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Rec Room Wiki

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These news are mainly copied from Rec Room Ship Notes. Latest news appear on top.

Rec Room UPDATE - the "Find your Path" Edition

May 19, 2025

Rooms 2

  • Moved Object Properties to the top of Maker Pen config pages.
  • The pathfinder component can now be properly set to be visible when circuits are not.
  • Fixed an issue where sometimes objects wouldn't mirror-clone properly, and would just leave a copy in the same place as the original.
  • Fixed a bug where the R2 connect widget would not be hidden when opening the chat menu.

Circuits

  • Fixed an issue where running the Grabber Get Held Object chip could cause a player that's stolen an object from a grabber to drop that object.
  • Fixed a bug where deleting a port group would sometimes make other ports disappear

Avatars

  • For avatar faces, we managed to reduce the limitation on placement of big eyes.
  • Fixed a bug with palm color for players currently using body paint.

General Improvements & Bug Fixes

  • Fixes for voice calls, including the profile picture talking indicator and background button flashing.
  • Fixed thumbnails in UGC storefronts.
  • Fixed a bug where UGC items would show the wrong cost when in the Widget Watch.
  • Added exclusions to the Reset Maker AI button on the MakerPen to not show up during audio sample editing.
  • Room mods (and higher roles) now have the ability to kick players from a specific room instance. An optional reason can be provided, and a unique dialog will inform players that they were kicked from the room instance by a room moderator or owner that shows the reasoning.
  • Updates to Referee.

Rec Room Studio

  • Fixed a bug where recoloring Studio Objects that have textures and then saving the subroom or loading other versions of the subroom would result in broken materials for the recolored objects.
  • You can now register your own custom projectile prefab, and use those projectiles with the Projectile Constant and Projectile Fire chips.

Experiments

  • Added a new Widget Watch experiment that always shows the Portal panel.
  • Added gyro-based camera rotation as an option in experiment.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Maker AI - Now available in all R2 rooms with the Maker AI Day Pass

May 15, 2025

Hey everyone,

Last week we announced you can now use Maker AI to generate circuits. Starting today, Maker AI is available in any R2 room where you have Maker Pen permissions!

We’re introducing a new Maker AI Day Pass to help cover the costs of giving more players access to this feature. RR+ is not required to use Maker AI in your dorm room or R2 rooms once you’ve purchased a day pass. RR+ players have had early access to Maker AI as we’ve been developing it. As Maker AI transitions into a fully fledged feature, access to Maker AI in the dorm for RR+ players will be phased out. But for the next few weeks, RR+ players can continue to use Maker AI without a Day Pass in their dorm rooms.

How does the Maker AI Day Pass Work?

Buying a Day Pass adds 24 hours of continuous Maker AI access to your account, starting immediately after the purchase completes. During those 24 hours you can use Maker AI in any R2 room where you have Maker Pen permissions, including R2 dorm rooms, even if you are not a RR+ subscriber. The Maker AI Day Pass is $1.99. We’re keeping it as inexpensive as we can, while still covering the basic costs of the feature, so that more people can jump in and start building and experimenting with Maker AI. For power users who are issuing hundreds of complex requests per day, there are some usage limits. More details on this in the FAQ below.

Maker_AI_Day_Pass

Maker AI Day Pass

How to Get Your Day Pass

You can find and purchase the Maker AI Day Pass in the store, then head to any of your R2 rooms or your dorm room. Once inside, simply equip your Maker Pen and turn on your microphone to start chatting with Maker AI and creating with your voice. Here’s a video the team made showing how this all works:

Maker AI improvements and what’s next:

Along with Maker AI expanding into R2 rooms we’ve also rolled out some improvements to make your creation sessions more powerful:

  • Smarter Circuit Generation: Circuit creation is now more reliable and consistent.
  • Smoother Moves: Smoother object movement, especially on low-end devices.
  • Improved Stability & Performance: Fewer hiccups and faster circuit generation.

Here’s what’s coming up next:

  • We’re adding new microphone controls for Maker AI, so you can easily switch between talking to Maker AI and talking to friends.
  • You’ll be able to put pictures and designs on shapes.

Keep in mind, Maker AI can’t do everything just yet:

  • Maker AI doesn’t understand hand-tweaked circuits (“I made a thing can you fix it?”)
  • It’s not great at complex models from simple shapes (“build a three-headed alien” is a stretch).
  • It struggles with placing things based on other things (“lamp by the couch” is tough).

We’re looking forward to seeing what you all think of this update! Check out the resources and FAQ sections below for more info on Maker AI, where to report bugs, where to send feedback, and more.

We also created a new ‘maker-ai-creations’ channel in the Creator Hub Discord. The team wants to see what you were able to create with Maker AI in here. Did Maker AI do something amazing? Share it in a new thread! Did it do something stupid or funny? Share it!

Cheers

~The RR team


Maker_AI_-_CIRCUIT_EDITION

Maker AI - CIRCUIT EDITION

Resources


Frequently Asked Questions

  • Who can buy a Day Pass?
    • Non-junior accounts on all supported devices except Playstation and Nintendo Switch (we’re still working on these).
  • When do my 24 hours start?
    • The clock starts right away, as soon as your Day Pass is purchased.
  • How much time is left on my Day Pass?
    • Check the banners in the Create section, above your room and dorm lists. If you’re considering buying a new Day Pass, we’ll remind you on the Day Pass store page too.
  • Can I pause my Day Pass while I’m not using it?
    • No, your Day Pass will expire exactly 24 hours from the moment of purchase, or the moment you hit the usage limits — whichever comes first.
  • What are the usage limits and how will I know when I’m close to hitting them?
    • Many hundreds of simple requests and about one hundred of our most expensive requests (images and circuits). This should only affect a small number of players who are issuing a lot of complex requests. You’ll get a warning when you have 1 hour left or when you’ve used 90% of your prompts
  • Why do we have usage limits?
    • Maker AI costs a lot of money to run. The high usage limits ensure we can continue to offer Maker AI to everyone at a lower price while preventing abuse and limiting a very few players who end up issuing a lot of complex requests.
  • What happens if I hit the usage limits?
    • Your Day Pass will end early, but we’ll warn you ahead of time if it looks like you’re getting close. You can always buy another Day Pass to continue working.
  • Can I request a refund if I hit usage limits early? Or if I never used Maker AI before the time limit?
    • No, because you’ve already used up all of the time or requests that your Day Pass can support.
  • Can I buy multiple Day Passes?
    • Absolutely! You’ll get an additional 24 hours of access for every Day Pass you buy that will automatically start when your current day pass ends.
  • As a RR+ subscriber, can I still access Maker AI in my dorms without a Day Pass?


Rec Room UPDATE - the "Bye Bye Bear!" Edition

May 14, 2025

TLDR

  • Rec Room has parted ways with EAC.
  • Moved the Reset button to be more visible and now in the room details page.
  • Added the ability to spawn free Rooms 2 inventions without downloading them, straight from the palette.

Rooms 2

  • From the maker pen palette, you can now spawn free Rooms 2 inventions without downloading them.
  • Replicators and Player boards are on their way to becoming cheaper! Watch for removal of memory limits soon.

Circuits

  • Added "Global Explosion Hit Player" CV2 event
  • Added a "Hit Player" port to "Global Projectile Hit Player" so you don't have to extract it from the Collision Data

General Improvements & Bug Fixes

  • Removed EAC files. Look out for an upcoming blog with more details, but for now, have fun with the extra disk space!
  • Moved the Reset button - previously buried in the Maker Pen settings - to the room details page. This does not fully reload your room, but will return all circuit and object settings to their Home Values.
  • Fixed a bug where you could attempt to save updates to invalid inventions.
  • Fixed an issue where, on Screens, the interaction distance is abnormally short when flying in third person mode.
  • On Screens, when holding an object while flying in third person mode, you can now also use the jump and crouch buttons to ascend/descend.
  • Fixed an issue where voice lines are not properly displayed on other players when you hear them talking.
  • Fixed an issue where Show Voice Lines toggle in Settings menu isn't applied properly.
  • Fixed an issue where, on Screens, switching between 1st and 3rd person while waving/reach out your hands makes the hand jitter afterwards.
  • Fixed a bug where the control points for tubes and ribbons would sometimes stick around after you were done editing them.
  • Added a visual for a tutorial step that was missing in the dorm
  • Added a config button to mobile maker pen.
  • In Create mode, the beta mobile maker pen now pre-populates the contextual toolbar with the current room's inventions. In Classic maker pen mode, this manifests as a new carousel in the Inventions tab.
  • Fixed an issue where just-in-time tutorials stop working after switching accounts.
  • Changed the app store icons back to normal.

Avatar Studio

  • Fixed a bug when placing an Invention that contains Studio Audio Constants where other players could not use the audio until the room is saved.
  • Fixed a bug where deleting materials that are generated from an FBX can cause a Studio cloud build failure.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "See Yourself in Rooms 2" Edition

May 5, 2025

TLDR

  • Maker AI can now generate circuits!
  • The mirror has arrived for Rooms 2!
  • Avatar Studio clothing can be tried on in your dorm!
Maker_AI-_Early_Insights

Maker AI- Early Insights

5_Things_You_Need_To_Know_About_MakerAI_&_Circuits

5 Things You Need To Know About MakerAI & Circuits


Maker AI

  • You can bring objects to life with Maker AI's new circuit generation features.
    • RR+ subscribers can test our experimental Maker AI circuit generation update inside the Maker AI dorm environment. For the best experience, we recommend checking out Maker AI with circuits in a newly created dorm. [More info in a forum post and a dev blog post.]
    • You can now use Maker AI's new text chat option for commands - no voice required.
    • New Rec Room Object Move (In Direction) and Rec Room Object Move (Toward Point) R2 circuits make it easier for players and Maker AI to create physics-driven object movement without needing pathing systems.
    • Try using these examples to unlock a new level of creativity: "Make the robot chase me" - Will give an object autonomous behavior. "Make this ball jump once per second" - Will add periodic motion. "Have this bucket change between red and blue frequently" - Will create dynamic visual effects.

Rooms 2

  • Connected a few dots (literally) - you can now undo and redo connected tube segments in Rooms 2.
  • Squashed a bug where objects being scaled while a room is saved ended up in incorrect positions.
  • Added "inventions in this room" carousel in the palette in Rooms 2.
  • Mirror, mirror on the wall... it's finally here in Rooms 2!
  • Unstuck a sticky situation where your small objects could get stuck when scaling.
  • Fixed Get Velocity always returning 0 in Rooms 2 rooms after setting, adding, or reflecting velocity. It's now actually reporting... velocity.

Circuits

  • Fixed the new Projectile Hit Player beta events firing off multiple hits for one shot when a Projectile Launcher is used with the Projectile Launcher Set Firing Player chip.
  • Smart Circuits should be easier to open, especially when pointing at objects that are far away.

General Improvements & Bug Fixes

  • Store carousels received a small tidy-up for a cleaner and more consistent look.
  • Fixed a glitch where -1 token avatar items appeared in the store. Negative pricing is sadly not a thing.
  • Improved load times for recently built RRS rooms.
  • "This Room" inventions are now available in the Mobile MakerPen palette. Handy!

Avatar Studio

  • You can now try on UGC Avatar Items right in your Dorm! Hit that "TRY" button to give your outfit a test drive. Just remember - trial fits don't leave the dorm unless you buy them!
  • Creators can update their live avatar items directly. No middleman is needed; fashion freedom achieved.

Experiments

  • We're testing ways to make placing large objects feel smoother and more magical.
  • Item cards are getting experimental facelifts: clearer "limited time" badges and descriptions that fit each item's size.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "Golden Week" Edition

April 28, 2025

TLDR

  • You can now publish Rooms 2 inventions that include beta content!
  • More creator moderation tool improvements.
  • You can now add UGC items to your wishlist!

Rooms 2

  • Enabled invention publishing for Rooms 2 inventions with beta content.
  • Fixed an issue that could cause Object Property chips not to show up in the palette as expected.
  • Object Property chips and event receivers are now supported in inventions, even when not including an object with that property.
  • Fixed R2 hierarchy view ordering of root objects.
  • Fixed bug where Rooms 2 rotators/pistons could permanently stop moving on authority change or on player leaving.
  • Deprecated/Replaced Piston/Rotator Get Speed chips to now be accurate in containers.
  • Fixed a bug where CV2 rotator speeds were affected by scale - this fix will only affect newly placed rotators, existing ones will need a new option "Scale Affects Speed (Legacy)" toggled in the config menu.
  • CV2 Pistons are still affected by scale by default, though they also now have this setting to turn that off.
  • Fixed a bug where the CV2 event "Target Hit" on the Piston did not consistently fire.
  • Fixed a bug where CV2 pistons with a configured nonzero default speed might not move when the room loads.
  • Fixed a bug where CV2 pistons that are already moving on room load might not fire their first Target Hit event.
  • Fixed a bug where CV2 pistons/rotators would stop on Rec Room Object Reset even if they had default speeds configured for them to start moving immediately on room load. This bugfix will apply to all new pistons/rotators, but will need to be manually enabled in the config menu for existing ones in case your room relies on this behavior.
  • CV2 Rotator max speed raised to 360 degrees/second.
  • You can no longer clone pivots.
  • Immortal objects have been made mortal again.
  • Fixed a bug where the invention store was sometimes empty in Rooms 2.
  • Fixed a bug where you couldn't close your watch after switching to the select tool.

Circuits

  • A respawning player will no longer fire a stale On Player Grounded event with the surface they were standing on before respawning.
  • The Respawn chip will no longer have players inherit the velocity of the platform they were previously standing on before respawning.
  • Reduced default rolloff distance of the Play Audio At Position chip. This change will only apply to newly spawned chips. Existing chips saved as part of a room will not be changed.
  • Added the Root Object Hit by Melee Collision, Root Object Hit by Explosive, and Root Object Hit by Player Events.

General Improvements & Bug Fixes

  • More creator moderation tool improvements!
    • Adding a link to a player's room ban history from their profile.
    • Ability to unban a player from multiple rooms at once (rooms I moderate, co-own, or created).
    • Adding a button to refresh the current room instance if things are getting too hairy.
  • Added a room reset button to the room details page.
  • Added support for the new Widget Watch profile panel.
  • Updated the app icon on mobile.
  • You can now add UGC avatar items to your wishlist!
  • Made signing up for RR+ a bit more accessible.
  • Quaternion ports and variables now default to a valid quaternion with no rotation.
  • Quaternion and Vector3 port previews are now more compact when viewed with the maker pen.
  • You can now switch between classic maker pen and mobile maker pen without flying ending or your maker pen selection canceling.
  • Fixed the gift button being incorrectly disabled for some items.
  • Fixed an issue where any AGOnly tags would cause the invention tag updates to fail.
  • Fixed the Fly Vignetting option getting incorrectly applied to non-flying movement.

Rec Room Studio

  • All Rec Room Studio Objects are now able to be recolored! You can use the Maker Pen's Recolor tool, the Rec Room Object Set Color chip, or the Configuration panel for the Studio Object to change its color. If your Studio Object contains any Instance Recolor components, the object's color will apply only to the Renderers specified by Instance Recolor. If there are no Instance Recolor components, then the object's color will apply to all Renderers inside the Studio Object.

Classic Bean Update

This week, if you are using the classic bean, you will automatically be upgraded to the new bean when you log in. You'll still have the option to switch back for a limited time, but we wanted to see how this nudge may encourage more players to upgrade.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "Paint Your Body" Edition

April 13, 2025

Rec_Room_News_-_Episode_6

Rec Room News - Episode 6

Body_Paint_in_Rec_Room!

Body Paint in Rec Room!

TLDR

  • Body paint is now available with RR+!
  • Over 100 props are now available in Rooms 2!
  • Added Studio Objects and Studio Audio Constant chips so now you can share Studio content with others!

Rooms 2

  • More props are now available in Rooms 2!
  • Pathfinder, touchpad, and collision detection volume are no longer in beta!
  • Added Stage Light V2 in beta.
  • Fixed a bug where the Rec Room Object Reset chip would silently fail (and cause havoc) if you tried to reset an object which isn't able to have an object board.
  • Fixed crash issues caused by using the Delete Everything button.
  • Fixed an issue where players could get stuck in Rooms 2.
  • Completed some additional optimization work.

Avatars

  • Body Paint has arrived exclusively for RR+! Change up your look in an all new way, add some extra color to your favorite outfits, or find new ways to express yourself. All RR+ subscribers gain access to all 19 colors. Body Paint is distinct from skin tone - you can swap or remove Body Paint without changing your avatar's stable identity! [More info in a developer post.]
  • Fixed an issue where pushing some of the new advanced customization sliders to their extremes looked a little too wonky.

Mobile MakerPen

  • Added vertical toggle buttons.
  • Added a fix where if the precision mode is toggled on in Mobile MakerPen, it stays on when switching to the Classic MakerPen and back. It will also stay when you drop and re-equip the Mobile MakerPen.

Circuits

  • Vector and Quaternion inputs on chips can now be configured to a default value.
  • Opening the Smart Circuits menu will no longer leave behind a sound as if you are still trying to connect something.

General Improvements & Bug Fixes

  • You now have access to the people tab in your watch during ^SocialOrientation.
  • In the 'Create' tab of your watch, your rooms list will now default to showing your most recently created rooms first. Previously this was alphabetical.
  • All small text entries in the configure menu are now wider. No more poking at tiny text boxes!
  • Made the following changes to invention tags:
    • Tags now save only when you click the 'save' button, no more autosaving
    • Added some descriptions to category tags.
    • Made all tags case insensitive, so adding upper or lowercase characters won't affect the tag. They should also cry a little less often now.
  • Gift box data is now tamper-proof.
  • Fixed a bug where chat threads didn't consistently open with the most recent message focused
  • Fixed some wonky back button behavior on the Load Room Save page.

Rec Room Studio

  • Studio Objects and Studio Audio Constant chips can now be placed into an Invention! This allows sharing RR Studio content from your room with others.

Experiments

  • We're testing out a new 'Featured Creator' carousel in the Play menu that will show up for some players. One manually selected creator at a time will be featured.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/



Rec Room UPDATE - the "Appendage Collision" Edition

April 8, 2025

TLDR

  • Tomorrow we're launching Mobile Makerpen!
  • New props and invention search is now available in Rooms 2!
  • No more competitive disadvantage for FBA players in PvP rooms (we disabled appendage collision)!

Rooms 2

  • Several props are now available in Rooms 2: Bell, Marker (Eraser), Bottle (Water), Disc, Coffee Mug, Coffee Pot, Bucket, Speaker, Concert Speaker, Dodgeball, Chair (Basic), and Table (Basic).
  • You can now search for inventions in Rooms 2!
  • Fixed issues that could lead to desynced object positions.
  • Fixed an issue where a compound object could have different authorities for different parts of its hierarchy.

Avatars

  • New eye, eyebrow, and mouth sprites have been added!
  • Full body players, you can now play Paintball, Laser Tag, etc. with no competitive disadvantage compared to bean players. We have turned off collisions on your arms, legs, and feet.
  • Arms and wrists would sometimes get twisted up as you viewed your avatar. No more of that!

Mobile MakerPen

  • Later this week, we're launching a new beta version of the Maker Pen on mobile devices, designed to make creation more approachable, delightful, and streamlined! We're aiming to allow you to focus your attention on the creative process and less on the mechanics of tool selection and menu navigation. This is just the first release - we're still working on simplifying more of the Maker Pen features, but we wanted to prioritize what is used most like the movement and palette tools for this first version. You can also toggle back to the classic Maker Pen at any time. Make sure to let us know what you think on the creator forum!

Circuits

  • Added a new "Projectile Hit Player (new)" event in beta to both ranged weapon boards and the player board. This event is better than the old version at reliably detecting player hits in multiplayer contexts. With this version, you should no longer need to network between players for reliable hit detection. This will fire for all players if either the player getting hit or the player firing the gun detects that a projectile hits somebody.
  • Added a new "Global Projectile Hit Player" event in beta that uses the same system as the above new event.
  • The 'Rec Room Object Set Authority' chip will no longer error if the Target object is held but the input Authority is the same as the current Authority, resulting in no change.

General Improvements & Bug Fixes

  • We've improved visibility of your rooms by highlighting their Beta or Updated status in the Watch Menu.
  • Added indicators and warnings for beta content in inventions.
  • Tweaked some of the depth control settings for Place.
  • Opening and closing your watch won't cause it to reset back to the Widget Watch home.
  • Oculus Quest will now display a splash screen while loading the title screen. Players will now spend less time staring into the void.
  • Fixed an issue with the bowling ball consistently making the rolling sound.
  • Fixed trail effect on several explosive weapons to only be active when thrown.
  • Removed tiled background from store items to make the thumbnails pop out more.

Experiments

  • Split test: Screen players can Give a held object and let another player Take it, without throwing it on the ground. It gets the job done! Look for it in the gesture radial menu.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Developer Post: Building a Sustainable Rec Room

April 2, 2025

The team has been hard at work on updates to Rec Room Plus, and we’re excited to roll them out… SoonTM. We think RR+ is the best way for players to support the game - so we’re focusing on making RR+ an obvious choice for active players. This means in the near future you’ll see changes to how we talk about RR+ in the app and changes to how we develop features for RR+ members. We want to strike a balance between providing a great free experience and making RR+ a premium membership well worth joining.

We’ve been talking a lot internally about monetization. We want to share this internal post from our CEO Nick to give some important context on the topic as we move forward. Here it is in its entirety:


Building a Sustainable Rec Room

For the last nine years, we’ve made an illogical choice as a business: we’ve kept the doors open while operating at a loss.

Rec Room has never been profitable. We’ve consistently spent more than we earn, and we’ve depended on investor funding to keep going. That’s how most software companies get started, but it’s not sustainable, and it has to change if we want Rec Room to be around for a long time as an independent company.

It’s time for Rec Room to stand on its own. It’s time for us to rely on the people that play Rec Room, that love Rec Room - not our investors - to keep us in business.

The Monetization Challenge

Let’s be honest: Rec Room isn’t great at monetizing. The numbers are clear. Fewer than 2% of our players spend money each month. That means 98 out of 100 people play for free. This has always been true, but it can’t remain true.

Some games can make that kind of conversion rate work. Match-3 games that have extremely low operating costs can. No real-time multiplayer, minimal support needs, no trust & safety costs, no complex content storage. Or, in some cases, games where a small group of players spends huge amounts of money can make that work, like social casino titles.

That’s not who we are, and it’s not who we want to be. We want to build a sustainable business by offering a fair value to a broad base of players, not by depending on a small group to carry the load with outsized spending.

Rec Room is Expensive to Run

We’re a live multiplayer platform. That means we need servers, moderation, storage infrastructure, and customer support. We recently made the very difficult decision to reduce team size to lower costs. That was painful for everyone. Still, we have substantial operating costs - people and systems - where there’s not much more we can easily cut. So to keep running Rec Room for a long time, we need a broader base of paying players.

The Good News

We have the players. We have the engagement. There are games at our scale that generate the revenue needed to sustain a business like ours.

Millions of people play Rec Room each month. Millions of them are deeply engaged playing regularly for six months or more. But even among this group, very few spend money.

We don’t need everyone to pay. That’s not realistic. And we don’t need people to pay on day one. But if someone has been playing Rec Room for months, or even years, it’s a strong signal that they like what Rec Room has to offer and we shouldn’t be shy about asking them to contribute.

And they don’t need to contribute much. Just frappuccino money. A Rec Room+ subscription costs about the same as a venti frappuccino at Starbucks. If just 1 in 5 of our long-term players (6+ month tenure) subscribed, Rec Room would be sustainable.

Lean Into Rec Room+

We’re going to focus on growing Rec Room+ among our deeply engaged players. That starts with three steps:

1. Explain Our Subscription Better

A lot of players already have Rec Room+. It’s a good deal, and retention is strong. But the way we present it? A giant wall of text? It’s awful. Let’s fix the basics and clearly communicate why it’s worth it.

2. Be Deliberate About Our Subscription

As we build new features—and even look at some existing ones—we need to assess whether they should be fully free, free up to a point, or part of a subscription. Different features have different costs to operate and different value to our players. We need to strike the right balance so what we’re offering aligns with what it takes to keep Rec Room sustainable. Obviously, we’ll need to do a great job at communicating this to the community. This isn’t easy to explain. So let’s be transparent and help them understand what we’re optimizing towards.

3. Get Comfortable Asking

We need to get over the discomfort of asking our most dedicated users to support the service. Yes, every monetization change gets us roasted on Discord and Reddit. That sucks—I hate it too. But I want Rec Room to stick around. If we can’t ask the people who play for dozens or hundreds of hours to spend a little money, then we’re not going to make it as an independent company.

The Path Forward

Here’s the good news again: we don’t need to reinvent the wheel. The users are here. The engagement is here. The infrastructure is already in place.

What we need to do is simple: ask more clearly, more confidently, and more effectively for our long-term players to support the service they love.

We had a tough start to the year. You’ve all been working hard to make sure we can bounce back. We’ve got an amazing set of features coming up. Let’s make sure we’re using that momentum to get Rec Room on a sustainable footing, so we can be around for a long time.


Rec Room UPDATE - the "Get rotated" Edition

April 2, 2025

TLDR

  • We added Party Flags for easier partying!
  • Added categories for Rooms 2 inventions, you can use 16 tags per object and player, and more Rooms 2 additions and fixes.
  • Holotar bugfixes and playback improvements.

Rooms 2

  • Added categories to Rooms 2 inventions! This lets you choose which carousel your invention best fits into.
  • You can now use 16 tags per object and player!
  • Fixed the visibility of the yellow dotted tether lines which connect object boards to their target (this line is supposed to be visible when either the object board or its target is selected).
  • Shapes now properly show their Tags and Is Frozen settings.
  • You'll no longer be able to accidentally delete a container's pivot point.
  • Fixed the Handheld Streamer Camera being unable to spawn via the menu Watch > Settings > Misc > Streamer Camera.
  • Fixed an issue where R1 inventions were excluded from the local player's portfolio in Rooms 2 rooms.
  • Fixed an issue where we'd try to respawn objects while a player was holding them or near them.
  • You'll no longer be able to accidentally delete a container's pivot point.
  • Fixed a bug where exiting a container would incorrectly save the current position/rotation/scale. This caused inadvertent edits such as when a Rotator is rotating while a container is being modified.

Avatar

  • Expanded head and nose scale ranges for both full body and upgraded bean.
  • Holotar recording and playback bugfixes, plus new recordings will playback body rotation and animations properly regardless of how your projector is rotated. Get rotated (correctly), Holotars!

General Improvements & Bug Fixes

  • Party up faster with the new Party Flag! Drop a Party Flag to invite nearby players to join your party instantly, no watch open needed! Whether you're exploring, playing, or just hanging out, gathering your squad is now easier than ever. Look for the Party Flag option in the gesture radial menu and start making new connections at the speed of play!
  • If you have UGC Progression enabled in your room, new players will only receive a "Level Reached" event the first time they join, not every time.
  • We've disabled EAC. Be on the look out for our latest dev blog detailing what's next with Referee.
  • Fixed Synced Object Properties not showing up correctly for join-in-progress players.
  • Players now sync correctly in Object Properties
  • You can now sync Rec Room Objects in Object Properties!
  • Trigger Volumes now clear properly when a player leaves the room while still inside the trigger volume.
  • Fixed an issue where players could get stuck on a black screen when kicked back to the login screen.
  • Improvements and bug fixes for the Widget Watch.
  • Refreshed the RR+ sign-up page.
  • Interaction Volume v2 is now out of beta.
  • Clarified error messages when spawning an object with the maker pen fails.

Rec Room Studio

  • RRStudio objects now behave like containers (can have child objects) in Rooms 2.
  • RRStudio objects now use the common Rooms 2 physics properties/settings in Rooms 2.

Experiments

  • We'll be rolling out some rotation and depth control improvements for Place as an experiment, to help players place objects faster with more precision when using the feature, especially on mobile.
  • Edited an ongoing experiment that produces smoother motion for remote players.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Developer Post: The Messy Middle

March 26, 2025

Today, we’re sharing an internal post from our Head of UGC Engineering. Dealing with tech debt is frustrating for you as players and for us as developers. The following is what was shared, how we’re thinking about this and solving it internally.


Because of the way we built Rec Room, we need to rebuild a lot of it.

When we started out, we weren’t thinking about UGC, scalability, security, multi-platform, or a whole host of other things. All of those things - essential to running Rec Room now - came later. And we built them on top of a platform that didn’t anticipate those developments.

We’ve started a number of these rebuilds in the last 12-24 months. As we’ve seen what creators are building and what they want more of, we got a better idea of the areas we needed to invest in for today and for our platform’s future. Sometimes these rebuilds are invisible to the majority of players e.g. Referee security or new server infrastructure. Sometimes they’re very much the opposite - Rooms 2 or new avatars for example.

Every one of these rebuilds has had this terrible point in development that I call the “messy middle”. All of our users are on the old system. Almost all of our development time is on the new system. This is an awful place to be for everyone.

Players see bugs and want features on the old system. We are trying really hard to finish the new system and can’t spend time patching the old systems, when we’re hoping to move everyone to the new system very soon Players are (fairly) annoyed because it feels like we’re not listening to them. Our team gets demoralized because players are yelling at them to “fix the bugs” but they try to white knuckle it to the finish line as we believe “once players try this new system they’ll love it”.

Still, everything takes longer than we thought and we’re in this messy middle more than anyone would rationally want to be. We need to exit the messy middle as soon as possible. We need our players, creators and developers on the same system. So when they have feedback, when they see bugs, and when they request new features, we’re ready with changes and fixes. We can’t do this if we’re developing across multiple systems.

Rooms 2 is the big transition moment coming up. It has been a monumental team effort to get this new and improved system up and running. It’s got the replicator, hierarchies, a more reliable loading system, a more secure networking model. It has higher limits. You can put wayyy more circuits in each room. It has a better economic model with RIO.

It’s also set up for the future. We’ll be able to get better stats on the Creator Hub. We have a path toward making the networking model far more secure than R1. We should be able to get better load times. And more reliable framerate, even on low end hardware. It will support things like Maker AI and a better breed of inventions that include studio content.

So, what does exiting the messy middle mean in practice for room creation? For new users, we think that on balance, they’re going to be better off using R2 than R1 now. Soon it will be the default for new room creation. Creators can still build R1 things, but we know defaults are powerful and so a lot more time will be spent on R2. It is the future of building and creating in Rec Room.

For our top creators, we need to offer white glove service. We’ll be talking to them directly about how to move to R2. How can we help them transition? What is holding them back? What can we fix/add/do for them that brings them to the future?

Updating systems is never about perfect parity with the old system. It’s about providing sustainable tools for what’s needed now and future-proofed as best as we can. That means R2 will never have perfect 100% parity with R1. There are some things we just don’t want to bring over because they create security or performance issues. We should be trying to offer alternatives though - things that help creators make the transition, match what they have built in R1 and realize all the new powerful capabilities that only R2 has.

Ultimately, we need our players, creators and devs to be on the same platform. If we want players to be seeing new features and bug fixes each week. If we want the time between “ask” and “answer” to be short, we need to get out of the messy middle ASAP. That’s what we’re working on right now.


Rec Room UPDATE - the "Pick your nose" Edition

March 24, 2025

TLDR

  • New nose customization options are here!
  • Custom tags for Rooms 2 inventions.
  • Expanded room carousel widgets for the Widget Watch.

Rooms 2

  • The default tags for newly created props now appear correctly in the object config.
  • Added the ability to add custom tags to Rooms 2 inventions.
  • Fixed On Reset Event for Objects when Rec Room Object Reset is run.
  • Added Dictionary nodes for working with string-value pairs.
  • Added Generic Events to Circuits, a single room-level event in inventions!
  • Debugging output for dictionaries is now displayed when ports are hovered.
  • Dictionaries can now be used in synchronized events.

Avatar

  • New nose customization is here! With new nose customization properties like nose width, nose tip angle, and nostril flare, you can pick your nose so that it best suits you.

General Improvements & Bug Fixes

  • Added a "New" Badge to the HUD on mobile so you know when new items are in the store!
  • Added expanded room carousel widgets for the Widget Watch.
  • Added new event: "Root Object Hit by Projectile".
  • We've improved the UI for the Avatar Item Chip and made it easier to search and set avatar items.
  • Fixed an issue where your 'Bean Avatar Settings' would sometimes be hidden in your experience settings.
  • Fixed an issue where the Bonky costume wouldn't appear on classic bean players in MitM.
  • Fixed the club events carousel in the play menu.
  • Fixed a bug preventing share cam use while wearing a private custom shirt.
  • Fixed a bug where different players could see physical objects grabbed by a Grabber in different positions.
  • Fixed an issue where Tools with no active colliders return incorrect bounds while using Place.
  • General stability improvements.

Rec Room Studio

  • Fixed a bug where in rare cases, some rooms would fail to build on the build pipeline.
  • Fixed some performance issues when opening rooms with Maker Pen shapes.
  • Fixed an issue which caused some foliage in Rec Room Studio rooms to disappear. Don't worry, your vegetation isn't out to haunt you - as far as we know.
  • Fixed missing information on Circuits memory usage in the Memory Explorer window.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "Eyes and Eyebrows and Mouth and Nose" Edition

March 17, 2025

TLDR

Our update notes provide a lot of information on individual fixes and features but don't always tell you why we've worked on that thing. This week we're trying out short explainers on the why.

  • We've got a bunch more R2 fixes and features in this update. [See also the Road to Rooms 2 Update in a forum post.] Why? Because 90% of dev time is going to R2 but 90% of player and creator time is R1. That's a bad place to be because it creates a mismatch between where our community wants changes and where we're making those changes. We're improving R2 so y'all can move over and we can all be working on the same platform. That will mean all players and creators can benefit from weekly improvements. This week - Room Door is now supported and you can publish inventions in Rooms 2.
  • A smoother creation path - we've made it easier to create, but it's still not easy for everyone. This has been one of the biggest themes for us in recent months. The magic of Rec Room is that anyone can create with in-game tools and the device they have. But there's more we can do to help players during their first few interactions with the Maker Pen, so you'll see some improvements this week and more in coming weeks.
  • We've talked about the future of you in our dev blogs - this week, more avatar customization features are dropping with eye, eyebrow and mouth options.

Rooms 2

  • Room Door is now supported in Rooms 2. Door un-stuck!
  • Rooms 2 Inventions can now be published! Check out our forum post here for details!
  • Game Start (Generic) & Game Stop (Generic) Events have been added to Rooms 2. These are predefined room events that can be invoked using the Event Sender and configured in the Event Receiver. They don't have any inherent effect, but they will always be there as an easy, reliable way to start or stop your custom game logic. If you're sharing game logic in an invention, this will make your logic more portable!
  • Fixed drop line visuals for Maker Pen Hierarchy View.
  • Seats that are in Replicator Target Objects can no longer be sat in.
  • Interaction Volumes that are in Replicator target Objects can no longer be interacted with.
  • Swapped two face shapes that got accidentally mixed up.
  • Fixed a long standing bug where moving or scaling shapes in Rooms 2 rooms on low end devices would not update the visuals correctly.

Avatars

  • We've added a few new Eye and Eyebrow options to customize your avatars' faces! We're excited to keep bringing you new and fresh ways to be your true self in Rec Room. [More info in a forum post.]
  • Added rotate and pinch settings for your eyes, mouth and eyebrows, so you can get your own personal look!
  • Added more responsive sliders when you customize your face.
  • Fixed the Avatar Studio avatar shader to honor the hair detail map baked into the basemap alpha channel (your hair won't have wonky lighting or coloring now!)
  • Fixed the head scale ranges on upgraded beans, which had its range accidentally limited.
  • Increased the max number of custom avatar items visible on a player's portfolio from 100 to 1000.
  • Increased the max number of custom avatar items returned via search from 100 to 1000.

General Improvements & Bug Fixes

  • Fixed an issue where Storefronts in Inventions wouldn't properly port their Room Offers and related Inventory Items to other rooms.
  • Fixed a bug where the SFX Set Volume chip would ignore the "Value" port and always set the volume to 0.
  • Added tooltips to Widget Watch buttons.
  • Added a feature for a new room load flow to load older versions of a room, which means Nintendo Switch users can play versions of a room that are compatible with their game version.
  • The invention details page accessed from the makerpen palette no longer truncates description text.
  • Synchronized circuits events will now be properly received when they are executed on room load/room reset.
  • Fixed an issue with switching makerpens while in the new makerpen tutorial.

Rec Room Studio

  • Reduced UI hitches when the Avatar Items list is open in projects with thousands of assets.
  • Fixed a bug where custom file extension handlers (e.g. for GLTF files) added in Rec Room Studio could prevent building rooms from succeeding.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "1Hz Donut" Edition

March 10, 2025

TLDR

  • Bean body customization sliders are here!
  • Basketball, campfire, and microphone props are now in Rooms 2.
  • Arrows no longer hide your view when they cover your eyes.

Rooms 2

  • The basketball, campfire, and microphone props are now available in Rooms 2.
  • Custom Locomotion is coming out of beta in Rooms 2 along with over 100 chips!
  • Rearranged the invention palette in Rooms 2 so downloaded inventions are closer to the top.
  • Added the invention store carousel to the maker pen palette.
  • Fixed an issue where child objects in pooled replicator-created objects and replicator target objects were still getting picked up by Get All With Tag and Get First With Tag queries.
  • Fixed an issue where Replicators were breaking after being cloned.
  • Improved messaging for the Rooms 2 invention store.

Avatars

  • Bean Body customization sliders are here! Customize your body to your outfit or to you, in bean or FBA.
  • Fixed an issue where you couldn't see body property changes when using the Customize menu outside of the dorm.

Avatar Studio

  • Fixed the TestAvatar's body shapes to look correct (ie: match real body shapes in-game) by increasing the project-wide mesh skin weights quality setting to "4 Bones".

General Improvements & Bug Fixes

  • Added the Update1Hz Event - an event that executes at 1hz frequency, configurable in the Event Receiver chip in Beta Rooms.
  • If you get hit in the face by an arrow, it'll no longer hide your view! Just like if you take an arrow to the knee you'll no longer be able to be an adventurer like me :^)
  • Added extra safeguards around whiteboards and holotars in junior-created rooms. Non-junior co-owners are limited to what owners can do in junior-created rooms.
  • Fixed an issue where variables inside object boards are sometimes not reset by the Rec Room Object Reset chip.
  • Fixed an issue that caused the surface snapping offset to be very far away from the targeted surface.
  • You can no longer attempt to offer a gesture while you are in Place mode with an object.
  • VR players will no longer crouch when updating body properties in their dorm.

Experiments

  • We received lots of positive feedback last year regarding how Place really improved the experience manipulating MakerPen shapes! We are now experimenting bringing Place to work on Rooms 2 and Rec Room Studio objects.
  • Added an experiment that consolidates the Play menu into fewer tabs with each tab having clear responsibilities. This should help you find the right content quicker without needing to scroll endlessly on the main play highlights page.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "FBA Sliders and Torso Chips" Edition

March 3, 2025

TLDR

  • Starting soon we’ll be rolling out a new set of Avatar Customization updates, starting with body customization sliders for Full Body Avatars. Check them out in the customization tab!
  • Added Torso chips so now you can attach and detach objects from your body.
  • We’re launching a new Widget Watch as an experiment later this week!

Rooms 2

  • Added new Player Torso chips to beta. Prepare for some awesome back accessories for your games!
    • Attach Object to Player Torso
    • Detach Object from Player Torso
    • Detach All Objects from Player Torso
    • Get Objects Attached to Player Torso
  • Fixed an issue causing replicated objects to not properly return.
  • Replicator target objects set via the connect tool will no longer snap to their original positions after a Room Reset.
  • Fixed a few crashes caused by memory issues.

Rec Room Studio

  • Fixed an issue where Rec Room Studio could be used to put Replicators in other Replicators.
  • A handful of small RRStudio avatar item fixes:
    • Fixed avatar item bone weighting rules so more bones can be weighted by headwear, eyewear, earwear, neckwear, shoulders/back, tops, and bottoms for that sweet, boney eyewear.
    • Made the avatar item "Request Publishing" button pre-fill more of the form fields automatically, so you can rest your precious fingers.
    • Made avatar item ID a copy/pastable field so you can paste it elsewhere if you need to.

General Improvements & Bug Fixes

  • We’re introducing the first set of features for Advanced Body Customization, this time to Full Body Avatars! Starting soon you can use the sliders in the customization menu on nearly every body part to make your avatar more like you. Check out more details in our dev blog coming soon!
  • You can now sell any avatar item from the store in your Rooms 1 storefront!
  • Fixed a bug that would sometimes cause Maker Pen errors when performing Redo on a deleted object.
  • Fixed a bug with the position of newly-created invention instances when using Advanced Creation Mode.
  • Added two new Maker Pen settings:
    • Smart Snapping: In the Surface Snapping settings you can toggle this option to minimize movement of objects through walls for screen and mobile devices. This helps reduce objects moving through walls as you place them.
    • Keep Upright: In the General Settings you can toggle this option to maintain the rotation of an object in respect to the horizontal plane when using the grab and move tools (NOT using handles). This setting helps with more natural placement.
  • Updates to our tutorials to make onboarding a breeze for new players.
  • Fixed Invention cards missing a price on the Buy Button
  • Fixed an error that would occur with certain players when using genre-based matchmaking
  • Fixed an issue where the Reaction/Emote Wheel would activate in the background when it was not needed

Experiments

  • We’re experimenting with a new, faster and immersive user interface with the Widget Watch! On March 5th, a majority of screen, pc, and console players will get a version of Widget Watch. Get quicker access to essential features without having to break the action - and don’t forget to give us feedback in the creator forum HERE. [More info in a dev blog posting.]
  • We’re starting experiments this week with some storefront UI to make the store a little less cluttered and easier to navigate.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Company News: Rec Room Update - March 2025

March 3, 2025

We are sharing the message we shared with our team today. The only change is a small redaction on proprietary projects in development.

All,

I have some sad news. Today, I made the difficult decision to reduce the size of our team by 16%.  That means parting ways with many friends and colleagues.  These are great and very talented people and this is no reflection on them or their work.  This wasn’t an easy decision, but ultimately it’s one we had to make for the long term success of Rec Room.

Rec Room’s grown far beyond what I could have imagined over the past 9 years. The credit for that success goes to the teams who built things others often thought were impossible, but this decision, the company’s position and our long term direction are my responsibility.

Rec Room is not just a video game.  It’s a place where millions of people make new friends, express their creativity, and find fun each month.  It’s a community that’s larger than many countries.  It’s a place where people were able to fight loneliness and isolation during some of the hardest times we’ve seen.  Ensuring Rec Room can thrive for years to come is a heavy responsibility, and sometimes living up to that responsibility requires making difficult decisions.

I’ve always tried to be transparent with all of you on what’s happening across the business in good times and bad, so I’d like to outline what we’re doing for the people who are impacted, why I believe this is necessary now and our plans for the future.

How are we helping people who are impacted?

We’re grateful to the people who have worked hard to build Rec Room into what it is.  These people have been our friends and colleagues for many years.  We recognize this will be a difficult transition for them, but we want to ensure we’re giving them all of the resources we can to help them with whatever is next for them.

We have spoken to all of them directly this morning and we will be providing them with 3 months of paid severance and 6 months of healthcare premiums.  They’ll also receive access to outplacement support including 1:1 assistance with resume writing, cover letter drafting, career coaching, and job interview prep.  This will ensure they have the time and the resources to find what’s next.

Many of you have asked if you can reach out and offer support.  Yes, you absolutely can.  Still, be aware this is a difficult time for them, and they may need some additional time and space.

How did we get here?

The market has changed dramatically from where it was in the earlier part of the decade.  Gaming market growth has slowed, while higher interest rates and a more challenging fundraising environment make cash harder to come by.  As a result, we have to change the way we think about Rec Room’s financial strategy.

In good times, startups look to raise funding every 18 to 24 months and that’s what we did in the early years.  In challenging times, the advice was generally to budget for 3+ years of runway.  When we last raised money, we budgeted for 5+ years because the economic outlook seemed uncertain for late stage private companies.  It remains uncertain three years later.  Our current assumption is that we need to become self-sustaining using our current cash and not plan on any future fundraises.  We need to control our own destiny by bringing in more money than we spend.

Layoffs are a last resort, and we took as many preventative actions as we could before reducing our team size.  Rather than hire externally, we re-trained individuals into new disciplines.  We cut UA spending.  We reduced third party spending by taking some key systems in-house.  We made large reductions to our infrastructure spending which made it much more efficient to run the Rec Room service.   We also launched Rec Room onto Nintendo Switch, the game console with the widest install base in existence.

These changes all improved our financial position, but as our largest spend each month goes to people and payroll, they weren’t enough on their own.  

What have we learned and how do we change moving forward?

This is a tough day and we don’t want to do this again.  I’ve learned a lot in this process and I’m going to make sure I fix as much as I can based on those learnings. No one can predict the future, but we can learn and improve so we’re better prepared for whatever the future throws at us.

I’ve had conversations with many of you about the changes you believe are needed. One clear theme came forward.  We all want to move at startup speed, but the organization and our process is getting in the way.

We need to look and feel like a startup again.  We need to get back to our roots.  We’ve taken missteps over the past few years that have pulled us away from our startup process, and we need to fix them now:

Flatter Organization

As Rec Room the product grew, so too did the organizational structure.  There are too many people splitting time between IC work and management.  This hybrid role creates too many negatives and not enough positives.  It creates more layers of management, a wider group of “leads” that need to buy off on all decisions, and it means fewer IC hours.  It’s making us slower and less effective.  

Moving forward, we’re going to create a stronger separation from the IC and the manager role.  Be a great IC or be a great manager.  Don’t try to be both.

This will result in a flatter org with fewer managers, faster decisions and more time for ICs to dedicate toward building product.

Smaller Cross-Functional Teams

For the past few years, we’ve been organizing across disciplines or functions (horizontally).  This has some advantages, but it requires more communication, process and managers to coordinate.  This is how a big company organizes to reduce duplication of effort and consistency in process.  It is not how you organize for speed, and it is slowing us down.

Moving forward, we’re redrawing our organizational structure to be both flatter and more interdisciplinary (vertical).  Teams will be smaller and will contain devs, designers, artists. They’ll be able to operate more autonomously. This is what the early years of Rec Room looked like.

Scrappier & More Efficient

Too often, we’ve been trying to solve problems by spending our way out.  When confronted with an obstacle, often our first instinct was to buy software to solve it, scale up rather than optimize or hire more people to workaround it.  

For the past few months, as we’ve focused more on costs, we’ve shifted back to our scrappier roots.  When we’ve taken the scrappier approach, we built better internal tools than anything we could buy.  We were forced to optimize our systems making them better and more resilient.  And we’ve spent time simplifying and automating our processes rather than throwing people hours at an unoptimized workflow.

When we create the right conditions, the resourcefulness and inventiveness of our team is incredibly strong.  Let's lean into that.

What’s next?

We have a very unique product.  Rec Room spans 10 platforms from phones to consoles to headsets.  It has millions of games where you can shoot, fish, race, roleplay, hangout, take care of monsters, battle a clown or pass a ticking bomb back and forth.  Those games are built and enjoyed by millions of players across more than 150 countries each month.

But Rec Room’s been an underdog from the start.  

Gaming startups don’t work. There’s no market for VR.  You can’t port that game to consoles.  Phones? Forget it, it’ll never run.  UGC gaming is a fad. In-game creation tools will never be powerful enough to build “good” games.  

We’re still an underdog now.  In the past we overcame underdog odds, by staying focused on what matters.

Now is the time to focus on a smaller number of high priority areas that let us expand who can create, what they can create, and how that drives our business forward

  • Ensuring Everyone Can Create = ************** and ***** ** will dramatically expand who can create.  They’re simple enough for anyone to use.  They’re fast and varied enough to make building fun, and powerful enough to get complex outcomes, worlds and gameplay.
  • Rooms 2.0 = This is the largest bet we've made as a company.  Rooms 2.0 is what gets us to bigger, more complex, more reliable rooms that run everywhere.  It sets us up for breakthroughs on everything from load times to circuits.
  • Rec Room Plus = This is the financial engine of the company.  Plus subscribers are by far our most engaged players and creators.  We need to put more value into the subscription and do a better job of explaining that value so that subscribing is a no-brainer for any serious Rec Room player.

We need to get back to our startup roots and stay focused on what matters.

For all of you here,  I know this is one of the toughest days we’ve had as a company.  It will take time for us to regroup and reorganize.  The future is always uncertain, but we made these difficult decisions to ensure the Rec Room is in a stronger position moving forward.  

Thank you all for your help in building Rec Room into a place where anyone can create games and come together regardless of their age, technical knowledge, financial resources, or geographic location.  Let's continue to build.

Nick


Rec Room UPDATE - the "Configure This" Edition

February 26, 2025

Rec_Room_News_-_Episode_5_(Ft._Sk0l)

Rec Room News - Episode 5 (Ft. Sk0l)

Rooms 2

  • We've fixed some Spatial Hierarchy VR issues:
    • We added a toggle to the tear off hierarchy menu, so it opens and closes when you click on the selection name in the VR nameplate. Note that this is reset whenever the selection changes.
    • Fixed menu positioning and scaling to better suit you.
    • The menus are now more resilient when they have objects in front of them. Note that in VR the menus are placed in space and objects can be front - this is also how the maker pen tear off menus work. But changes were made to make it a bit better - especially for the selection nameplate which we now try a few different positions for if it seems to be behind something else.
  • Fixed an issue where shapes in replicators were visible when the replicator was not on some platforms.
  • Updated invention version numbers: Unpublished Rooms 2 inventions will have a minor version, and published versions will have major versions.
  • Fixed an issue where objects in Rooms 2 could suddenly become grabbable.

Rec Room Studio

  • The following objects can now be configurable through Object Config in RRStudio!
    • Locomotion Collision, Beacon Settings, Breakable Settings, Component Visibility, Physics Settings, Physics Mode Settings, Vehicle, Engine, Front Wheels, Rear Wheels, and Health Potion.
  • Fixed a bug that could cause the first case in a switch not to execute even when it appeared to be configured correctly in Rec Room Studio.
  • Fixed a bug that would not allow you to interact with Studio Objects using the maker pen.

General Improvements & Bug Fixes

  • We re-added text and external links to Creator Hub for platforms that support external web browsers!
  • Added a seat config menu toggle: Uses Seat Rotation. Turn it off to decouple the camera rotation from the seat for screen players!
  • On non-touch Screens platforms, the camera rotation in drawing mode is now always around the screen center instead of where the drawing cursor is.
  • Create menus are now hidden from junior users - since juniors weren't allowed to create rooms, it didn't make sense to keep the buttons there.
  • The friend count display on your profile page will no longer count pending friend requests. We only count your REAL friends now :D
  • Added the 'Rec Room Object Set Color' chip in beta.
  • Fixed the "Screens Throw Pose" configurable setting for the Throw Handle.
  • Fixed a bug with Rec Room Studio materials, which would cause certain emissive materials to have incorrect gamma in-game. If you were having this issue with your content, you will need to raise each component of your emissive color to the power of 2.2 (emissive text is not yet fixed).
  • Fixed some issues with how often the Rooms 2 badge popped up on Rooms in the Watch.
  • Fixed the padding on room list carousels to have some padding at the top when they're multi-row:
  • Fixed a bug that prevented saving a room after adding object properties of certain types.
  • Fixed a bug that could cause invalid invention updates.

Experiments

  • We've added an experiment to allow players to tune the voice volumes of other players individually from the Profile page of other players. Check it out and let us know what you think! Time to let that DJ pump up the jams! Or quiet them down. Whichever.
  • Started an experiment that adds "Party Cards" to the online friend's carousel. Try using it to reconnect with your party friends more easily!

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "Replicated Chips & Guacamole" Edition

February 18, 2025

Rooms 2

  • Added a "Center Pivot" button in the Quick Action Menu to move the pivot to the center of the current selected object.
  • Fixed an issue with the Replicator that could cause you to get stuck in the "Regenerate" prompt when another player saves the room.
  • Fixed an issue where deleted Replicators could continue to generate chips, and leave them generated in the scene on every save. Too many chips, not enough guacamole.
  • Fixed the Replicator's Spawn Complete output so it will no longer fire before the object is ready to be interacted with by other circuits.
  • Fixed an issue where Regenerating a Replicator that had already made copies with object boards could cause all of the circuits in new objects to not function.

Avatars

  • When you're on an avatar item page for an item you've already bought, you'll now have the option to equip that item!
  • We updated the "Custom Shirts" button in the dorm mirror to say "Custom Items".
  • Fixed a rare issue where avatars would sometimes load as invisible. We see you!
  • Fixed a bug where you couldn't see a player's head scale update while in the same room as them.

Rec Room Studio

  • Fixed room error detection to flag dependencies on the "RR Avatar Rendering Systems" package as errors, so you get the errors detected before you upload and try to build the room. NOTE: If you want to use assets from that package in your room, feel free to make duplicate copies of those assets in your assets folder. Just don't use them directly out of the package!
  • Avatar item tags can now be added directly in the avatar item settings page within Avatar Studio.

General Improvements & Bug Fixes

  • Fixed an issue where some players with a huge number of friends were having issues with the title screen, so we've hidden the 'online friends' title screen for those people to improve performance. Hey, why did the mushroom have so many friends? He was a FUNGI.
  • Made some improvements to search and fixed an issue where certain tags wouldn't show when searching them.
  • Fixed an issue where selecting an Object to Pool sometimes would show blank and off-center entries in the list of options.
  • Fixed an issue where some Holotars in My Little Monsters would be wearing "update your game" shirts (we told them to update their game and they did.)
  • Fixed an issue where your controls will lock up if you are respawned multiple times before you finish spawning. You can finally be set free!
  • Fixed an issue with gift boxes not opening properly. Now they should, happy birthday!
  • Fixed an issue where Stunt Runner boards will lock your controls if you enable "Respawn on Game Start" in the Game Rules.
  • Fixed an issue where the Variable Changed event for a synced Player Variable will not return the player.
  • Fixed an issue where the Variable Changed event for a synced Rec Room Object Variable will not return the object.

Experiments

  • Started an experiment that adds "Party Cards" to the online friends carousel. Try using it to reconnect with your party friends more easily!

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "You Might Wanna Sit Down For This" Edition

February 3, 2025

Rec_Room_News_-_Episode_4

Rec Room News - Episode 4

Rooms 2

  • Resetting an object will now reset any variables inside its object board.
  • Fixed an issue when you edit out of a Tube or Ribbon, you wouldn't be able to select another object.

Rec Room Studio

  • You can now configure seats! Where you fits you sits.

General Improvements & Bug Fixes

  • Fixed a bug where the watch wouldn't close in VR, even when you turn your wrist away.
  • Fixed an issue where using Delete Everything would make various menus and your maker pen unusable in both Rooms 1 and Rooms 2.
  • Fixed an issue where recently used Circuits chips wouldn't show up at the top of the Palette search menu when the search box is empty.
  • Fixed a bug where the announcement page after publishing an invention would automatically close. Maybe we weren't done reading that, y'know?
  • Fixed the Maker Pen Tutorial missing the Plan prop step. This prevented the tutorial from advancing to the tools steps, so now you can actually finish the tutorial.
  • Fixed a bug where Rooms 1 Storefronts couldn't display custom avatar item images properly.
  • Fixed an issue where the invention save dialog wouldn't update.
  • Fixed an issue with clone drag stopping due to issues with chips.
  • Fixed a bug where you wouldn't be able to gift something after clicking "Give as Gift". So now you can bring someone a birthday gift on their birthday to their birthday party on their birthday with a birthday gift.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "Road to Rooms 2" Edition

January 27, 2025

Road to Rooms 2

Info about the "Road to Rooms 2" in a developer posting.

Rec_Room_News_-_Episode_3

Rec Room News - Episode 3

TLDR

  • Rooms 2.0 has some serious updates, with new tools for managing your hierarchies and objects faster and easier! [More info in a developer posting on the Creator Forum.]
  • More additions to ranged weapons!
  • Expanded Rec Room Studio access to more eligible creators!

Rooms 2

  • We've added a few new menus to help with managing Object Hierarchies in Rooms 2. [More info in a developer posting on the Creator Forum.]
  • Connect Widget: When selecting a non-circuit object, a connection icon will appear on the right of the selection (or below it if the selection is large). You can drag this icon to another object to parent the selection to that object. Or you can tap or click the icon to quickly edit in and out of objects, group and ungroup objects, move objects to the room level, and copy and paste objects across hierarchies.
  • Object Widget: When selecting any object, a nameplate will appear. You can select the name like a shortcut to the 2D hierarchy menu, or the "..." to access the Quick Action Menu for familiar options like configure.
  • New shapes can now exist directly at the Room Level or within Gizmos, eliminating the need for automatic container creation.
  • We've added some features that allow you to control if the room is "edit-ready" and ready for creation. Rooms will now load as edit-ready for Creators by default, and you can specify how you want edit-ready rooms to load for other players in your subroom settings. You can also visit the "This Room" page to know if your current room instance is edit-ready!
  • You are now able to save up to 50 updates to Rooms 2 inventions. While you have a Maker Pen selection, use the "Save Invention Update" in the quick action menu to add a new version to an existing invention. Use the "Version" dropdown on the Invention Details page to pick which version you want to spawn.
  • There is now a limit of 150 Replicator copies that can be Pre-Allocated across all Replicators in a Room to prevent loading timeouts. If a Room's total Preallocated Copies is above this number, only the maximum number of copies will be generated.
  • You can now mark your custom Object Properties as synchronized, so everyone in the room sees the same value for that property!
  • 'Enable Pivot Select' and 'Disable Pivot Selection' options will now affect 'MakerPen drag select'.
  • New objects spawned will no longer be grabbable by default.
  • Now the Unsaved Animation controller animating in a loop will continue when another player joins the room.
  • Replicated objects will no longer pop to the origin when reset.
  • Fixed an issue where a Replicator created through Cloning or Invention wouldn't properly replicate its circuits.
  • Fixed an issue where deleting objects in Advanced Creation Mode would create problems with the hierarchy menu.
  • Fixed an issue where you couldn't recolor certain shapes.

Rec Room Studio

  • We've expanded RRS access to 50% of eligible creators! Click HERE to see if you got access. We plan to get access out to all users very soon.
  • Improved Inspector performance when Studio Functions are super lengthy.
  • Changing the target of a Studio Function instruction will now preserve the method and arguments even when the previous target had been destroyed.
  • Adding new instructions to a Studio Function will now duplicate the content of the previous instruction.
  • Added more base settings in RRStudio for objects in R1 rooms!

Ranged Weapons

  • Added new config options to Ranged Weapon Props. Not all weapons will support all of these options.
    • Infinite Ammo (boolean) * Default Total Ammunition (integer)
    • Use Ammunition Magazine (boolean)
    • Ammunition Magazine Size (integer)
    • Reset on Ammunition Exhaustion (boolean)
  • Added new Ranged Weapon Prop nodes into beta. Similar to the new config options, these will only work on certain weapons.
    • Ranged Weapon Prop Get Default Total Ammunition * Ranged Weapon Prop Get Ammunition
    • Ranged Weapon Prop Reset Current Ammunition
    • Ranged Weapon Prop Set Current Magazine Ammunition
    • Ranged Weapon Prop Set Uses Magazine
    • Ranged Weapon Prop Set Infinite Ammunition * Ranged Weapon Prop Set Magazine Capacity
    • Ranged Weapon Prop Set Total Ammunition
  • Added new "Ammunition Changed" Event to Ranged Weapon Props

General Improvements & Bug Fixes

  • Added a smart suggestion feature to Circuits. Select and drag out of the desired port on a circuit, hold the selection in an empty space for a few seconds, and then select or search for recently used circuits in the smart circuit menu. [More info in a dev posting in the Creator Forum.]
  • Added a subroom level toggle to enable/disable Beacons.
  • Inventions that were saved with world position from the dorm can now be spawned at the same world position in any room.
  • Fixed a bug where a rare timing issue was causing all Object Boards in a Room Instance to become destroyed.
  • Fixed a soft lock issue when opening the watch store from the navigation bar.
  • Fixed an issue with aim-assist support in UGC rooms for provided weapons.
  • Localized text fixes for the "New" data token on room cards.
  • Player boards will now clear values off of all output ports when they are bound to a player.
  • Fixed a logout issue.

Experiments

  • We're trying out some upgrades to melee weapons on Screens to make them more reliable, consistent, and fun
    • Removed slowdown while charging an attack (just like Swing Handle, and VR)
    • Reduced movement boost while executing charged attacks
    • Charge attack input is faster in most cases
    • Repeated attack inputs are more reliable to chain together
    • Can now hold wave button with a sword to block attacks (so it's possible to do while dual wielding for all controls)
    • Third person swing is more accurate to the reticle / nearby enemies
    • Third person screen shake is reduced (since the added camera distance exaggerates it a lot)

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room PATCH - the "First of the Year" Edition

January 22, 2025

TLDR

  • Added more configurable objects to RRStudio
  • Visual bug fixes and efficiency updates
  • Seasons are changing, RIP winter app icon :,(

Rooms 2

  • Added text filter when choosing the Object to Pool for a Replicator.
  • You are now able to save updates to Rooms 2 inventions. While you have a Maker Pen selection, use the "Save Invention Update" command in the quick action menu to add a new version to an existing invention. Use the "Version" dropdown on the Invention Details page to pick which version you want to spawn. You'll be able to save up to 50 versions of each invention.

Rec Room Studio

  • The following objects are now configurable in RRStudio!
    • Audio Sampler, Rotator Gizmo, Piston Gizmo, Respawn Point V1, Respawn Point V2, SFX, Holotar Projector V1
    • Object Tags are now configurable in RRStudio!

General Improvements & Bug Fixes

  • Made a small change to make the room search experience quicker.
  • Notification cards now make more efficient use of space.
  • Restricted the usage of beacons and their visibility when in drawing and anchored studio canvas mode.
  • Fixed a bug where hair and beard previews weren't updating correctly.
  • Fixed a bug where costumes appeared with no pants/shoes. Sorry, Donald Duck impersonators!
  • Fixed a bug with PSVR comfort mode rendering errors.
  • Fixed a bug that would unintentionally change your body type while creating a new account.
  • Fixed some edge cases where third person mode could not interact with certain objects reliably.
  • Reduced hitching when pushing updated Player Definition Boards
  • Upgraded scrolling in the Maker Pen palette by improving page buttons, making it easier and faster to browse and find exactly what you need
  • Fixed a bug where beacons occasionally will not show up if directly joining a partied friend's room.
  • The event creation page will now validate your event's date and time as you set it. RIP, "Longest event ever!!!1!" events.
  • Bye bye wintery app icon, my Shayla :,(

Experiments

  • We are going to launch an experiment to disable the "Use Classic Bean" option for some players again. We've put a lot more work into updating the animations and feel of the new beans to closely match the classic beans, and we want this round of feedback before disabling it for all players in a future update.

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the Creator Forum here: https://forum.rec.net/


Rec Room UPDATE - the "First of the Year" Edition

January 14, 2025

Rec_Room_News_-_Episode_2

Rec Room News - Episode 2

TLDR

  • Inventory Items, Room Offers, and Rewards are now part of Inventions!
  • SO MANY updates, fixes, and customization for ranged weapons.
  • Object Properties have been added in beta!
  • We added "In-Room Voice Privacy Settings" for who you hear AND who hears you!
  • More updates and fixes for FBA and upgraded bean avatars.
  • You may have seen some of these notes in our patches - and that's intentional! Since some platforms only get major updates, we want to make sure they know what's new too.

Avatars

  • We updated our hat placement logic a bit. Hats will now rotate and offset better- unfortunately, this may have moved your hats around, Sorry!
  • Bean avatars can now try on pants and shoes in the watch store without switching to full body first.
  • You'll now slide in the direction you're moving, instead of being based on your input.
  • Your upgraded bean avatar found its balance and now stands up straight!
  • The upgraded bean also got some small updates to animations while moving around.
  • Fixed an issue where left and right hands picked things up differently - now it's the same!
  • Fixed a bug where you couldn't scale upgraded bean avatars' facial features all the way up or down.
  • Fixed a bug where the bottom half of a specific eye type could begin clipping through part of your mouth. Yucka.

Rooms 2

  • Inventory Items, Room Offers, and Rewards now function as part of Inventions! Any new inventions that are saved in a room with chips that reference a specific Inventory Item, Room Offer, or Reward will bake that information into the Invention. When the Invention is spawned in a Room that does not have that content, it will create a new respective piece of content in that Room!
  • Fixed an issue where frozen props inside a container could prevent you from using the Move, Rotate, Scale, Manipulate, or Delete tools on it.
  • You can now delete frozen objects using the advanced creation mode hierarchy!
  • Updated the invention palette tab to use carousels.
  • Made resetting objects work as expected.
    • Resetting objects now resets their children, if they have any.
    • Resetting objects now resets any properties applied by circuits.
    • Resetting objects now resets any tags changed by circuits.
  • Fixed a bug where some objects imported from Rooms 1 inventions would lose their object boards. (This won't fix objects that this already happened to, unfortunately - you'll need to re-spawn the invention to get a new, not-broken copy.)
  • Fixed a bug where using the Connect tool to re-parent to an object which was already selected could break the Circuits hierarchy.
  • Changed invention previews so they are no longer physical.
  • "Toggle Button Set Is Pressed" chips are now working!
  • Fixed a bug where the active Sun Direction component would be ignored when you join a room.
  • MakerPen Clone operation will work now if the pivot is selected.
  • Fixed the error message when cloning and copying pivot.
  • Added the Showcase Poster.

Replicator

  • Replicators will now assign authority of the object that they spawn to the player who used the Replicator Spawn Next Object Chip. This solves some issues with players other than the room authority correctly positioning spawned objects.
  • The amount of chips that can be added to Replicators and Player Definition Boards is now limited by memory usage.
  • Studio objects that have been replicated will no longer leave spooky ghosts inside a trigger volume when they are returned to the replicator.
  • Fixed an issue where having a Replicator with a positive number of Preallocated Copies but no Target Object could cause a room to fail to load.
  • Replicated objects with Handles will now no longer take your hand with them to the great beyond when returned to the replicator.

Circuits

  • Added Object Properties in beta! These allow you to store values on any object with an Object Board by configuring a name and type. New chips to get, set, and check for the presence of each unique property will be added to the palette. Like variables, Object Properties can be synced or unsynced, and come with 'On Changed' events that fire when the value has been modified! (More info in the Creator Forum.)
  • Added the Player Left Hand Is Pointing and Player Right Hand Is Pointing chips in beta.
  • Fixed a bug that you can not configure the sample audio chip properly in ACM.
  • Fixed Object Misaligned with the Cursor And Self-Surface Snapping in ACM on Surface Snapping Mode.
  • Improved performance of Chip cloning and of inventions containing Chips.
  • Fixed a bug where the wrong Circuits chips would be visible/invisible after using the Hierarchy window to jump around between levels.
  • Fixed "On Changed" events not firing for synced variables defined inside a Player Definition Board.
  • Fixed a bug where some ports wouldn't properly update their type if a connected object board was removed.

General Improvements & Bug Fixes

  • The "Voices I Can Hear" settings have been replaced with an "In-Room Voice Privacy" slider that affects who you hear but also who hears YOU in the Room. We also reordered the slider so random party members don't get the most intimate position on the slider. Note that Voice Calls aren't affected by this. [More info in a dev blog post.]
  • VR players' beacon game is on point! No, literally - next time you're in a party or on a team in an RRO, point and press your controller's main trigger. You'll drop a beacon at the location the laser beam touches!
  • Added quick chat for everyone, including juniors!
  • You can now use that sniper scope again while prone!
  • Added a new volume slider to the Audio settings page that controls the volume of Party Voice Calls separately from other Room voices.
  • You will now open straight to party chat if you open chat and are in a party. Makes sense, right?
  • Added better visibility for rooms that require a version update.
  • The reaction wheel is now even snappier!
  • Place now only affects specific maker Shapes and not Tools+.
  • A lot of players were not seeing the "Supports Juniors" toggle and accidentally leaving it on for rooms that weren't Junior-appropriate. To improve this flow we're making some changes:
    • Say goodbye to the "Supports Juniors" button in Room Settings > Moderation. The new hotness is "Age Rating" selection in the main Room Settings area!
    • You now have to pick an Age Rating (All Ages or 13+) before publishing a room. You'll get a helpful popup if you try to publish without selecting an option!
    • Existing rooms that kept their "Supports Juniors" toggle to the default value will see no option selected for "Age Rating", but will still support junior players for now. But you should pick an Age Rating anyway, so we know you mean it!
    • [More info in a dev blog post.]
  • Added home menu notifications to Nintendo Switch(tm).
  • Fixed an issue with Auto Fire in The Rise of Jumbotron.
  • Fixed a significant hitching problem for Quest 2 and Quest 3 players using Meta Link PCVR. Players should no longer experience hitches during longer play sessions!
  • Fixed a bug where the "Join Room" button could be disabled if you canceled inviting friends to join a room with you.
  • Fixed a bug where room instances might become un-joinable if you edited a bunch of Circuits.
  • Fixed a bug that prevented players from talking in Party Voice Call during loading screens.
  • Fixed a bug where unowned items are unlocked when entering the portfolio of another player who wears those items.
  • Fixed a bug where the Flintlock wouldn't show the highlight beacon.
  • Disabled Selection Bounds Rendering when MakerPen is dropped.
  • Fixed a bug where a handle might become unable to be picked up.
  • Fixed a bug where players with a large number of owned Avatar Items could not access said owned items.
  • Fixed a potential issue with longer play sessions getting logged out on Nintendo Switch(tm).
  • Fixed "nada, no rooms found" overlapping room search results when browsing by category.
  • Fixed a bug that was causing the title screen to skip over the 'new account' page.
  • Updated UI Elements in the Influencer Support Code flow. Also fixed a typo.
  • Fixed an issue where players would crash when browsing carousels in the store.
  • Fixed an issue where the quick action menu would not appear after your selection changes in R1.
  • Crashes are becoming less common thanks to a number of fixes!
  • Updated meetup code UI.
  • Now players with all room roles have access to view the Permissions tab in room settings!
  • Fixed blindingly light instruction text in the Room Loading Screen settings.

Ranged Weapon Updates

Customize ranged weapon prop behavior: Lots of new options to configure ranged weapon props in various new ways. Want to make the laser tag shotguns more accurate? Go for it!

  • New options for ranged weapon props! All of these can either be configured with CV2 chips, or directly via the config menu of the gun. This brings a level of control similar to what you already have for Gun Handle and Projectile Launcher-based weapons to our weapons in the maker pen palette.
    • Accuracy - affects both the spread of bullets (like from a shotgun) and the accuracy with which screens players fire.
    • Recoil - affects recoil on screens and controller haptics on VR.
    • Projectile Speed.
    • Projectile Lifetime.
    • Projectile Impact Force - Modify how strongly shooting a physical object will move it.
    • Projectile Gravity.
    • Sound Enabled.
    • Manual & Automatic Fire Rate.
  • While Projectile Launchers could previously have customized sound and gravity in their config menu, we did not have chips for them before. The new chips that let you control sound and gravity for our ranged weapon props will work for projectile launchers too.
  • Not all new properties will be available for all weapons. If you want full control you can still use custom weapons with gun handles + projectile launchers, but we at least wanted to give creators more control over the weapons that we have. For example, you cannot use these new properties to make a paintball pistol have automatic fire.
  • Gun Handles can now be configured to have a "Center" reticle option.
  • Other CV2 features: New chips to check whether a weapon is on cooldown (meaning the gun is unable to shoot due to fire rate) or reloading.
  • Various Ranged Weapon & Projectile Launcher bugfixes:
    • Reduce scenarios for players accidentally shooting themselves with weapons made from a Projectile Launcher and a Handle of some sort. This can be reenabled with the "Can Hit Player Holding Tool" setting if you're trying to use projectile launchers for some weird purpose that needs this.
    • Fixed issues where projectile launchers hooked up to a gun handle with automatic fire wouldn't actually fire as fast as circuits told them to. The max fire rate of projectile launchers has been raised from 15 to 30 (in addition to some under the hood changes to account for the fact that it wasn't actually previously reaching its max fire rate). By default, this will only affect new projectile launchers for backwards compatibility reasons. To update your old ones to use this fix, configure them with the maker pen and disable the "Use Legacy Projectile Throttling" setting.
    • When hovering over a CV2 port of type Projectile Launcher, you should now see the object's name like normal.
    • Fixed a bug where From Creation Object could say its result was valid with the Is Valid chip when the output type was Projectile Launcher but a Ranged Weapon Prop was passed in, even though passing it into projectile launcher chips would give invalid errors.
    • Bullets shot from a projectile launcher clamped to a gun handle will now explode paintball mines like regular bullets do.
    • Fixed a bug where running Ranged Weapon CV2 chips on certain not-yet-supported ranged weapons broke circuits execution without a CV2 error - these will now log a warning but continue execution.
    • Fixed a bug where the Rec Room Object Reset chip didn't properly reset all Ranged Weapon/Projectile Launcher configurable fields.
  • List of all new ranged weapon chips: (Note: anything prefixed with "Ranged Weapon Prop" works only on our existing maker pen palette weapons, but similar functionality should already exist on either Projectile Launchers or Gun Handles. Anything prefixed with just "Ranged Weapon" can work either for our existing weapons or for Projectile Launchers too.)
    • Ranged Weapon Prop Get Is On Cooldown.
    • Ranged Weapon Prop Get Is Reloading.
    • Ranged Weapon Prop Get/Set Projectile Impact Force Multiplier.
    • Ranged Weapon Prop Get/Set Projectile Spread Multiplier.
    • Ranged Weapon Prop Get/Set Recoil Intensity Multiplier.
    • Ranged Weapon Prop Get/Set Rate of Fire.
    • Ranged Weapon Get/Set Projectile Gravity Enabled.
    • Ranged Weapon Get/Set Sound Enabled.
    • Ranged Weapon Get/Set Projectile Lifetime (renamed from Projectile Launcher Get/Set Projectile Lifetime).
    • Ranged Weapon Get/Set Projectile Speed (renamed from Projectile Launcher Get/Set Projectile Speed).

Dodgeball

  • Changed Dodgeball to count outs only on the player that was hit (finally, no more catch-outs!)
  • Dodgeballs no longer count as out when they hit another player.

Rec Room Studio

  • You can now configure mood chips!
  • Object boards are now configurable!
  • Fixed a bug where Rec Net Image components could cause the game to crash when used in a Unity Button.
  • Fixed a bug where the Sun Constant and Sun Direction chips could not be used to change the sun.
  • It is now possible to select and preview SFX, Music, and Ambience audio tracks.
  • Removed the cause of StackOverflow when multi-selecting with a dropdown.

Experiments

  • On Screens, we have released an experiment which improves the Place feature in several ways:
  • The object will now be maintained on the player Y axis when moved up and down.
  • There's now a yellow outline indicating if the object is overlapping with other collisions in the world while being placed.
  • Updates to the visual appearance of room cards across the pages of the Watch to show a "new" tag for rooms first published in the last month.
  • Starting an experiment that adds a new "Best Popular Match" card to the Rooms Search page to allow players to go to a room related to their search that is most likely to have other players to play with.
  • Some players will now be able to find events in the play menu!
  • Experiment to add a new feedback survey at the end of Party Voice Calls.
  • Adding a banner to shoes/bottoms tabs for experiment and design feedback.
  • We are going to launch an experiment with Nintendo Switch(tm) performance improvements that decrease your loading times. If all goes well, everyone will get the improvements!

Please see here for convenient links to controls, tutorials, comfort options, news, and more: https://rec.net/creator

We love to hear your feedback, so please don't hesitate to let us know what you think using the new Creator Forum here: https://forum.rec.net/


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