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Bringing Action and Adventure to Mixed Reality

VirZOOM is a patent-based Virtual Reality Exercise Game platform. It combines fun, play, fitness, and the exploration of virtual worlds all in one. Our elite ensemble of game designers and developers has shipped three generations of products since 2016. Our current subscription-based app has nearly 6k subscribers and 800k installs on the Meta Quest. We’re developing our 4th gen products to reach a customer audience many times larger than we could before, with a grant from one of the major VR companies.

This Reg CF offering is made available through StartEngine Capital, LLC. This investment is speculative, illiquid, and involves a high degree of risk, including the possible loss of your entire investment.

$192,664.70 Raised


We’re working on a grant funded, confidential joint project with a major VR industry company to develop our 4th generation Virtual Reality Exercise Games product. The new product employs our new patent-pending VR motion controls – building on our original patent – and is our first to include MR features. The grant covers 80% of product development costs, and the company providing the grant will market and promote the resulting product.

VirZOOM’s team has developed VR exercise apps and games based on proprietary technology since early 2015, and shipped commercially since June 2016. Across our team our work encompasses 162 years of game design and 40 years of VR development, including best-selling products before VirZOOM like Guitar Hero ($1B rev), Rock Band ($2B rev), and Dance Central ($50M rev).

Our currently shipping 3rd generation product is our VR fitness subscription service VZfit 2.0. MRR grew 30% and subscriptions 40% in 2022 over 2021. 2023 sales YTD are up 27% over 2022. Year to date, sales are up by 7%.


the pitch

VirZOOM’s patented and patent-pending VR motion technology allows users to move continuously and freely through virtual worlds, controlling motion with body movements and position while standing. We are pioneering fitness-oriented virtual reality games that play like sports in the real world. You get fit by playing games in virtual reality that are designed for exercise. Our motion technology is patented under Virtual Reality Exercise Game and trademarked as Virtual Reality that Moves You®.


Bringing Action and Adventure to Mixed Reality

To create physical VR games that play like real world sports, the VR industry needed a new form of locomotion. That’s what VirZOOM does. Our patented and trademarked technology solves one of the biggest problems in VR, which is how to move through virtual worlds continuously and freely without inducing motion sickness. Our technology lets us create physical VR games that are fun to play and at the same time deliver exercise benefits, much as sports like skiing and cycling do in the real world. 

Jeremy Bailenson, founding director of Stanford University’s Virtual Human Interaction Lab (source), put it this way after trying VZfit games last year:

"I was blown away by the VirZOOM experience… it is critical to leverage the natural leaning movements that our perceptual systems have grown used to in the real world. By integrating head movements with pedaling [a stationary bike], VirZOOM’s control scheme was shockingly easy and engaging. 

They have discovered how to solve one of VR’s hardest problems – moving freely through large virtual spaces without getting dizzy or uncomfortable. I normally avoid any experience in VR that is not based on physically walking, but leaning into turns while pedaling through virtual space is among the best experiences I have ever had in VR in 25 years."

*This testimonial may not be representative of the experience of other customers and is not a guarantee of future performance or success.


*VZfit, our 3rd generation VR Exercise Games

The effectiveness of VirZOOM’s VR Exercise Games has been clinically proven in tests conducted by Exeter University London and Brunel University and published in the peer reviewed British Journal of Health Psychology: Ready Exerciser One: Effects of music and virtual reality on cycle ergometer exercise

Researchers concluded: “The VR and VR-with-music conditions elicited the most positive affective valence, highest levels of perceived activation, greatest number of dissociative thoughts, and most exercise enjoyment… The present findings illustrate the efficacy of modern VR technology in the exercise context.” 


We Make Every Hour of In-Home Fitness Feel Like Twenty Minutes of Fun

Affordability. Convenience. Motivation.

A recent study conducted by the Center for Disease Control found that only 53.3% of adults are meeting objectives for aerobic physical activity and only 23.2% are meeting the guidelines for both aerobics and strength-training (source). 

The World Health Organization, meanwhile, has identified physical inactivity as a leading cause of disease and disability on a global scale (source). So why aren’t more people exercising? According to, the most pressing challenges for staying active are lack of motivation, lack of convenience, and the high cost of gym memberships or equipment.

Taking a closer look at the numbers:

  • Americans spend about $1.3 billion on unused gym memberships annually.
  • The average gym membership costs $58 per month, or $796 per year with fees.
  • 82% of gym members go to the gym less than 1 time per week and 
  • 22% completely stop going altogether 6 months into their membership (source
  • The average gym member “underutilizes” two-thirds of their gym dues by $39 per month, or $468 per year. (source)

Enter: VZfit. A VR-based solution that is affordable, convenient, motivating, and scientifically proven. For just $349 to purchase a Meta Quest 2 headset + $99.99 for our first year subscription, VZfit customers typically log 40 minutes of exercise 3 days per week. That’s 120 minutes a week, nearly twice the CDC’s recommendation of 75 minutes. What’s more, many of our users tell us playing VR Exercise Games doesn’t feel like working out at all. Some call it: The workout without the work.” As a recent reviewer at Men’s Fitness states: “[With VZfit] 20 minutes have flown by and I haven’t even noticed.”

And we are not done!

VZfit is our third generation product. Like generations one and two it focused first on users with both VR headsets and fitness equipment, like a stationary bike. Our bike based games are still terrific – there are many variations, many things you can pedal besides bikes to keep it interesting – but there is a much larger market of consumers who would benefit from games like ours and who have only a VR headset, but don’t have a bike. This is why we went back to the drawing board and created new, patent-pending motion tech that builds on our previous patented motion controls for pedaling in VR.


*The above is a collection of VR motion test games for a future product. Product is still currently under development and is not yet available on the market.

Motion Labs is a new app we developed for App Lab, a secondary Meta Quest content store for Quest users.  Motion Labs is a testbed of several mini-games designed to expose App Lab visitors to different uses of our new motion controls, such as for racing or battling, to collect feedback. That feedback is helping us tune the new tech for the 4th generation game that we are jointly developing under a confidential grant. You can try it for yourself if you have a Meta Quest 2 headset: visit this link


Riding To The Top in Revenue, Ratings, and Reviews

Our current shipping product VZFit is available through the Meta Quest store where it has been installed by 800,000 users and is among the top 10% of the platform’s earners, generating over $1 million in lifetime revenue (source). Our platform has nearly 6,000 subscribers and averaged $50K MRR in 2022, a 762% increase over 2019. We have also achieved a 4.0 out of 5 stars rating from our app customers.

"The global metaverse market size in 2022 was valued at US$47.48 billion with a growth rate of 39.44% CAGR to a valuation of US$678.80 billion by 2030." - Strategic Market Research, June 2022 (source)

“A lot of people have been using VR for fitness. It’s probably the most fun way to get in some quick cardio.” - Meta Platforms CEO Mark Zuckerberg, October 2020 (source)

In October 2021 Meta Platforms CEO Mark Zuckerberg identified VR Fitness as a strategic segment of the company’s future plans (source).  

That month, Meta announced the acquisition of VR Fitness developer Within, maker of popular VR Fitness app SuperNatural, for $400M (source). Since 2019, Meta has acquired 11 VR technology and game studios including CTRL-labs, Beat Games, Sanzaru Games, Scape Technologies, Ready at Dawn, Lemnis Technologies, Downpour Interactive, BigBox VR, Within, Twisted Pixel Games, and Armature Studio (source).

Apple has reportedly been developing a product with both Virtual Reality (VR) and Augmented Reality (AR) capabilities for seven years. An Apple VR/AR headset is now expected to make its debut at WWDC 2023 in June (source). The MR platform will reportedly ship with gaming, fitness and collaboration apps (source). Apple has since 2020 acquired an unknown number of VR and AR related companies, including Spaces, Camerai, NextVR, and Akonia Holographics, among others (source) (source). 

HTC launched their new Elite XR Mixed Reality (VR and AR) headset in January 2023 and identified VR Fitness among four applications for the new headset (source). 

Recent milestones in 2022 include:

  • VZfit 2.0 launch
  • New VR motion controls patent filing 
  • Development and launch of Motion Labs app on Meta Quest Apps Lab to test our next generation VR Exercise Game prototypes (source)
  • Active Monthly Users: 16,765* 
  • Session Duration and Frequency: 40 minutes/session, 3 days per week* = 120 minutes/week versus 75 minutes/week CDC recommendation
  • Total virtual kilometers traveled by VZfit users: 4,009,934* (equivalent to 5 round trips to the moon)
  • Total calories burned by VZfit users: 118,378,815**

* Source: VZfit telemetry Feb. 5, 2023 since May 2019

** Sources: VZfit telemetry average 29 calories/vKM. Statistical average 32 calories per kilometer (

VirZOOM’s VR Fitness segment traction:

Why Invest

Join A World Class Team Bringing Natural Movement and Sports-like Experiences into the virtual worlds

Over the past seven years, VirZOOM has been able to establish itself as an innovator in the virtual reality and gaming space, with a patented system that levels up the VR fitness experience. With more products and partnerships in our pipeline, we believe our proprietary motion control technology will be capable of carving out an entirely new category of exercise games. We aim to expand on the VR Exercise Game category we created to include every VR headset user and inspire even more users to get fit while playing VR games and get fit in the metaverse.


56 JFK Street
Cambridge, MA 02138

VirZOOM is a patent-based Virtual Reality Exercise Game platform. It combines fun, play, fitness, and the exploration of virtual worlds all in one. Our elite ensemble of game designers and developers has shipped three generations of products since 2016. Our current subscription-based app has nearly 6k subscribers and 800k installs on the Meta Quest. We’re developing our 4th gen products to reach a customer audience many times larger than we could before, with a grant from one of the major VR companies.


Eric Janszen

Eric Janszen

Founder, President & Director

CEO of two VC-backed companies, EIR Trident Capital and Managing Dir Osborn Capital. Osborn achieved 9 liquidity events including two IPOs and acquisitions by Cisco, Nortel, Microsoft, and EMC. Inventor, investor, published author, and Avid cyclist.

Eric Malafeew

Eric Malafeew

Co-Founder & CTO

MIT Master’s Degree and B.S. Virginia Tech. 20+ years in the video games industry. Technical director or lead systems programmer at HMX on Guitar Hero, Rock Band, and Dance Central. Responsible for strategic technology direction, engineering leadership, and IP. 

Michael W.G. Fix

Michael W.G. Fix

Director, Investor, Advisor

Michael Fix is a dynamic and people-oriented executive with deep experience in private equity and venture capital transactions, and who understands the challenges of merging existing business practices with new technological advancements. He has held C-level and board positions in public and private companies and was the co-architect of numerous successful financial transactions.

Jason Warburg

Jason Warburg

Chief Product Officer

20+ years of games industry experience in design, production, QA, build engineering, and technical art on multiple titles including Guitar Hero and Rock Band. Responsible for VirZOOM product design and development.

Robert Collins

Robert Collins

Chief Operating Officer

Responsible for brand and product marketing with a focus on maximizing customer acquisition, engagement and retention. Improves brand through recognition, data driven process implementation, and a customer first approach to service, support, and community management.

Peter Macdonald

Peter Macdonald

Art Director

Has made video games in the Boston area since 1995. A true visual art generalist, currently responsible for everything visual that VirZOOM produces, from in-game art to the website, packaging design, videos, and corporate ID, including logo design.

Christine Barrett

Christine Barrett

UI/UX Software Engineer

Software developer specializing in UI/UX systems for video games (Guitar Hero, Rock Band) and children's software (Kid Pix). Other work includes game systems, networking and language localizations. BS in Computer Science from Stanford University.

Eyal Zilberman

Eyal Zilberman

Customer Experience Manager

Customer service guru with over 20 years experience finding creative solutions for small teams and startups. Focused on ensuring the customer's perspective is always considered and that support is a top down endeavor.

Ben de la Cretaz

Ben de la Cretaz

Consulting Chief Financial Officer

Partner at TechXCO, consulting to start-up and growth stage ventures. Babson MBA after launching and operating his own business for four years. Responsible for financial planning and execution, compliance, and accounting.

Danielle Quinlan

Danielle Quinlan

Consulting Social Media Marketing Coordinator

Consulting Social Media Marketing Coordinator Responsible for managing VirZOOM's social media accounts in order to create brand awareness, engage with the community and maintain the company's public image.

Ike Adams

Ike Adams

Consulting Senior Software Engineer

Senior Software Engineer and generalist versed in game development, digital entertainment, UI/UX.


Jul 7, 2023
$10k - $912k
Preferred Stock
Series A-5 Preferred Stock

Maximum Number of Shares Offered subject to adjustment for bonus shares

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*Maximum number of shares offered subject to adjustment for bonus shares. See Bonus info below.

Company Perks & Incentives

Loyalty Bonus | 10% Bonus Shares

As you have previously invested in VirZoom you are eligible for additional bonus shares.


Friends and Family Early Birds

Invest within the first 7 days and receive 5% bonus shares.

Super Early Bird Bonus

Invest within the first two weeks and receive 3% bonus shares.

Early Bird Bonus

Invest within the first three weeks and receive 2% bonus shares.


$500+ | Bronze Tier

Invest $500+ and receive 1% bonus shares.

$1,000+ |Silver Tier

Invest $1,000+ and receive 2% bonus shares.

$2,500+ | Gold Tier

Invest $2,500+ and receive an exclusive VirZoom hoodie and 3% bonus shares.

$5,000+ | Platinum Tier

Invest $5,000+ and receive an exclusive VirZoom hoodie, 5 free copies of VirZoom's next title, early access to VirZooms next title, and 4% bonus shares.

$10,000+ | Diamond Tier

Invest $10,000+ and receive an exclusive VirZoom hoodie, 5 free copies of VirZoom's next title, early access to VirZoom's next title, a 30-minute call with CEO/Founder Eric Janszen, and 5% bonus shares.

*In order to receive perks from an investment, one must submit a single investment in the same offering that meets the minimum perk requirement. Bonus shares from perks will not be granted if an investor submits multiple investments that, when combined, meet the perk requirement. All perks occur when the offering is completed.

The 10% StartEngine Owners' Bonus

VirZOOM, Inc. will offer 10% additional bonus shares for all investments that are committed by investors that are eligible for the StartEngine Crowdfunding Inc. OWNer's bonus.

This means eligible StartEngine shareholders will receive a 10% bonus for any shares they purchase in this offering. For example, if you buy 100 shares of Series A-5 Preferred Stock at $0.49/ share, you will receive 110 shares of Series A-5 Preferred Stock, meaning you'll own 110 shares for $49. Fractional shares will not be distributed and share bonuses will be determined by rounding down to the nearest whole share

This 10% Bonus is only valid during the investors eligibility period. Investors eligible for this bonus will also have priority if they are on a waitlist to invest and the company surpasses its maximum funding goal. They will have the first opportunity to invest should room in the offering become available if prior investments are canceled or fail.

Investors will receive the highest single bonus they are eligible for among the bonuses based on the amount invested and time of offering elapsed (if any). Eligible investors will also receive the Owner’s Bonus and Loyalty Bonus in addition to the aforementioned bonus.

Irregular Use of Proceeds

The Company will not incur any irregular use of proceeds.


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Washington Post

Tired of biking in the gym? Virtual reality lets you cycle in Iceland, instead.

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I Worked Out In Virtual Reality For A Month And This Is What Happened

Article Image

VirZoom's mobile sensor uses Gear VR to turn normal bikes into VR workout machines

Article Image

VirZOOM mashes up VR, Fitbit and exercise bikes to bring vSports to the masses

Article Image

The future of fitness might be a VR-friendly exercise bike


Owners bonus
Stack Owner's Bonus & Rewards!

Members get an extra 10% shares in addition to rewards below!


Multiple investments in an offering cannot be combined to qualify for a larger campaign perk. Get rewarded for investing more into VirZoom.



Joseph Washington

a month ago

hi i see this round is over will there be another round and if so on what investment platform will it be on



Chukwuoma Ngoka

3 months ago

Thanks Eric for the Clarifications! Also I admire your assertiveness about Virtuix founder, Jan, and his company/product! Besides, there's a piece for everyone is in this massive burgeoning frontier. Live and Let's Live!



Chukwuoma Ngoka

3 months ago

Hello, product looks good and promising. Question: How is this product different from startup Virtuix?



Patrick Kennedy

4 months ago

Eric, The valuation is at $40M? Can you talk about how you arrived at that, how valuations in this space are arrived at (sales or possible acquisition by a big player) VS partnerships, licensing, etc.? Also, you had several exits in your career? can you talk about those and if any other team members also had?



Eric Janszen


5 months ago

Hey Everyone, in our 05.04.23 update we announced that we've received a major grant for a cooperative content development project with one of the major VR industry players. Winning the grant is a major milestone for the company. I wish I could give you more detail on the project itself but it's covered under a number of NDAs, and confidentiality is important for successful execution and launch. I'll answer any questions that I can here and in an upcoming webinar.



Joseph Iallonardo

6 months ago

Hello. I previously asked a question about the motion technology that seems to be the main selling point. It was suggested that I try the games, especially the Tank game, which I did. I think I now understand what is meant by motion technology. While I found the tank game to be very interesting, I did not burn many calories. Questions: 1. Will the games you are creating give you a good workout, or will they mostly be for fun? 2. Why are the games included as part of VZFit? They are very different. What’s the common thread? 3. What other applications of this technology do you foresee developing? I



Guenadi Jilevski

6 months ago

Is there any stock splits amd when? 2017 the stock price was 0.94 and valuation 8Mil. Now the price is 0.49 and valuation 45Mil. Please explain. When the SAFE from 2019 and 2020 shall be converted into shares?



Zachary Ross

6 months ago

Hello Eric, I was a longtime iTuliper and I participated in previous crowdsourced funding rounds for ViRZOOM through both Netcapital (2017) and Wefunder (2018, 2020, 2021). I am once again considering participating in this latest round on StartEngine. Is there a way to see the number of shares I currently own in the company? I have tried to reach out several times to obtain this information but have not heard back from VirZOOM. Thank you!



Joseph Iallonardo

6 months ago

The VZFit uses a monthly or yearly subscription plan. I’m assuming, which means I could be wrong, that their other apps will use the same model. Therefore, I think investors get 5 subscriptions to the games they are rolling out. Or something along those lines.



Joseph Iallonardo

6 months ago

I’m trying out VRFit using meta quest 2. It seems that the main pitch is your proprietary technology that transforms live google images to create “3-D” landscapes that people can traverse. Questions: - Are you planning to improve this technology with the raised capital, or are you planning on rolling out additional applications using this motion technology? - How common is dizziness for your customers? - Have virtual landscapes always been a part of the VZFit app, or were they added based on user feedback? - *If* the motion technology is the focus, why do you have virtual landscapes in the app? Thank you for your time.




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