We have some massive news to share! The shortlists for the TIGA Games Industry Awards 2026 were announced, and we are absolutely thrilled to reveal that Unseen Diplomacy 2 has been nominated in two categories this year!
We have some massive news to share! The shortlists for the TIGA Games Industry Awards 2026 were announced, and we are absolutely thrilled to reveal that Unseen Diplomacy 2 has been nominated in two categories this year!
We have some absolutely massive news to share—Unseen Diplomacy 2 has been nominated for BEST IN-GAME ACCESSIBILITY at this year’s Develop:Star Awards!
As a small, micro-studio, we are incredibly proud to see our team punching well beyond our weight class. From day one, our internal tagline for the game has been “Spying Your Way.” We passionately believe that everyone should get the chance to step into the shoes of a secret agent and save the world—no matter their physical abilities, hardware setup, or the shape of their living room.
The winner is decided by the industry and the community, and this is where we need your help! Voting is completely free and does not require any sign-ups or registration. It only takes a few seconds, so please consider casting your vote for us:
👉 Vote for Unseen Diplomacy 2 at the Develop:Star Awards 👈
Transforming a highly physical, room-scale VR game—traditionally full of intense rolling, ducking, and crawling—into an accessible experience was a massive design challenge. We completely rethought how VR spaces work to build a robust suite of options.
If you’d like to dive deep into exactly how we made this happen, check out these resources:
Thank you all so much for your incredible, ongoing support. Let’s bring this star home! 🚀
Learn how to change the controls for Unseen Diplomacy 2 using SteamVR input.
In the latest patch we’ve added extra locomotion options and overhauled the way inputs are bound with the SteamVR input system. In this guide we’ll go over how to customise your controls and what the individual actions do.
At Triangular Pixels, we’ve always believed that as many people as possible should get the chance to save the world, no matter your space, setup, or abilities. In Unseen Diplomacy 2, we’ve built a wide range of accessibility options to make sure you can experience the thrill of being a secret agent in your own way.
Here’s how we’re helping make virtual reality and spycraft more accessible than ever:
Unseen Diplomacy 2 is out now on Meta Quest and Steam VR. Where did our unique art style come from? Why did we do it? And how is it more immersive? Let us share the development of it with you today!
Unseen Diplomacy 2 is out in Early Access! We want to share some of the magic with you today. Ever wonder how we make your space feel bigger than it is?
Just over 10 years ago, back in the summer of 2015, room-scale VR was still experimental. Very few people outside of hardware labs had tried walking, crawling, or ducking their way through a virtual world. Most VR experiences used teleportation or seated controls.
Welcome back! Last time we talked a little about the history of portals in games, this time I’m going to go into some of the details of getting portals to work in Unity for UD2.
Unseen Diplomacy is all about bending space around the player so they can explore a really big space in a much smaller space. The way we did this in UD1 was technically very simple, but required a lot of careful manual work. For UD2 I want to use portals instead, so let’s do a brief history of portals why they’re super cool and super useful.
13th July marks a decade since the London Vive VR Jam – an event that quietly changed the course of our studio’s history. Hosted in July 2015 at Somerset House, the jam was one of the first developer events in the UK where creators got hands-on with pre-release HTC Vive headsets. At the time, most people hadn’t even seen room-scale VR in action. For us at Triangular Pixels, it was a spark.
Now, 10 years later, we’re deep into the development of Unseen Diplomacy 2 – our next VR spy adventure – and we can trace its origins all the way back to that one weekend of experimentation, walls, and laser tripwires.
Back in 2015, room-scale VR was completely new. There was no Unity XR plugin, no OpenXR, no best practices. It was raw, experimental, and hugely exciting. We (Katie and John) were invited to join a small group of UK devs to create something in 48 hours with the Vive dev kits – which were still very 3D printed.
We built a prototype called The Hatton Garden Heist, inspired by real-world spy gadgets, Hollywood action scenes, and a love of immersive play. The game had players physically ducking under lasers, crawling through vents, and disabling alarms with their real bodies. There were no buttons to press – your body was the controller.
The reaction from others at the jam – and later the public – showed us we were onto something special.
You can read more from our original post here.





That jam wasn’t just a fun weekend. It laid the groundwork for what would become Unseen Diplomacy – our first VR game, released in 2016 for the HTC Vive’s launch. We decided to return to The Hatton Garden Heist gameplay for a longer jam to create an installation game – and renamed it so you were on the good guys side!
It was a critical hit and one of the earliest examples of physical VR gameplay, using room-scale to the fullest. We designed real spaces, not teleportation. We made players feel like action heroes using only their own movement and wits.
But we never stopped thinking about the potential.
Over the years, we listened to players, experimented with more tech, and dreamed bigger. We pitched and pitched again for funding until we finally succeeded. That’s why Unseen Diplomacy 2 exists today – to expand on everything we started a decade ago in that jam room. A full campaign, new gadgets, more interactions, improved accessibility, and support for a wider range of setups. It’s a celebration of what VR can be when it’s physical, personal, and playfully spy-like.
Game jams are where innovation is born – especially in emerging tech like VR. There’s something magical about having no rules, no publishers breathing down your neck, and a pile of experimental hardware on the table. It’s pure design.
The London Vive VR Jam wasn’t just a weekend of fun. It was the moment we realised the unique power of VR to immerse people through movement, not menus. We’re incredibly grateful to the organisers, the other devs we shared the space with, and the community that supported what we built.
10 years on from that Jam, and 11 years from starting Triangular Pixels formally, we’re still chasing the thrill of that weekend – pushing VR to new places and making experiences that make people move, laugh, and go “WOW.”
If you played Unseen Diplomacy, know that its roots go back to a folding table in London with two devs crawling under fake lasers. If you’re looking forward to Unseen Diplomacy 2 – you’re about to experience how far we’ve come.

Here’s to 10 years of crawling, ducking, and being a spy in your own living room.






















