That took longer than expected, after our previous update, but we're extremely happy to share that two shipments have arrived at Crowd Supply's warehouse and are currently being sent to backers! If your order is in one of these shipments, you should receive an email with a tracking number soon (if you haven't already). If your order is not in one these shipments, then we're still working on it, and it will ship out soon! Read the full update.
The day has finally come, the first large shipment of Slimes has left our Cave (it actually happened a few days before this update, sorry for the delays)! They are now on their way to Crowd Supply's distribution warehouse, and from there they will be shipped to you! Read the full update.
Heyo! We wanted to make a quick update to let you know how the assembly is going. We're still didn't ship despite our hopes in the last update, mainly because new tester turned out a way bigger and challenging project than we anticipated. It's still not finished, though we think it will be in the next few days. That doesn't mean we're not busy, of course! While some in our team are working on the tester, others are continuously working on packing and assembly of accessories, boxes, and such things. Read the full update.
Hi everyone, SlimeVR team is here with the production update and other news! Let's start with good stuff: we have all parts that we need to start packing and shipping the batch 1 of SlimeVR! We're also has a lot of parts for batch 2, and the rest are on order and will arrive soon. Read the full update.
It's been only couple weeks since the last update, but we're back and with amazing news: DIY Kits are shipping! Read the full update.
Hayo~ It's been a while! We ended last year and started this one with assembling Slimes. We even did a few livestreams of the process from our cave. And today, we want to share with you what state the production is in, which problems we're still facing, and some cool stuff that we have! Read the full update.
Heyo, we have some fun news for you! Every time when we were asked if SlimeVR would work with VRChat on Quest 2 without PC, our answer was always the same: VRChat itself doesn't support Full-Body Tracking on Quest, so SlimeVR couldn't support it either. Well that has now changed! Read the full update.
Hi everyone! Sorry for sporadic updates: as usual, one thing led to another and here we are. In this update we want to share where the production is, how SlimeVR has evolved over the last few months, and when everything should be done. Read the full update.
Hi everyone! As you have likely noticed, things often don't go as planned. In our previous update, as well as an update before this, we planned that new review sets would be shipped to reviewers and developers in April, and first batch would be shipped to backers somewhere mid-summer. It's end of July and none of this has happened yet; so let's break down why, what has been done, and what are the next steps in fulfilling the SlimeVR campaign. Read the full update.
As famous professor said: "Good news, everyone!" Except this time it's actually good news: We received the first shipment of BNO085 chips - the main chips used in SlimeVR and the cause of all delays. We have the first 500 on hand with more coming by the end of March. Read the full update.
Happy holidays, everyone! It's been a while, so this is going to be a long update. This update includes details about the revised shipping schedule, DIY trackers, progress on PCBs and molds, and plans for 2022. Read the full update.
This is our last day of crowdfunding – that fateful moment in which you might expect a creator to turn up the pressure, urging you to back their campaign while you still can. But that's not why we're here. :) As we mentioned in our previous update, Crowd Supply will continue selling SlimeVR trackers until they run out of the stock units they purchased from us during the campaign. (And possibly well after that, as long as we're still making Slimes.) Instead, we just want to say thanks... Read the full update.
As our crowdfunding campaign comes to an incredibly successful end (thanks for the support everybody!), it's time to talk about what comes next. Read the full update.
Throughout the course of our campaign, and long before it began, you've been asking us questions. Today we will try to answer as many of them as possible and put those answers here for all to see! Read the full update.
This update includes a breakdown of what's been keeping us busy, lately, including an early, work-in-progress, proof-of-concept demo of possible, future support for standalone Oculus Quest applications. (How's that for a disclaimer?) Read the full update.
This update includes a 3D render designed to give you a sense of what our translucent purple enclosures will look like. It also describes our Skeleton Auto-Configuration tool, which is part of the interactive setup process we are developing to help you get up and running as quickly and easily as possible. Read the full update.
Join us for an informative and fun SlimeVR AMA in the Crowd Supply Discord this Wednesday, September 15th 2021 at 1pm PST. You will be able to chat with the SlimeVR creators and ask questions for the allotted hour. View the full update for a link to a Discord invite. Read the full update.
Thanks to your support, the SlimeVR campaign was funded within 12 hours. Currently, more than 1000 people have ordered themselves a Slime set or two. This is a huge step for open source VR, and hopefully it's only the first of many. This update talks a bit about our place in the open source community that has grown up around full-body tracking for VR, introduces a new foot-tracking video, and briefly mentions our plans for the near future Read the full update.
We believe that VR, like all technology, should be open and accessible. SlimeVR Full-Body Tracking is our first step toward that objective – toward a world in which VR is both more immersive and more affordable. SlimeVR trackers not only compete with more expensive alternatives, they surpass them in many ways: SlimeVR trackers can't be occluded, they're compatible with any PCVR setup (without requiring additional base stations), they can be used in a room of any size, and their batteries last for up to 15 hours of playtime. Read the full update.