VR/AR software

Software for the room you are standing in.

Headsets get lighter every year. We build spatial software that ships on today's standalone and mixed-reality headsets, and is designed to move to glasses as they arrive.

TETHERED PC VRSTANDALONEMIXED REALITYGLASSESWHERE WE SHIP TODAYWHERE WE DESIGN FOR
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Tethered PC VR
Form
Heavy, cabled to a PC
Session
Minutes, at a desk
Input
Controllers

Where the first wave of VR lived. Powerful, but tied to one room.

Standalone
Form
Self-contained headset
Session
Up to an hour, anywhere
Input
Controllers and hands

Quest and its peers. Where most spatial software ships today.

Mixed reality
Form
Headset with passthrough
Session
Longer, in the real room
Input
Hands, gaze and voice

The room becomes part of the interface. Content stays where you put it.

Glasses
Form
Close to ordinary eyewear
Session
All day, on the move
Input
Voice, glance and small gestures

Information at a glance, not full immersion. The direction everything is heading.

What we've built

Running on headsets now.

Learning tools, spatial software and games, built in Unity with OpenXR for Meta Quest and PC VR, and in SwiftUI for Apple Vision Pro. Images are captures from current development builds.

Spatial software and learning
Sign Language XR: the SignCoach home panels asking what you want to say, with phrase choicesFeasibility studyMeta Quest · hand trackingAccessibility · researchSign Language XRA practice coach for American Sign Language. Type what you want to say, watch recorded ghost hands from your own point of view, then practise with hand tracking and review the attempt. No signs are taught until Deaf signers have reviewed them.
Spatial Workshop: a shadow-theatre puzzle on the workbench, with front, right and top shadow screensClosed beta candidateMeta Quest · hands or controllers · room viewSpatial reasoning · educationSpatial WorkshopSixty hands-on puzzles at a workbench: turn keys into locks, cast shadows onto three screens, fold box nets, slice glass and assemble mechanisms. Built to train the spatial skills that drawings and flat screens struggle to teach.
Learn Circuits: a wired adding machine on the workbench, with the job card and meter panelPreparing private betaMeta Quest 3 · hands or controllersHands-on trainingLearn CircuitsBuild and repair small gadgets on a virtual bench, from a reading lantern to a binary adding machine. Place parts, wire them, measure with a meter and press Test, learning DC circuits, sensors and logic along the way. The circuit solver is checked against a reference simulator.
Littlekin on Apple Vision Pro: the household home screen floating in a living roomReady for betaApple Vision Pro · visionOSEveryday app · spatialLittlekin for Vision ProThe household pet-care app from iPhone and Apple Watch, as a window in your room. One codebase and shared data, with a layout that holds up from a watch face to a floating panel.
VR games
Bolt Action Hunter: the hunting deck with rifle, pistol, coffee and radio above the valleyOn the Meta Horizon StoreMeta QuestHunting and target shootingBolt Action HunterA laid-back hillside deck with a scoped rifle, a pistol, hands-on reloads, coffee and a radio that plays your own music.
Bit Universe VR: a voxel city board floating as a tabletop dioramaIn Meta store reviewMeta Quest · PC VRIdle city builderBit Universe VRUp to four voxel cities stand around you as tabletop dioramas, in your own room or a virtual one.
Dodge Court: a dodgeball match in the gym against the orange teamPrivate alphaMeta Quest · hand trackingRoom-scale dodgeballDodge CourtThrow, catch, block and dodge across five arenas, against bots or friends on the same network.
Learn to Box: gloves up against the champion in the arenaBeta candidateMeta QuestBoxing schoolLearn to BoxA coach teaches thirteen lessons and critiques each punch, then a four-belt career and arcade modes.
Learn to Juggle: a three-ball cascade in the courtyard, with the teacher watchingPrivate alphaMeta Quest · mixed reality roomJuggling schoolLearn to JuggleA teacher and ghost hands demonstrate each move, and the help fades until you juggle at real speed.
Learn to Ping Pong: a first-person match against Sam, ball in flightPrivate beta buildMeta Quest 3 · hands or controllersTable tennisLearn to Ping PongShort lessons, contact replays and a ball feeder, then a club campaign against computer opponents.
Voxel Flight Racer: the cockpit approaching a rock arch in Sunriver canyonPrototypeMeta Quest · PC VRSeated flight racingVoxel Flight RacerA cockpit racer through voxel canyons: twelve tracks, a fifty-event career and races for up to four pilots.
Shattershaft: both blasters raised at incoming asteroid fragmentsPrototypeMeta QuestAsteroid-mining defenseShattershaftStand on a mining rig with two blasters and break up debris before it reaches the shield.
How we push the bar forward

Designed for the next device, shipped on this one.

The hardware will keep changing. These six decisions are what let a product built today carry over to it.

One input layerControllers, hands, gaze and voice go through the same layer, so a product built for a headset today does not need rewriting for glasses.
Anchored to the roomSpatial anchors and scene understanding keep content where you placed it, on the machine, the table or the wall.
Glanceable firstInformation is sized for a quick look. If it works in a glance it survives the move to lighter devices; if it needs full immersion, we say so.
Compute where it fitsOn the device for latency, nearby or in the cloud for heavy work, with a fallback when the connection drops.
An assistant that sees what you seeVoice guidance grounded in your own manuals and records, with a person approving anything that changes a system.AI modernization
Comfort is a specificationFrame pacing, locomotion and text legibility are tested on real hardware every week, not left for launch.
Example solutions

Three things spatial software is ready to do.

Wireframe concepts, not client projects. Each one is buildable on current hardware and carries over to lighter devices.

The physical room What the software adds
VALVE BClose · quarter turnPUMP PRESSURE42 psi · normalDANA · REMOTECheck this seal firstSTEP 3 OF 7Close valve BQuarter turn clockwise.Wait for pressure to readunder 5 psi.SAY “NEXT” TO CONTINUEGLASSES · HANDS FREE · VOICE: NEXT, REPEAT, CALL DANA
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01 · Field service · glasses · Concept

Repair guidance anchored to the machine

A technician looks at the equipment and sees the next step on it: which valve, which way, what the gauge should read. A remote expert can pin a note on the exact part. Hands stay on the job; voice moves the procedure along.

What it takes
  • Spatial anchors on known equipment
  • Procedures from your existing manuals
  • Live readings from the systems you already run
  • Remote expert annotations
BREAKER 7Switch off, then lockLOCK TAGLOCKOUT PROCEDURENotify the areaIsolate powerApply the lockSign the tagTest for zero energyATTEMPT 2 · 01:4286%Accuracy · best 91%VR · SIMULATED ROOM · HAND TRACKING · SCORED RUNS FOR SUPERVISORS
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02 · Training · VR · Concept

Practice the dangerous part safely

People rehearse procedures that are risky, rare or expensive to stage: lockout, emergency response, equipment handling. A ghost hand shows the correct grip, each step is checked, and supervisors get scored runs instead of a signature on a form.

What it takes
  • A faithful simulated workspace
  • Hand tracking with step validation
  • Scores and attempts reported to your LMS
  • Content updated without a new app release
AHU-3 · ALERTFilter pressure highFLOOR 2 · 71°FRoom 204 occupiedROOFSolar 12.4 kW321JORDAN · REMOTEMIXED REALITY · PASSTHROUGH · ANCHORED TO THE TABLE · SHARED SESSION
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03 · Facilities · mixed reality · Concept

The whole building, on the table

A facility model stands on a real table, with live sensor data floating over each floor. Pick a floor, walk around it, and bring a colleague in remotely to look at the same alert from the other side of the model.

What it takes
  • A model of the building or site
  • Sensor and work-order feeds
  • Shared sessions across locations
  • Access control for who sees what
How a spatial build runs

On a headset by week three.

01 · Week 1–2SpecifyThe device, the room, who wears it and for how long.
02 · Week 3–6PrototypeA build on the real headset in the real space, not a render.
03 · OngoingBuildWeekly builds with comfort and frame-time checks on hardware.
04 · LaunchShipStore submission or managed deployment to your own devices.
Have a spatial build in mind?