Beat the Beats Brings VR Rhythm Boxing to Meta Quest, SteamVR, and Pico 4 on April 2

In Virtual Reality News

March 24, 2026 – Parallel Circles, a game studio based in Manchester, UK, has today announced that its VR boxing rhythm game Beat the Beats is heading to Meta Quest, SteamVR, and Pico 4 on April 2, 2026, alongside a free content update for PlayStation VR2 that is out today.

Beat the Beats combines rhythm gameplay with boxing mechanics, with players using moves such as jabs, hooks, uppercuts, rolls, and blocks to progress through music-based levels. The game includes more than 90 levels across 45 electronic tracks, as well as global leaderboards, daily challenges, daily mixes, and B-Side versions of tracks for added difficulty.

Utilizing a first-person perspective and minimalist visuals, the game offers a fitness-oriented experience that can function as a workout through immersive play. Parallel Circles stated that the project, which was three years in development, was inspired by established rhythm and puzzle titles such as Beat Saber and Tetris Effect.

The PlayStation VR2 update will add 15 new tracks and two new gameplay modes. On Meta Quest and Pico, Beat the Beats will launch at a reduced price of USD $12.99 and include 30 base game tracks. Three DLC albums, Energy, Recall, and Dubstep, each contain five tracks and will be available for USD $2.99 individually, or together in a Power Pack bundle for USD $6.99. On SteamVR and PlayStation VR2, all three albums are included with the base game for USD $19.99.

Based in the UK and Spain, Parallel Circles is a studio composed of former AAA developers. Its previous projects include Flat Heroes and porting roguelite horror CloverPit to Xbox. To find out more about the studio and its ‘Beat the Beats’ VR boxing rhythm game, please visit Parallel Circles’ website.

Image / video credit: Parallel Circles

About the author

Sam is the Founder and Managing Editor of Auganix, where he has spent years immersed in the XR ecosystem, tracking its evolution from early prototypes to the technologies shaping the future of human experience. While primarily covering the latest AR and VR news, his interests extend to the wider world of human augmentation, from AI and robotics to haptics, wearables, and brain–computer interfaces.