VIRTUIX COMPLETES $3 MILLION SEED INVESTMENT ROUND AS GROUNDBREAKING OMNI NEARS COMMERCIAL LAUNCH
Tekton Ventures and Maveron Lead Group of Investors; Funds Aimed at Expansion of Personnel and Mass Production and Distribution of the Omni
HOUSTON (April 24, 2014) – Virtuix, the developer of the popular and highly anticipated Omni virtual reality treadmill, today announced that it has completed a $3 million seed investment round designed to expand production and distribution of the Omni. Tekton Ventures and Maveron are among the chief investors, joining Scentan Ventures, Radical Investments, Scout Ventures, StartCaps Ventures and a group of private investors.
Virtuix’s patent-pending, omni-directional treadmill enables the user to walk, run, and jump within a 360-degree virtual environment, creating an unprecedented sense of immersion and presence within virtual worlds that could span areas such as gaming, fitness, tourism, and social gatherings.
“Virtual reality technology has finally caught up to the vision consumers have had for decades,” Virtuix CEO Jan Goetgeluk said. “The Omni transforms seated virtual reality into a fully immersive, active experience. These funds ensure that we can deliver a great virtual reality platform to our passionate existing community as well as to new audiences and markets that are emerging every day.”
Tekton Ventures, a seed stage venture fund based in San Francisco, is one of the lead investors in this round. “We believe Virtuix’s virtual reality technology will not only disrupt the immersive gaming landscape but will enable even more useful, personal and entertaining experiences in areas beyond gaming: training and simulation, fitness, medical, military,” said Jai Choi, Founder and Managing Partner of Tekton Ventures. “The Omni is just scratching the surface to the possibilities and we’re honored to be working with Jan and the Virtuix team.”
“When I demoed the Omni at the Game Developers Conference this year, I glimpsed the future of virtual reality,” said David Wu, Partner at Maveron. “The full body experience was so real that when I finished, my heart was pounding, my legs were tired, and I was completely transported into another world. This technology has the ability to deliver immersive experiences to consumers in a way never before possible.”
Virtuix’s latest round comes less than a year after the $1.1 million it raised via Kickstarter to launch the company and development of the Omni. In the spirit of the company’s crowdfunding roots, Virtuix listed its current round on SeedInvest, a leading equity crowdfunding platform that connects accredited investors with rising companies seeking funding.
Virtuix has pre-sold more than 3,000 Omnis to date and will begin delivering units later this summer. The Omni is currently available for pre-order for $499 per unit at www.virtuix.com. Orders placed today are estimated to be shipped in September of this year.
About the Virtuix Omni™
With recent advances in head mounted display and body tracking technology, one question remains: how can we move naturally in the virtual world while confined within the limited space of our living room or office? Enter the Virtuix Omni™, the first ever virtual reality platform that enables the user to walk, run, and jump in 360 degrees, putting the user’s mind and body in the virtual world. The Omni is the first and only omni-directional treadmill that is affordable, compact, and enables users to move freely and naturally in virtual reality. True virtual reality cannot be experienced sitting down while pushing buttons on a keyboard or gamepad. For full virtual reality (“Full VR”), you need the Omni.
Virtuix’s Mission: Full Virtual Reality (“Full VR”)
Virtuix is at the forefront of the future of entertainment by offering consumers an affordable, full virtual reality experience that is unrivaled in the marketplace. By placing them in the immersive state of Full VR, Virtuix transports gamers to another world and frees them from relying on a seated virtual reality experience. Engaging in an active, full virtual reality experience has the power to transform not only the entertainment industry, but also how consumers engage and interact with the world.
Jan Goetgeluk, CEO