Resolving "Content File Locked" issue

Occasionally one of our Steam users will be prevented from starting the Rec Room client with an error that says "Content File Locked". Here's some things to try that may resolve this issue:

First thing to try is temporarily disabling anti-virus software (e.g., Avast). We've heard from some users that this has resolved the issue.

If that doesn't help, you can try re-installing Rec Room:

  1. Uninstall Rec Room by going to your Library in Steam, right clicking Rec Room -> Uninstall...
  2. Go to your Steam Apps install directory (usually something like C:\Program Files (x86)\Steam\steamapps\common) and manually delete any folder named Rec Room (use Administrator privileges if necessary) that might be left there.
  3. Also delete any files inside the Steam downloads folder (usually in C:\Program Files (x86)\Steam\steamapps\downloading). This folder should be completely empty (including hidden files) before trying to reinstall.
  4. Reinstall Rec Room through Steam.
  5. Launch as normal.

Please email us at if you continue to have issues!

Debugging Login Issues

Sometimes players have trouble logging into Rec Room (e.g., getting stuck on the loading screen, or seeing a "Failed to connect to RecNet" message).

If this happens to you, please follow these steps to help us debug the issue:

  1. Download and unzip this file:
  2. Run the .bat file for your platform (i.e., Steam or Oculus)
  3. Email the output to

This will test the full RecNet login and connection process and print out errors that we can hopefully use to help track down the problem!

Eye Tracking in Rec Room

Recently we spent some time experimenting with the latest and greatest eye-tracking technologies. We’ve been really excited about the impact eye-tracking would have on social VR, so we were extra pumped to start experimenting with the tech.  Check out the sneak peek below:


There are many uses of eye tracking in VR, and you’ve probably seen a few of them in the past.  We’ve seen eye tracking used for selection, aiming, foveated rendering, auto IPD measurement, and even authentication.


Those features are all incredibly exciting, but we wanted to spend time experimenting with ways we could use eye tracking to enhance the fun and silly social interactions that are uniquely Rec Room.


In the course of our experimentation we found two fun ways to enhance the Rec Room experience with eye tracking .  The first is pretty straightforward.  It’s gaze tracking.  This lets users see where other people are looking.  We experimented with a few different art styles. 

One which is subtle:


And one that’s more caffeinated. 


We like sharing both our successes and our failures with all of you out there in the Rec Room community, and those caffeinated eyes are more in the latter category than the former.


We ended up going with sticking with our more subtle art style.  I guess the lesson here is, don't overdo it.  In real life, humans are laser attuned to the tiniest cues that come from the eyes.  The same is also true in VR and in Rec Room.  Simple and subtle can yield tremendous impact.  Just being able to see eye direction and blinks added a surprising amount of tone and context to 1:1 conversations.  


We noticed an even bigger benefit in group settings.  The tiny movements of the eyes are a powerful social cue indicating whose turn it is to talk.  With eye tracking enabled, we actually observed a noticeable decrease in people talking over one another.   


The second feature we added was something called VR Emojis ;)  The facial expressions of Rec Room avatars are driven by a wide range of variables, but we let a few new expressions be driven entirely by the eyes. 


When we see that someone closes just one eye, we show a wink, complete with hammy smile.


When we detect that both eyes are pointed up we show a perplexed face.


And when we see that someone is crossing their eyes, we show a silly face.


These facial expressions give people another opportunity to act a little goofy.  So naturally, they mix nicely with the rest of the Rec Room.  


You might be wondering when eye tracking is going to make it into a playable version of Rec Room.  The answer is, we're not sure just yet.  A lot of smart people are working hard to get eye tracking into a consumer headset, and when that happens, it’s a technology that we’re excited to support.


It’s hard to fully describe the impact of eye tracking with just words and photos.  Like VR itself, this is something you really need to experience to fully appreciate.  We here at Against Gravity are really excited for what eye tracking can bring to the future of social VR.

A thank you to the Rec Room community

This is it.  History in the making.  This is the world’s first virtual reality fist bump.


This deeply historic event took place on May, 6th 2016.  That was the day we knew we were onto something.  Moments later, one of those little peanut shaped avatars was “bucketed” and the world of Social VR was never the same again.



We launched Rec Room a few months later on Steam, and we were just floored by the amazing community that formed around the app.  Every day, you all surprised us with:


Your skill…


Your gunslinging...


Your backflips…


Your dedication…


And your ability to walk through walls...


It’s no secret that the community has really been what’s made Rec Room a special place.  Over 100k of you came through Rec Room in the second half of 2016.  You played over 1 million games together, exchanged over 1 million high fives, and fired nearly a billion paintballs at each other (some of you should probably work on your aim...).  You’ve also been spending a long time hanging out with each other, the average play time is now up over 35 minutes per session.  


We’re honored that you’ve made us the #1 Social VR app on Steam with a 98% positive review score, and we’re excited to show you some new stuff for the new year.


Alright, so here’s a little preview of what’s to come:


Brand NEW Stuff

To start, we want to give you some cool new activities to try out.  We’re working on a new activity that will require teamwork and cooperation.  It’s called…. The Quest, and it’s Rec Room’s very first co-op experience.  Groups of people can party up, and do battle and collect loot.  Grab a bow or pick up a sword and get to work.  The only way to make it through The Quest is to coordinate your strategy of defense and attack.  Happy adventuring!


Expanding social

Next, we plan to make several aspects of the current app even better and more streamlined.  We want to make it easier to find your current friends and to make new ones.  We also plan to give you more ways to interact with those friends, both inside VR and out (oh my!).  We’re even going to give the watch menu some love.  We plan to make everything more powerful, streamlined, and beautiful!


A fun and welcoming community

Just as important, we want to double down on our commitment to ensure that Rec Room is a fun and welcoming place for people from all walks of life. So we'll continue to invest in systems that foster positive community and minimize trolling and harassment.  With your help, we'll be improving and extending both active and passive systems that let you manage specific situations based on your personal preferences, and that help us understand broad community trends to minimize bad interactions in general.



So that’s just a few of the things to look forward to in 2017.  As always, if you have ideas, suggestions, or rants please email us at or join the conversation at   We read everything that comes through.  Your feedback is a huge part of our development process, and we appreciate all that you provided in 2016.


“Wait... if it’s free, how are you staying in business?”

We’d also like to recognize another group that has helped make Rec Room possible this past year, our investors.  We were incredibly fortunate to find a group of people who believed in our vision of real-time social interaction, and were inspired to help us build an app that doesn’t follow the conventional model.  Importantly, they’ve supported our commitment to keeping Rec Room a free download, so anyone can join our community.


With the help of Sequoia, First Round, Acequia, Vulcan, Maveron, Anorak, Betaworks, The Venture Reality Fund (The VR Fund), and our many angel investors (including Charles Fitzgerald who’s joined our board), we’ve raised $5M to continue to build the future of Social VR.


Thanks again to all of you!  We’re really excited for the year to come.  See you in Rec Room [|=)]

Performance test at 9PM GMT (1PM PST) today

There will be a group of us playing at 9PM GMT (1PM PST) today, testing a potential fix for the performance issue that forced us to roll back to a previous version over the weekend. If you've experienced the perf issue (sudden bad framerate after the "Look Who's Talking" update), we could use your help to test this potential fix.

You'll need to get a special beta build... here are the instructions for that:

If you can't join at 1PM, it would still help if you just grabbed the build whenever and took us for a spin.

We are looking for:

  • Do you see unusually bad performance (i.e., it was fine a few weeks ago, but now it's really bad for you)
  • Do you see any weird graphical glitches (beyond our normal jankiness =])

Thanks a bunch for any help, and no sweat if you're too busy or otherwise can't help!

Finding a performance issue

Some users have reported performance issues since we the "Look Who's Talking" update on Tuesday Jan 17th.

If you have definitely noticed a major performance degradation since Tuesday's update (i.e., it went from "fine" to "unplayable"), we need your help!

Please try this and report back:

  1. In your Steam LIBRARY, right click on Rec Room
  2. Select Properties-->BETAS
  3. In the beta access box, type "TooManyDroppedFrames2"
  4. Click CHECK CODE
  5. Now select the "perftest2" beta from the dropdown
  6. This should trigger a Rec Room update!

Now run and play as usual.

Functionally this build is the same as the default public build. It has some behind-the-scenes changes that we hope will address the performance issues.

If we've found the issue, your experience should go from "unplayable" back to "fine"! You also shouldn't see any weird graphical issues or other new bugs.

Either way, let us know!