I've only had one controller to test with for a little over a week, the other broke and the replacement had problems with shipping. But I've finally got two again and have been working on fixing bugs. I've also been rewriting a lot of the code as well to be more organized and easier for me to add to and bug fix.
I demoed the game at an event a few days ago (borrowed a friends controller) and got quite a bit of feedback on bugs and the tutorial, so those are what I'm working on right now. For most of the people Cogs and Cowboys was their first VR experience and they enjoyed it once they learned how to do everything, but the text tutorial was pretty much ignored as they would jump right in and just have me explain how to play while the play it. So with that I'm going to try to make the tutorial a little better.
The last thing I noticed was the weapon system is too touchy. One of the limitations of VR on the developer side is I can't accurately make the holsters follow the player because the only information I get is where the hands are and where the head is, nothing about where the body is (and when you look down too far rotations get really weird and everything flips around). I'm going to try to refine this system a bit. It might be just adjusting the position/scale of the holster areas a bit, making them follow the controller so you can reach them without looking, or going full on with an IK rig to estimate where the player's body is, whichever feels most intuitive.