Consumer game platforms are realizing Ubicomp's vision of seamless, sensor-based, embodied interaction with computation. Here we present Propinquity, a full-body dancing/fighting game using proximity and touch sensing. Relying primarily on auditory feedback, Propinquity attempts to reconfigure sensor-based gameplay as an activity where players orient towards one another rather than a central screen. By presenting this particular demo, we hope to stimulate discussion of embodiment, expressiveness, play, performance, and social production in both ubicomp interaction and game design. Author Keywords Play, Gaming, Proximity Sensing, Embodied Interaction, Wearable ACM Classification Keywords H.5.2 User Interfaces: Input Devices and Strategies; H.5.m: Miscellaneous. General Terms Design, Human Factors, Theory.