Taipei Game Show Demos, ToF Sensor, Controller Haptics and more!
Hey All Backers,
We just got back from Taipei Game Show and here I wanted to give you an update on where things stand. What we've built, what we learned, and what's coming next. A lot has changed since our last update. Let me walk you through it, check out the video below for the most info:
🔧 Hardware Upgrades
After CEATEC and our last Kickstarter update, we got a ton of feedback on tracking accuracy and more. We took that seriously and went back to the drawing board on a few key things.

- Time of Flight sensor — We added a dedicated ToF sensor and widened the stereo baseline between the two cameras. The tracking is noticeably more precise now, especially for fast movements like dancing, we are also building improved depth calculation.
- Redesigned cooling — Improved heat sink pushes air out through side vents on demand. This lets us drive the GPU harder without throttling, which means better graphics and more performance breathing room for developers.
- Controllers got a big upgrade — Flattened the top surface for better button feel. Added a haptic motor so you truly feel the game, and fully rechargeable batteries inside with USB-C charge ports.
🎮 Taipei Game Show Recap
Our TGS booth was packed from open to close. Hundreds of people tried BodyLink. Here's what stood out:
- Two-player Dance Dash is working — We stabilized local multiplayer so two people can compete side by side in real time. The crowd loved it. Dance Dash is still alive and improving.
- The living room effect — We set up the booth to feel like a living room, not a trade show demo. People were hanging out, kicking it on the sofa, watching their friends play. That's exactly the vibe we're going for — this isn't VR where you're isolated with a headset. You're in the room together, having fun while chilling.
- Tracking held up — Hundreds of different body types, passerby's, different lighting, fast movement. This was the real stress test and we're happy with where it's at, but we are still improving. We even had solid tracking on a few Cosplayers. Furry tracking still in development.
📋 Production Goals
- We missed our original ship date. Building an entirely new type of game system as a startup is genuinely hard. We pushed the date because shipping something half-baked isn't an option. The product needs to be right and truly genre-defining.

- Component costs have gone up. RAM and other hardware prices have spiked since the AI boom. We're doing everything we can to keep costs under control, but I want to be upfront that final pricing may need to adjust slightly in the final survey.
- I know delays are frustrating. We're not sitting around — every week the product gets measurably better. The TGS response confirmed we're building something people genuinely want.
🌐 Building the Content Ecosystem
BodyLink isn't just hardware. We're building an open platform that developers actually want to create for.

- New games at TGS — We showed Rhythm Tai Chi, Mad Bullets, and a flight sim demo alongside Dance Dash. The library is growing.
- Unity SDK is live — If you're a developer (especially Android or VR devs), our SDK is available now in private beta. Porting a VR game to a TV-based motion experience is straightforward. Reach out if you want access, or tell a friend.
- Open platform philosophy — We're keeping this open. We're exploring Linux support. We want creators to have the freedom to build whatever they want on this amazing device.
Our mission hasn't changed: build a platform that makes movement-based gaming as addictive as doom scrolling your phone, but actually good for you, and a ton of fun with friends.
More updates coming soon. Thanks for sticking with us.
— The BodyLink Team


















