi grins, “It was a grind! We started with rising stars like Jamie Vice, then scored names like Tom Zanetti and even the Beastie Boys. Oh, and BEATABLE’s a sneaky workout—hard mode will leave your arms begging for mercy!”

Standing Out in VR Rhythm

What sets BEATABLE apart? “No one’s mixed hand-tracking and MR like this,” Liu says. Future plans include multiplayer jams around one table or using real drums to learn pro techniques. “Imagine playing with friends, hearing real taps over the music—it’d be electric.”

Lessons from XR Games

Liu’s past projects taught him to keep things simple. “Don’t overcomplicate,” he advises. “Focus on your core idea.” For BEATABLE, that meant nailing hand-tracking’s potential, a passion he’d waited years to explore.

Soundtrack Vibes

The music? “A mix of original tracks and licensed bangers,” Thandi says. From EDM to rock, pop to metal, there’s something for everyone. PitStop Productions crafted originals like “Unbeatable,” with a vocal remix coming soon. A Japanese anime track and more big names are in the pipeline.

Early Access and Beyond

Community feedback is key. “We’ll share a roadmap based on what players want,” Liu says. Collaborating with VR influencer Naysy shaped the game—she pushed for bhangra and anime tracks, broadening its appeal. Healey teases big plans: custom songs, UI personalization, and a slick tutorial.

Why It Matters

Liu sees hand-tracking’s future: “It’s not perfect yet, but it’s evolving fast—Quest 3S is proof. We’re pushing it forward.” Thandi ties it to the industry: “With devices like Meta’s Orion leaning on hands over controllers, BEATABLE’s tactile focus is the future of MR gaming.”

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