The VR Challenger League is in full swing now with The Unspoken. Week 2 Cups are complete and the competition is heating up! So far, we’ve filled 9 cups with players from 9 countries. If you missed out, fear not–there is still plenty of time!

Week #3 Registration is open to everyone. Sign up now to start earning points towards a shot at The Unspoken Grand Finals in 2018!

North America Registration
EU Registration

For those participating or planning to participate, we wanted to give you some more details on how this first season will play out.

There are two ways to get to the Grand Finals:

Option 1: Win an offline qualifier

There are TWO offline qualifier events, one each in North America and the EU.

For The Unspoken, those events are Dreamhack Winter (EU) and IEM Oakland (North America). At the time of those events, the current Top 4 online players (based on total points) will be invited to participate in an 8 player tournament. The additional 4 spots will be filled via open qualification matches the first day of the event. These are open spots, so anyone who attends the event can try their luck at qualifying. The winner of the 8 player tournament will receive an automatic invite to the Grand Finals (regardless of their online points).

Option 2: Qualify based on points

Each online cup you play in gives you a shot at points. Cups run every week, up to the Grand Finals in March 2018. The more you play and win, the more points you earn! Offline qualifiers earn additional points and prizes, and open participants can earn points too. At the end of the final online cups, 3 arch-mages from the EU and NA will be invited to the Grand Finals. The 3 will be determined by total points. It could be the Top 3 players on the leaderboard or, if one of those Top 3 also won the offline qualifier in their region, the next player up would be invited. In the event of a tie, all tied participants will compete in a playoff to determine who moves on.

The 2 offline qualifier winners and the 6 online points qualifiers will make up the 8 finalists. All 8 Grand Finalists will then compete for the ultimate prize!

We wish you all the best of luck! As always, if you have questions please join us on The Unspoken Discord, ask us on Twitter, or post on reddit.

Ever watching…


Greetings Spellcaster,

We’ve observed your ascendance with great interest. You’ve felt the chaos of the city. Manipulated the unseen forces of movement. Flourished the precision edge of a ghostly blade. And watched the future unfold before your very eyes.

Now, reach out. Do you feel your hair stand on end? Hear the hiss of electric sparks?

That is the energy that flows all around you, through subterranean cables and overhead wires. Conducting these currents is the domain of The Electromancer!

This living battery taps into the city’s power grid to energize arcane constructs. These Primal Spells crackle through your veins:

  • Generate electricity, then discharge Lightning from your fingertips.
  • Absorb your adversary’s spells with the Surge Protector, and release their energy as a static charge.

Channel Embers to cast these gesture spells:

  • With a conjure gesture, assemble an automated Shock Sentry to electrocute your opponent.
  • With a guard gesture, construct a Field Generator to insulate yourself from your opponent’s attacks, protect your Shock Sentry, and quickly recharge your Lightning Primal spell.
  • With a push gesture, charge a high-voltage Electrosphere to strike your opponent from above with a rolling lightning storm.

Pace yourself. Absorb your opponent’s projectiles while your Primal Lightning charges, and then unleash an electrical barrage with both hands—you alone can dual wield offensive spells.

Deploy your constructs carefully; a Shock Sentry protected by a fully charged Field Generator deals much more cumulative damage. Multiple Shock Sentries can overwhelm an unprepared opponent.

Control your adversary’s side of the arena with the massive strike zone of a fully charged Electrosphere, but don’t discount the value of a quick cast to punish a moving spellcaster.

Feel the hum of your power. Your success depends upon the ebb and flow, the charge and the release. Tap the grid, hold back, and then explode.

Ever Watching,


Full Update Notes

New Content and Features

  • Electromancer: Added a new class! The Electromancer taps into the city’s power grid to energize arcane constructs.
  • Drifter: Primal and Gesture spells are now more potent in the duel.
  • Council Tribune: A cryptic newspaper reports the latest events and news for The Unspoken.
  • Hand Skins: Added two new hand skins: one each for mechanical and all-natural Casters.

Tuning and Fixes


  • Arcane Shield: Increased the radius of the perfect reflect area.
    • This makes attacks that hit the edge of the center count as reflects instead of deflections.
  • Chaos Skull: Increased targeting effectiveness during the initial speed boost.
    • Fast skulls are more reliable for close range direct damage.
  • Chaos Skull: Reduced the time the skull wanders if it has no target.
    • This improves the effectiveness of Chaos Skulls cast under duress.
  • Chaos Skull: Added latency compensation to the Chaos Skull.
    • Chaos Skulls will now persist if an opponent teleports in the instant before a skull strikes.
  • Chaos Skull: Minimum charged Chaos Skulls can now be split twice.
    • The Anarchist now has the final word on a minimum charge skull, reducing the risk of this spell to a mindful Anarchist.
  • Pyrotechnics: Removed the safe pillar functionality.
    • Now a single rocket will always travel to your opponent’s location. Other rockets strike a random pillar.


  • Shatter Mine: Moved the mine summon position to the front of the caster.
    • Choosing a new target pillar is more responsive and no longer resets the mine’s summon time.
  • Shatter Mine: Decreased the duration of the fuse.
    • Mines are less likely to be destroyed after the victim teleports to their position, and it’s more difficult to escape a detonating mine.
  • Slingshot: Added a third charge tier.
    • Heavy shots allow the Drifter to prepare a strong direct attack.
  • Evil Eye: Raised the position of the shield relative to casting hand and increased the radius of the perfect reflect area.
    • Foresight ability is easier to use, with no obstruction from the casting hand. The shield aligns with the primal attack center to make it easier to block while attacking.
  • Vermin: Decreased flight speed and increased dive speed.
    • It’s now more effective to counter Crows with an attack spell, less effective to counter with a teleport.
  • Celestial Dome: Removed damage spillover.
    • This should allow a Drifter to play more defensively if they so choose.


  • Debris Scatter: Added an aiming reticle.
    • This improves targeting clarity.
  • Telekinesis: Improved tracking for telekinetic objects.
    • Telekinetic objects will now hit unintended pillars less often.

Midway Pier Arena

  • Midway Spider: Decreased the Spider’s damage per second and search speed.
    • It’s now possible to anticipate the Spider beam, and its damage is more in line with other Summons.

Burnham Station Arena

  • Station Beast: Increased attack damage.
    • The Beast’s attack can now break hand shields.
  • Station Beast: Increased max health. Decreased generator count, health, and heal rate.
    • Increased health helps the summon persist long enough to be effective. Generators are easier to destroy, and provide only partial healing to the Beast.


  • Cthulhu’s Grasp: Added alternate glyphs and increased depth tolerance.
    • Casting the spell requires more awareness, less rote movement.
  • Aerogramme: Removed Primal shield deflect, reduced wandering distance.
    • This makes the Artifact a more effective choice for the loadout.
  • Aerogramme: Added latency compensation to the Aerogramme.
    • Aerogramme will now persist if an opponent teleports in the instant before an airplane strikes.


  • Round start: Increased the visibility of the pre-match barrier and synchronized the pillars with the round start.

5.0 Preview Stream


Arcane Update 4.0 introduces a new way to play The Unspoken: Spar Mode!

In Spar Mode, arch-mages battle for points in timed matches. Matches are unranked, so the stakes are lower. It’s a great way for new players to hone their spell casting skills, and a great way for seasoned players to experience a new facet of the Chicagoland underground.

We developed Spar Mode as a direct result of some great feedback from our community. We heard loud and clear that many players want a chance to learn the game in a more forgiving environment. That makes sense, because much of The Unspoken explores new ground—casting spells in VR is a brand-new player experience, and we’re learning the finer points of training a deep Touch game with a high skill cap.

You’ll perfect your technique in a deathless match, without the threat of near-instant obliteration at the hands of an ascendant adversary. You’ll earn points by targeting your opponent—or by targeting Orbs that spawn in the arena. You’ll auto-collect Embers, and you’ll gather Artifacts during the match by breaking Orbs. It’s a modified ruleset, built with the same fun interactions.

We set out to create a mode that’s inviting for players of all skill levels. A mode that helps new players close the skill gap and prepare for the ranked game. And ultimately—we hope!—a mode that gets high-ranked players into Duels faster by drawing from a larger matchmaking pool. We want Spar and Duel to enjoy a beautifully symbiotic relationship.

More modes are on the way in 2017, including the still-secret most requested thing ever. In the meantime, what do you think of Spar Mode? Let us know on our channels. We’re listening! And… Ever Watching!

Full Update Notes

Season 1: The slate is clean; the leaderboard is reset. Ascend the ranks–top players earn rewards at the end of the season.

New Content

  • Spar Mode: Battle for points in timed matches in this new unranked mode! Master the art of spellcasting with lower stakes and an all-new way to play.
  • Midway Pier Arena: Duel for supremacy in a long-vacant amusement park. The concession tents glow once again with electric light.

New Features

  • Tournament Cloaks: It’s time for The Unspoken Tournament at Microsoft Stores across North America! Celebrate with new crimson tournament cloaks.
  • Friends Leaderboard: How do you rank against your Oculus friends? Find out here!

Tuning and Fixes


  • Plate Glass: Increased the health of all Plate Glass charge tiers.
  • Plate Glass: Reduced the duration of a minimum charged Plate Glass.
  • Plate Glass: Reduced size of fully charged Plate Glass.
  • Chaos Skull: Added speed boost immediately after being cast.


  • Force Bubble: Added new behavior. Enemy spells entering the bubble now stop for the entire shield duration.
  • Mass Drop: Added new behavior. All cars now travel to where the player is looking if no car is already there.
  • Mass Drop: Added a Cooldown between successive volleys.


  • Disc of Blades: Reduced the max speed of both a minimum charge and curved Disc of Blades.
  • Disc of Blades: Increased the visibility of Disc of Blades.
  • Spectral Cloak: Increased the number of Spectral Crystals formed by a minimum charged cloak.
  • Spectral Cloak: Increased cloak health.
  • Wild Cards: Reduced projectile speed.
  • Spectral Knives: Changed the number of charge states to three.


  • Celestial Dome: Increased the health of a minimum charged Celestial Dome.
  • Celestial Dome: Reduced the duration of a minimum charged Celestial Dome.
  • Vermin: Increased flight speed.
  • Shatter Mine: Increased the health for both charge tiers.
  • Shatter Mine: Reduced the fuse time for both charge tiers.
  • Shatter Mine: Reduced the damage for both charge tiers.


  • Infernal Contract: Further reduced the health penalty for signing the contract.
  • Aerogramme: Increased the health of each plane.
  • Dispelling Censer: Reduced the size of the dispel AOE.
  • Dark Tag: Triggering Dark Tag no longer removes the other traps.


  • Map Table: Renamed tab headings for clarity.
  • Map Table: Added an arena selection context.
  • Primal Shields: Increased the recharge delay.
  • Primal Shields: Reduced shield damage taken from primals when blocked with shield center.
  • Voice Chat: Enabled voice chat by default.
  • Progression: Added checks to ensure that unlocked items remain accessible.

***Note: In the rare event that previously unlocked items are locked–and the game defaults to the starter loadout and Anarchist–please immediately force-close the game and reload. You MUST force close (do not exit via the menu) to avoid overwriting your save file. We are currently investigating this bug.

Have you heard about The Unspoken Tournament at select Microsoft Stores? If not, you can find out more information here. If you haven’t signed up yet… what are you waiting for?! Simply go here, find your local store and sign up! No purchase necessary and you have a shot at a trip to NYC for the finals, a PC with Rift + Touch AND cash money. Check your local store for practice times. Round one begins on Saturday, May 13th! Do you have what it takes to be the supreme arch-mage?

Join us in Durham

If you’re in or around North Carolina, we’ll be at the Durham Microsoft Store (located in the Streets at Southpoint) on May 13th! Matches start at 5pm EDT, but we’ll be there a little early to hang out– watching local participants play in the tourney, mingling with fans, signing autographs, and giving away some The Unspoken posters! Internet personality CaRtOoNz is joining us as well, so it’ll be a great time! Come join us. Play, spectate, chat or just hang out!

Can’t make it to Durham?

That’s ok. With local events happening at 80 Microsoft Stores around North America, you can still join in the fun. Select stores in Los Angeles, New York, San Francisco and Seattle will also have some of our favorite streamers and internet personalities making an appearance. Stay tuned in to our Twitter for more details on that.


For those who have signed up or are waiting to sign up, we have some more details on the preset loadouts you can expect during Rounds 1 and 2. Remember, the Finals will allow for custom loadouts (limit one of each Artifact type–no duplicates!).

Infernal Contract

Dispelling Censer
Cthulhu’s Grasp
Clockwork Imp

Dispelling Censer
Spear Forge
Dark Tag

How are the 8 finalists determined?

Per the rules, the winners of each store (x80) will move on to Round 2. Round 2 will be structured into regions (based mostly on time zones). There will be 8 total regions and the winners of each region will be the 8 finalists flown to New York City for the Finals!

Here is a breakdown of the regions:

0001 – Scottsdale Fashion Square
0002 – Shops at Mission Viejo
0003 – Fashion Valley
0006 – Bellevue Square
0007 – South Coast Plaza
0009 – Century City
0013 – University Village
0015 – Valley Fair
0017 – Stanford Shopping Center – Palo Alto
0042 – Ala Moana

0030 – Corte Madera
0031 – San Francisco Center
0043 – Pioneer Place
0049 – Fashion Show
0062 – Topanga – CA
0067 – Los Cerritos
0069 – Chandler Fashion Center
0071 – West Edmonton Mall
0072 – Metropolis at Metrotown
0091 – Vancouver Pacific Centre

0004 – Park Meadows
0005 – Mall of America
0008 – Oak Brook
0011 – The Domain
0012 – Houston Galleria
0020 – La Cantera
0021 – City Creek
0025 – Oak Park Mall
0036 – Woodfield Mall
0074 – Chinook Center

0035 – Fashion Mall (EST)
0041 – Penn Square Mall
0047 – St. Louis Galleria
0054 – Stonebriar Centre Mall
0057 – Woodland Hills
0059 – Northpark
0061 – The Woodlands
0064 – Baybrook
0068 – Lakeside
0053 – Mall at Green Hills

0014 – Lenox Square
0018 – Danbury Fair Mall
0019 – Rockingham Mall
0022 – Bridgewater Commons
0024 – The Westchester
0026 – Walt Whitman
0027 – Florida Mall
0029 – Prudential Center
0037 – Burlington Mall
0038 – Beachwood Place

0034 – Kenwood Town Center
0039 – Dadeland Mall
0040 – Mall at Millenia
0044 – Roosevelt Field
0045 – Natick Collection
0046 – Somerset Collection
0048 – Willowbrook Mall
0051 – St. John’s Town Center
0056 – Perimeter Mall
0063 – Montgomery

0010 – Tysons Corner
0016 – Christiana Mall
0023 – Freehold Raceway
0028 – Fashion Centre at Pentagon City
0032 – Yorkdale Toronto
0050 – Westfarms
0052 – Walden Galleria
0055 – Garden State Plaza
0058 – Destiny
0060 – Aventura Mall

0065 – Streets at Southpoint
0066 – SouthPark
0074 – Square One
0075 – Toronto Eaton Centre
0077 – University Town Center
0078 – International Plaza
0082 – Town Center at Boca Raton
0083 – King of Prussia Mall
0084 – Easton Town Center
0085 – 5th Ave – NYC

New Content

  • The Drifter Class: A galactic wanderer has pierced the veil and is now selectable for battle. The Drifter wields a cosmic Slingshot and uses powerful foresight to stay one step ahead of adversaries!
  • The Burner: Call an unlisted number to summon a demonic ally. Long distance charges may apply.
  • Celestial Mirror: Teleport up to your bedroom, then customize your appearance with new Cloaks, Auras, and Hands.

New Features

  • Primal Shields 2.0: Defend with style! Primal Shields reward skillful defense; reflect enemy projectiles back at the opponent by blocking with the center of the shield.
  • Class Training: Learn the secret arts! Classes now include training sequences, accessible through the class orbs in the Curio Cabinet.
  • Astral Learning: Glean valuable tricks while you wait! Target orbs drop gameplay tips in the Astral Plane.

Tuning and Fixes


  • Elmhurst Ave: Adjusted the round 1 layout; the fire escape pillar rises at the start of the match rather than during round 2.
  • Astor Garden: Improved post escalation performance on low settings.
  • Lockport Bridge: Improved post escalation performance on low settings.


  • Pyrotechnics: Adjusted fireworks behavior; multiple firework volleys leave the same safe pillar.
  • Pyrotechnics: Increased the cast time to fall in line with the cast time of other volley spells.


  • Telekinesis: Normalized the large objects spawn rate across all maps.
  • Telekinesis: Reduced the number of large objects that spawn if there is only one Kineticist in the match.


  • Disc of Blades: Adjusted the disc to persist after colliding with Telekinetic objects.
  • Wild Card: Increased the cast time to fall in line with the cast time of other volley spells.


  • Infernal Contract: Reduced the health penalty for signing the contract.


  • Progression: Reduced the amount of experience required for leveling.
  • Post-Match: Updated the post-match UI with various quality of life improvements.
  • Embers: Lowered the spawn time for Embers in round 3.
  • Friends Match: Selecting Random Arena will now change to a new random arena when you Rematch.

New Content

  • Infernal Contract Artifact: Sign away your life blood to receive a surge of Embers!

New Features

  • Leveling and Class Titles: Show your mastery of classes and artifacts; earn new titles as you ascend.
  • Achievements: Share your in-game accomplishments with Oculus achievements!
  • Damage Direction Indicator: Added directional damage feedback.
  • Targeting: Added target selection feedback for the Aerogramme, Wildcard & Chaos Skull spells.

Tuning and Fixes


  • Astor Garden: Increased the size and durability of the wooden trellises.
  • Astor Garden: Summoning the Garden Devourer now destroys the wooden trellis.
  • Lockport Bridge: Disabled teleporting as soon as ice appears on the pillar where the Bridge Wraith attacks.


  • Chaos Skull: Wandering skulls now bounce off non-destructible environment features.
  • Pyrotechnics: Increased the rocket’s travel speed.


  • Spear Forge: Addressed an issue with the spear dealing damage after a successful dodge.
  • Spear Forge: Removed damage reduction when the spear passes through Primal Shields or the Spectral Cloak.
  • Cthulhu’s Grasp: Increased the Artifact’s damage and lifespan.
  • Clockwork Imp: Increased the Imp’s speed when reacting, grabbing, and flying to shards.


  • Matchmaking: Increased matchmaking tolerance for skill discrepancies.
  • Menus: Adjusted all menus to use a “point at” interaction instead of a “look at” interaction.
  • Leaderboard: Added rank degradation after a week of inactivity for scores greater than 600.

Logging in to your Oculus account, you may notice something new under The Unspoken. What’s this? Achievements? Why are they locked?! Well, let us explain!

Coming on February 28 in Arcane Update 2.0, we’re introducing a brand-new progression system. The system includes ranks and arch-mage titles to reward longevity and skill–can you ascend from Novice to Supreme… and beyond?

We’re also introducing achievements that reward class- and artifact-mastery. There’s an achievement for every class and play style. You’ll work towards class-specific achievements for the Anarchist, Kineticist, and Blackjack–and new classes, on the way very soon!

Why are they showing up and why are they locked? We are turning these on now for testing, so you will see them in the Oculus app, but they will be locked until the new Arcane Update goes live. We will have more information on that update, including all the changes that are coming, soon. Tune in Friday, February 24, on Twitch for an early look.

Don’t forget to join us TODAY at 5pm Eastern / 2pm Pacific / 10pm UTC in Ranked during our weekly Play with Dev event.

As always, join the conversation on The Unspoken Discord, reddit, Twitter or Facebook.

We are kicking off February (and the latest content update) with a new batch of Play with Dev Events!

Jump in Ranked games during the times listed below and look for usernames with the “insom_” prefix. Each session will be about an hour. Turn your mics on and we can chat while we play!

February Play with Dev Events

Wednesday, February 1 @ 4 pm Eastern / 1 pm Pacific / 9 pm UTC
Thursday, February 9 @ 6 pm Eastern / 3 pm Pacific / 11 pm UTC
Friday, February 17 @ 5 pm Eastern / 2 pm Pacific / 10 pm UTC
Thursday, February 23 @ 5 pm Eastern / 2 pm Pacific / 10 pm UTC


Our Monthly Stream will be on Friday, February 24. More info on that as we get closer. We will be previewing even more new content, so be sure to check it out. Check out our last stream here!

Don’t forget to download the latest Arcane Update! Here is a look at what is included in that.

New Content

  • Lockport Bridge Arena: Duel for supremacy in a violent blizzard!
  • Bridge Wraith Summon: Awaken an interdimensional ice-demon to freeze your enemy!
  • Dark Tag Artifact: Conjure vision-obscuring paint traps on your opponent’s pillars!

New Features

  • Spectator Overlay: Health, Ember count, and Artifact loadouts are visible on the desktop window. Toggle visibility in the settings menu.
  • Practice while waiting: Primal Spells and target orbs are enabled in the ranked pre-match waiting zone.
  • Allegiance Indicators: Spells with allegiance properties display ownership marks.
  • Spell Health Bars: Arena Guardians and spell minions display health overlays.
  • Teleport Cooldown: Pillars display a teleport cooldown ring.
  • Arena Info: Arena selection globes display information panels.

Tuning and Fixes


  • Elmhurst Avenue: Moved the cover stone slabs slightly.
  • Pulaski Circle: The Spear Forge now respects the collision of the center statue.
  • Pulaski Circle: Moved cover tombstones slightly.

Anarchist Class

  • Pyrotechnics: Added markers to targeted pillars.
  • Pyrotechnics: Descending Fireworks are invulnerable.
  • Pyrotechnics: Further reduced the max number of fireworks by one.
  • Chaos Skull: Enabled minimum charge time.

Kineticist Class

  • Force Bubble: The Force Bubble now despawns properly.

Blackjack Class

  • Spectral Disc: Enabled minimum charge time.
  • Spectral Cloak: Added spillover damage when an inhabited cloak is destroyed.


  • Spear Forge: Reduced spear damage.
  • Spear Forge: Primal Shields now mitigate spear damage consistently.


  • Info toggle: Added a menu option to disable in-world player info UI: health and ember count.
  • HUD toggle: Added a menu option to set the in-headset status HUD to always on.


  • Reporting: ‘Report Player’ now functions as intended.
  • Skip Intro: Added a skip intro option to the menu during replay.
  • Ranking: Players will no longer lose rating points after a win.

Greetings Acolyte,

A mist swirls across snow-covered city streets. A forgotten channel flows into the south branch of the Chicago River. The prohibition-era mob favored these waters for their grisly and efficient disposal properties: a body dumped here submerges quickly and does not resurface.

The veil is thin in this place. The council approves its concealment and preparation. Introducing the Lockport Bridge Arena!

Icy drawbridges frame two home pedestals, each offering access to pillars with high and low vantage points. Spellcasters are in close proximity as the match begins, able to see each other clearly, all the better to predict their opponent’s next move. The victorious play their opponents like a fiddle–they manipulate expectations with feints.

Feints use the element of surprise to keep rivals on their heels. A hammer echoing in the night need not forge a spear. A summoned Chaos Skull is easily cancelled before it is cast. And a conjured deck of Wildcards moves along with an Arch-Mage, all the better to catch an enemy at a vulnerable moment. Advanced Spellcasters use deceptive movements to trick their opponent into teleporting prematurely, or diverting focus, or casting at an inopportune time. Every Ember is precious; so it is vitally important to maintain razor-sharp perception, in tune with an opponent’s true intentions.

Nothing compromises perception more effectively than the newly sanctioned Dark Tag Artifact! This spellbound spray-paint can, stencils mystic paint traps to obscure an opponent’s vision. A tagged spellcaster is exposed to deadly homing spells, unable to counter or dodge—the Dark Tag stacks well with every offensive spell.

Lockport Bridge is the most dynamic arena in the underground circuit. Freezing winds from across the lake form ice columns in the channel, changing the fundamental topology of this battleground. Pedestals with wide sight lines become sheltered coves, vulnerable from only a few opponent positions.

As the storm intensifies, and after every column is formed, a Summon Orb manifests beneath the bridge. Breaking it unleashes the spirit of a hapless victim, drowned long ago. Impossibly thin ice freezes around his extremities to form the Bridge Wraith—a vengeful grotesque hell-bent on entombing its victim in an icy sheath. If you find yourself rooted, your time on this plane is drawing to a swift and bitter end. Better luck next time.

From across the lake, the wind changes. Electric lights flicker. Spellcasters of a new cloak will soon join the duel.

Until then, remember: fortune favors the shrouded. Remain hidden!

Ever Watching,