Update(d)
This project was started for the 2024 Quest Presence Contest, but was not entered or released. To qualify as an update, I added hand tracking using the interaction SDK during the contest period. This is my first quest hand tracking project.
NitroGrid
Nitrogrid has a 2026 planned release: Get updates & beta invites on discord
- Competition build is Colocated Multiplayer Only. Tested with 2-5 players, with support for 10+
- You can launch solo sessions, but it's not recommended
- Hand tracking only
- Quest 2, Pro, 3
Welcome to House Scale AR
Create the grid. Everybody joins in. Paint tiles around your couch, flowery islands everywhere, or a huge speed strip down the hallway. Placing world aligned grid tiles is weirdly satisfying.
Press play & your timer starts counting down
Move fast. Capture the grid! Each tile refills your timer to a 2 second max. Make it to another tile in 2 seconds or it's Game Over. Too slow? Set your tile boost to .1 seconds. I dare you.
Last player wins
Too easy? Update settings to Explode the grid - adding random explosives, room splitting powerups, blocked tiles and crazy spinning obstacles for total chaos. Rocket through impossible gaps in the spinning maelstrom.
Bullet Hell x Tron x Bomber Man: 2D challenges in a 3D world
While many XR games work well in larger areas, I wanted to smash ultra high energy action into a normal living space. Shrinking the player down to a single hand tracked orb makes a single room into a vast arena.
We tried 3D variants, but 2D is faster and safer, and keeps players spread out instead of trying to jump off a couch to get the high blocks.
2D games are great. House Scale 2D games are going to be huge. Jump inside the craziest chaos of 2D arcade games, but no speed limit, no controller, and a house full of friends.
It's 2D in 3D. To make it ergonomic, every grid square is conveniently placed about 3' off the ground, however your hand height doesn't matter, just your game piece which stays locked to the grid. This way you can have your hand anywhere comfortable and focus on the action, not keeping your hand aloft
Grid size: 20x20cm - big enough to hit at high speeds, small enough to make normal rooms feel big. Tiny tiles were tried, and made the game too precise and punishing. I aim for max positivity: fast, fluid, fun.
Hand Controls = instant onboarding
Adapting from controllers to hand tracking had challenges, but also surprisingly easy with the iSDK
Open and close the menu with a left hand pinch, place grids, drop bombs, and colocate with right hand pinch. Poke the menu to play.
Play Safe!
- Headsets block parts of your vision: don't move backwards or where you can't see.
- Hide your cat, secure your llama. Be sure to play in an open and safe environment.
- No socks! Wear sturdy footwear.
- Single level only. Don't play around stairways.
Built With
- isdk
- unrealengine






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