How BodyLink Works
Move, Play, Jam Out.
One on-device secure system keeps body tracking and controller input locked together for quick, couch-friendly play.
01
Plug In
Set it by the TV and power up.
02
Step Up
Step in front of the screen and it locks on fast.
03
Game On
Move, point, and play with synced body and controller input.

The System.

A compact system built for the living room. Plug it into your TV, step back, and BodyLink can track full-body movement during play.
Dual cameras, Time of Flight depth sensing, and on-device processing work as one system. No base stations, no wearables, and no cloud between you and the game.
Edge AI based motion processing, totally private and secured locally.
The Controller.
Designed to be easy to hand to a new player. The controller offers 6DOF tracking for pointing, swinging, and motion-based actions, with haptics for physical feedback.
USB-C charging and fast Bluetooth pairing keep setup simple. Pair up to four controllers for supported local multiplayer games.
The Games.
BodyLink starts with included first-party titles, partner-built motion games, and a curated set of rad experiences that fit the platform. Our focus is on games that are easy to start, fun to watch, and worth passing around the room.

Tons of launch titles coming to:



Included with every BodyLink. Dance Dash is the flagship rhythm game: pick a song, follow the choreography, and compete side by side on the same TV. It gives BodyLink a game-night-ready starting point on day one.
100+
Songs at launch
Included
With every system
For Developers.
The Unity SDK is currently in private beta. Request access to body tracking, gesture input, and local multiplayer tools, with sample scenes to help you validate fit quickly.

Unity SDK
One package with prefabs, inspectors, sample scenes, and a C# API for fast prototyping.
Gesture Events
Listen for jumps, arm raises, ducks, and other inputs from one event pipeline.
// Subscribe to gesture events
Bodylink.Instance.inputEvents
.OnGestureDetection +=
(player, name, args) =>
{
switch (name)
{
case "Jump":
character.Jump((float)args[0]);
break;
case "ArmRaise":
character.RaiseShield(
(Side)args[0]);
break;
}
};

Full-Body Tracking
Read 33 body landmarks in raw or smoothed form for gameplay, animation, and UI.
Become a part of a Revolution in Motion
Hardware, tracking, developer progress, demos, and launch-status updates all in one public archive here and on Kickstarter.

Hardware Upgrades
Feb 2026
New sensor module, improved battery life, and a slimmer form factor heading into mass production.

CEATEC Demos
Nov 2025
Live demos at CEATEC Japan — hands-on reactions from developers and press.

Founders Edition
Sep 2025
Limited Founders Edition units ship to early Kickstarter backers.

EVT-2 & Dev Kits
May 2025
Second engineering validation build complete. Dev kits sent to partner studios.
Play That Gets The Room Moving.

Most games are built for sitting still. VR can be powerful, but it is harder to share with everyone in the room. BodyLink is built for motion play on the TV, where people can watch, join in, and trade turns.
The goal is simple: make movement part of game night, not a separate fitness routine.
500K+
Accessories sold worldwide
140+
Countries with Rebuff customers
10+ Years
Building consumer motion hardware
$20M+
In self-funded sales
Rebuff Reality has spent years designing, manufacturing, and shipping VR accessories to customers around the world. BodyLink builds on that consumer hardware experience to bring motion play to the TV in a format more people can use together.
Want launch updates?
Get launch timing, pricing, new game reveals, and major product updates. No spam. Unsubscribe anytime.
