Gadgeteer Quest 0.3.10 Released – Quality of Life changes

Hi everyone,

Gadgeteer now has over 200 reviews on the Oculus Quest store! This is a huge milestone for an indie studio like ours :)

Read the reviews on the Quest store here:

We're pushing out a few quality of life changes today. These changes reduce wrist strain, improve reliability of UI and gadgets, and more.

The team is currently working on some big features that will come out very soon.

Stay tuned via our email list (no spam!): or Twitter: @gadgeteergame

Here's the full changelog:


[Gadgeteer Quest - 0.3.10 - Release Notes]


- Improved reliability of the catapult trigger, particularly for high velocity impacts
- Loading a sandbox machine will now put the player in the same location and rotation as when the machine was saved. No need to look for the machines anymore
- Re-oriented spawning angles of the wooden and metal gadgets in the library panel. This change is friendlier on the wrist!
- Interacting with buttons is now easier and more reliable. The whole controller model can be used to press buttons and the toolheads' models have more accurate hit boxes. Both controllers can now be used as well

- Rotating gadget joints can now be undone like any other gadget interaction


- Fixed bug where catapult would jitter when locking and catapult would pop open when spawned
- Fixed endless gadget spawning sound if spawning was interrupted
- Brought the shine back to the bathroom mirror, fridge, and kitchen sink


Gadgeteer 0.3.9 Released – We don’t take data loss lightly, so we fixed it

We heard that the community was experiencing lost progress in puzzle mode at times so we fixed it! Another big thank you to everyone who has shared our love for Rube Goldberg machines through Gadgeteer on the Oculus Quest! We also updated the nighttime lighting to relay cubes in puzzle mode.

Here's the full changelog (Quest-only):

[0.3.9 – Release Notes]


  • Added lighting to cubes in night levels to indicate the activated gate timer in puzzle mode. Get the rescue balls to the cube in time!

Bug fixes:

  • Improved auto-save so placed gadgets should always be restored
  • Fixed clashing level of detail (LOD) visuals for various gadgets


  • Game now compiled with IL2CPP
  • Resolved exceptions relating to freeze graph, panel items, gadget state, storage, and player interactions

And have you seen our new Gadgeteer banner live on the Steam and Oculus stores? Check it out!

Stay updated with us on Twitter and check out the reviews on the Oculus store!

Gadgeteer 0.3.8 Released – The Doggy Update

Hi everyone,

We launched Gadgeteer on the Quest last week and we're floored by how many reviews we've gotten so far. More and more reviews are coming in and we're now at almost 100 reviews with nearly all of them being FULL FIVE STAR REVIEWS! Thank you so much for taking the time to review our game :)

Some of you (heartless souls) found the dog barking SFX to be too annoying. We've removed the dog and have embalmed him into a sandbox machine. I hope you're all happy 😢

We've also optimized the game, refined the locomotion, improved the way new areas of the apartment is unlocked, fixed a bunch of bugs, and a bunch more.

Here's the full changelog (Quest-only):

[0.3.8 – Release Notes]

Major Features:

  • Gave the barking dog a home. What a good quiet dog! (He is now available as a sandbox machine!)
  • Optimized performance for gadget freeze/unfreeze
  • Added dynamic Fixed Foveated Rendering to improve general gameplay performance and recovery from high-load use
  • Unlocked access to all Puzzle levels for each apartment area. Players can now proceed to the next apartment area if they're able to complete the last level even without having to complete all levels (in the area)


  • Added FPS warning overlay at the earliest sign of dropped frames for better communication
  • Added environment SFX to Drafting Room for better ambience
  • Added missing translations to in-game text
  • Balanced music volume to SFX volume
  • Changed 'Time of Day' icon to reflect the current time of day in any game mode
  • Improved loading screen to face player during startup
  • Removed wrist rotation locomotion to avoid accidental rotations
  • Removed LOD culling to prevent gadgets visually disappearing at low performance or when distant from player

Bug fixes:

  • Fixed bug where moving the left joystick without activating the capacitive sensors wouldn't activate smooth locomotion
  • Fixed bug where panel buttons wouldn't highlight when focused on
  • Fixed bug in the tutorial where the button wouldn't flash when fully filled with green
  • Fixed broken tutorial if the vacuum tool is held active between tutorial steps
  • Fixed cable lighting bug in Puzzle mode. Light will now travel from the final level cube of each room to the central machine

If you're still on the fence about the game, read the reviews on the Oculus store!

Have a jawsome day 🦈

Gadgeteer Is NOW AVAILABLE On The Oculus Quest!

Hi everyone!

My team and I are extremely excited to finally release Gadgeteer on the Oculus Quest today.

It took a lot of effort to optimize a physics-based puzzle/sandbox game like Gadgeteer for the Quest but it was worth it!

The tetherless building experience is freeing, and so is being able to build wherever you'd like.


Buy the game ($14.99)


Here are some screenshots taken from the Quest version of the game:

We'll continue adding more features to our game, including:

  • New gadgets
  • New tool heads
  • Online sharing
  • (and more!)

We hope you enjoy the game!

— Metanaut Team


Buy the game ($14.99)


Gadgeteer is coming out on the Quest in just TWO DAYS (Oct 24th)

Are you ready to build fantastical Rube Goldberg machines on the Oculus Quest?!

Gadgeteer will be released on the Quest on
October 24, 2019 @ 9am PST.


Wishlist the game!

gadgeteer oculus quest buy button


It took a lot of effort to optimize a game where you build big, intricate machines on a mobile VR device like the Quest, but we're finally ready for launch!

Check out this video that shows our "chain reaction visualizer". We built it to help us with our Quest optimization. Who knew debugging tools can look so satisfying? :)

Also, we'll be updating our main Gadgeteer image. Here's a sneak peak! (not the final version):

gadgeteer new hero image


Hope you like it :)

Wishlist the game!

gadgeteer oculus quest buy button

Gadgeteer is coming to the Oculus Quest!

We've already made this announcement before as part of another announcement but people still keeping asking! So, we're making this one front and center today: YES - Gadgeteer is coming to the Quest!

Wishlist Gadgeteer on the Quest store here:

Ever since the Quest was released, we've received so many requests from the Reddit community for a Quest port. Thank you all for your support :)

Work begun back in July and we've made some good progress so far. However, we're still optimizing our PCVR build for the Quest platform.

We'll be sharing the official launch date with you soon :)

Stay tuned on Twitter @gadgeteergame.

We’ve been accepted into the Creative Export Canada (CEC) program!

cec canada gadgeteer grant

We've got some fantastic news to share today!

Metanaut has been accepted into Canadian Heritage’s Creative Export Canada (CEC) program.

From the official news release:

Canadian creativity is in demand around the globe, and Canadian Heritage’s Creative Export Canada program is helping give creators an opportunity to shine on the world stage. Today, the Honourable Pablo Rodriguez, Minister of Canadian Heritage and Multiculturalism, announced new Creative Export Canada funding for 22 different organizations.

This funding will support these organizations in exporting their artistic projects to international markets, and help generate significant economic benefits at home by creating jobs and fostering social prosperity.

Its mission is to make Canada’s creative industries more profitable.

This is a big milestone for the Canadian VR/AR industry and an even bigger one for our studio. We are the first VR/AR studio to have been accepted into CEC which shows that the government is increasing its support for the industry.

With this grant, we'll be able to reach more machine-building maestros in key areas of the world like the United States and Japan for our VR game, Gadgeteer.

We're going to do our best to make our country proud!

Gadgeteer Beta 0.3.7 Released – More sandbox demo machines + minor bug fixes

Hello everyone,

This is a small release because we wanted to push out an update as soon as possible since we've fixed an important bug for Oculus users.

new demo machine gif

[0.3.7 – Release Notes]

Major Features:

  • Added 3 more sandbox demo machines. You now have a total of 6 machines to play around with!


  • Edited colliders in the apartment scene - no more invisible walls!
  • Oculus: Improved loading screen by making it world-locked instead of head-locked for a more comfortable experience

Bug Fixes:

  • Oculus: Fixed bug where grabbing gadgets would not work if a gamepad controller was connected to the PC

Have a nice day today!

Gadgeteer Beta 0.3.6 Released – Player profile support + MixCast support

We've added a new feature to support different players playing on the same machine! With Player Profiles, you can now start new puzzle campaigns painlessly. This is great if you have guests over or if you want to tackle puzzles with a fresh start.

You can access this new feature via the desktop UI (see bottom right): gadgeteer player profile desktop ui switch

Press the left/right keys to change profiles or to create new ones: player profile desktop ui switcher

In the near future, we'll be adding in-game profile switching so you don't have to take off your headset to make a change.

We've also added MixCast support! If you don't know what MixCast is, here's a description from their website:

MixCast is the best way to create, share and broadcast mixed reality content to any audience, with almost any equipment, VR app, or filming environment.


[0.3.5 – Release Notes]

Major Features:

  • Added player profiles support
  • Added support for two more languages: French, Danish
  • Added MixCast support


  • Improved loading transitions for a more comfortable experience
  • Minor improvements to environment collisions

Bug Fixes:

  • Fixed bug where players were not able to progress in the tutorial if the player spawned gadgets outside of the window
  • Fixed bug where players were able to access the Living Room levels without first completing prerequisite levels


PS: There is also now a secret button in the Main Menu room that unlocks all levels in the game. Try to find it!

Gadgeteer Beta 0.3.5 Released – Japanese / German Language Support (+4 more languages!)

こんにちは (hello)!

It's been a while since we've announced an update. We're still working hard on improving Gadgeteer, and we'll have new exciting features to show you soon. We've been spending more of our time reworking our code to better support multiple platforms.

Today, we're announcing a new update that provides multi-language support. Gadgeteer now supports 7 languages!

[0.3.5 – Release Notes]

Major Features:

  • Added support for the following languages:
    • Japanese - 日本語
    • German - Deutsch
    • Chinese (Simplified) - 中文 (简体字)
    • Chinese (Traditional) - 中文 (正體字)
    • Korean - 한국어
    • Spanish - Español
    • Russian - Русский
  • Added language selector to the desktop window

Bug Fixes:

  • "Please connect controllers" message doesn't appear anymore if you have LIV installed.


Here's an interesting tidbit. Looking at our stats, the top 7 countries that are playing our game are:

In other news, 'Road to VR' wrote a raving review on Gadgeteer! Read it here:

Gadgeteer 0.3.4 Released – Oculus Rift & Rift S Support!

We now officially support the Oculus Rift / Rift S! We've also added the much requested smooth locomotion option (Rift only for now).

[0.3.4 – Release Notes]

Major Features:

  • Added official support for the Oculus Rift & Rift S.
  • Added new controller models for Oculus users to better represent the Touch controllers.
  • Refined button mapping for Touch controllers.
  • Added new locomotion method: Smooth Locomotion (Rift only feature, Vive version coming soon). Move around smoothly, change height, and rotate by holding the 'grip' button and moving the joysticks.


  • Revised player input system with improved consistency of controller state and interactions.
  • Improved visual feedback for controller button functionality and availability.
  • Rewired relay cables for Dining Room Level 1 (Level 50) so they're more visible.
  • Rebaked higher quality lighting for the 'Puzzle' mode for all 3 different times of the day.
  • Refined tutorial to better teach 'Freeze' mode.
  • Updated settings system for upcoming additional settings support.
  • Fixed tutorial for left handedness.

Bug Fixes:

  • Improved starting cube's pusher physics for alternate refresh rates (fixes reported issues of dominoes not toppling over with Oculus Rift S & WMR 60Hz devices).
  • Fixed tutorial not being completable for some players using WMR.
  • Rebaked occlusion culling to prevent unwanted disappearances for props on the dining table.
  • Fixed displaying the wrong material for the 'Solid Square Track' gadget.
  • Restored fade effect during mode transitions.
  • Fixed minor 'Freeze' mode inconsistencies during use.

Known Issues:

  • Oculus device users who have a gamepad / controller attached cannot interact with gadgets.
  • Comfort mode options (comfort snapping) do not currently work for smooth locomotion method.

Note: Unfortunately with this update, previous left/right handedness assignment and locomotion vignette/rotation settings will be reverted to default settings. Sorry!

Virtual Reality Oasis released a popular video about Gadgeteer recently! It has over 23,000 views at the moment. Check it out: