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INVEST IN VIRZOOM TODAY!

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.

$140,265.90 Raised

REASONS TO INVEST

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%.



**(Source)





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®.





Overview


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.” 

THE PROBLEM & OUR SOLUTION


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 exercise.com, 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





THE MARKET & OUR TRACTION


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 (https://burned-calories.com/cycling)



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.



ABOUT

HEADQUARTERS
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.

TEAM

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.

TERMS

VirZoom
Overview
PRICE PER SHARE
$0.49
DEADLINE
Jul 7, 2023
VALUATION
$45.76M
FUNDING GOAL
$10k - $912k
Breakdown
MIN INVESTMENT
$249.90
MAX INVESTMENT
$911,955.66
MIN NUMBER OF SHARES OFFERED
20,408
MAX NUMBER OF SHARES OFFERED
1,861,134
OFFERING TYPE
Equity
ASSET TYPE
Preferred Stock
SHARES OFFERED
Series A-5 Preferred Stock

Maximum Number of Shares Offered subject to adjustment for bonus shares

Most Recent Fiscal Year-End

Prior Fiscal Year-End

Total Assets

$143,337

$95,447

Cash & Cash Equivalents

$93,243

$49,669

Accounts Receivable

$17,975

$20,741

Short-Term Debt

$2,239,204

$4,670,737

Long-Term Debt

$38,400

$38,400

Revenue & Sales

$496,629

$459,757

Costs of Goods Sold

$174,270

$114,302

Taxes Paid

$0

$0

Net Income

-$1,843,836

-$1,555,161

*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.

Time-Based

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.

Amount-Based

$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.

NEW UPDATES

06.01.23

Meta announces the all new Meta Quest 3

Hi Everyone,

Big things happening in mixed reality (MR)!

Today Meta announced its new Quest 3 VR headset. Smaller, lighter, and more powerful in every way. Coming out this fall. See the product launch trailer here

On June 5 Apple is expected to announce its long awaited MR product, the Apple Reality Pro, at WWDC 2023, ending years of speculation about Apple's entry into the immersive mobile market. See Apple's Reality Pro: What we know ahead of WWDC 2023 for details. 

A battle between these two titans for immersive mobile market share can only benefit VirZOOM. No matter who comes out on top, competition means more platforms for VirZOOM content. As an MR content developer we win either way. 

Stay tuned for Apple's announcement next week. 

PRESS

Article Image
Washington Post

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

Article Image
Forbes

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

Article Image
Mashable

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

Article Image
Techcrunch

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

Article Image
Engaget

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

ALL UPDATES

05.23.23

VirZOOM Campaign Version 2.0

Hi Everyone,

If you missed the big news in our recent update, we have been awarded a significant grant by a major VR company. Our campaign page has just been revised to show that. 

This has big implications for your investment. 

Campaign before and after

We originally launched the campaign to raise funds to finance 100% of the cost of development and marketing of our 4th generation VR Exercise Game product. The product will employ our new tech that lets us create exercise games for a consumer audience more than 10x larger than we could before.

The recently awarded a content production grant covers approximately 80% of development costs. As for marketing, the company supplying the grant will promote the at product launch. Funds raised from this campaign going forward will be used to finance the balance of operating expenses not covered by the grant or by revenue from sales. 

What it means

This grant improves the campaign offering in three key ways:

  • The grant significantly reduces our need for funds to finance product development, marketing, and company operations. 
  • Grant funding made it possible for us to begin work on our 4th generation product in April, rather than having to wait for funds obtained from this campaign.
  • The product is scheduled to launch later this year for 2023 revenue rather than sometime next year as previously planned. That can further reduce outside funding requirements.

Confidentiality

We cannot disclose the source of the grant nor provide details about the product, but we can and will update you on our progress. We'll post an update after each grant milestone has been completed. We have completed the first two so far. 

Stay tuned!

When the product launches later this year as planned, product details and the source of the grant will then be revealed. 

Stay tuned for more updates and thank you for investing in our now even more exciting project! 

05.16.23

EU Patent Office grants VirZOOM patent

Figure 6 from our Virtual Reality Exercise Game patent

Hi Everyone,

I’m pleased to announce that the European Patent Office (EPO) notified us today that our core Virtual Reality Exercise Game patent application has been granted as a European Patent.

The U.S. patent was granted in 2019. This EU grant extends patent protection of our intellectual property to the second largest market for VR outside the U.S. 

This patented tech differentiates VirZOOM’s VR products by making it possible for us to create VR apps and games in which players can move themselves continuously and accurately through virtual worlds with minimal locomotion discomfort. Using this tech we can create VR games of various types, such as racing and arena battle games, that play more like real world sports.

This LinkedIn article explains the advantages in simple terms: The Metaverse Moves Forward: VirZOOM’s New VR Motion Controls

Special recognition for this milestone goes to my Co-Founder & CTO Eric Malafeew for this amazing invention and for getting the patent grant process over the line in Europe.   

05.12.23

VZfit Demographics

Hey Everyone,

Today I’d like to talk about demographics, specifically the age of our customers. 

Here are the VZfit age demographic numbers:

  • 16-24 years old: 13%

  • 25-34 years old: 21%

  • 35-44 years old: 30%

  • 45-54 years old: 19%

  • 55-64 years old: 11%

  • 65+ years old: 6%

How does this compare to VR users overall?

  • 16-24 years old: 34%

  • 25-34 years old: 35%

  • 35-44 years old: 26%

  • 45-54 years old: 12%

  • 55-64 years old: 6%

  • 65+ years old: 2%

The data show that VZfit users tend to be older than VR users overall. 

Here’s the interesting part. This is the percentage of VZfit users per age group as compared to VR overall:

  • 16-24 years old: 38%

  • 25-34 years old: 59%

  • 35-44 years old: 117%

  • 45-54 years old: 160%

  • 55-64 years old: 187%

  • 65+ years old: 320%

Compared to VR users generally, VZfit is used by less than half the number of 16-44 year olds and more than three times as many 65+ year olds.

Surprised? There’s a reason for this. VZfit…

  1. Gives older users a way to explore the world without the hassle of traveling.

  2. Lets formerly athletic users who still want to work out do so at their own pace.

  3. Provides a unique exercise experience that meets a need that no real world form of exercise can.

Consider these VZfit reviews from older users, a sample of three out of 321 5-star reviews:

Incentive to exercise

At 84, my doctor has recommended that I do 45 minutes of vigorous exercise every day. VZfit solves the problem of a tedious imposition and turns it into an enjoyment. In fact, I look forward to the stationary bike ride every day.

For me, this is the best VR exercise application that fulfills my requirement.

Normally I do not care for subscription based apps, but this one is worth paying for. VzFit support is excellent with very fast response and the product is updated regularly with additions such as the monthly challenges.

Makes Exercise Fun

At 82 years old exercise can be lifesaving but also a task. VzFit has taken a daily, boring, 45 minutes on an Elliptical machine to a fun ride in various parts of the world.

No, it’s not technically perfect but the variety and beauty/interest of seeing actual scenery and cityscapes around the world is amazing.

I love the commented rides and have enjoyed many of the ingenious improvements made to the app over time. The associated games provide additional amusement although at my age competitive activities are mostly beyond me.

Overall, VZfit is a wonderful addition to my world and I hope they continue as a successful part of the VR world.

WOW LOVE VZ FIT

I am 69 and need to exercise for health. I always wanted to travel the world and could never do so. Now I can and want to exercise and go most anywhere on the globe I want to! LOVE LOVE ❤️

I'm a 62 year old living in VR via VZfit

What an awesome product, I can't express how I feel and how this app helps me. It allows me to cycle 2 hours of every day in the country of my choice, across this huge world of ours. I wake up wondering what I'll see next and what I'll experience on my daily adventures. I'm taking full advantage of this 21st century tech; in 2022 I cycled the long way round Iceland (2.5k). So far in 2023 I've cycled the long way round New Zealand, both islands South (2.6k) & North (3.1k). And now I'm cycling West along the great ocean road of Australia. Wow, amazing! Where to next?...where will you choose to go?

Loving This Ap into my 2nd Year

I am 68 years old and retired, but still active.

Six days a week with a headset with my own music, and a Quest 2 with VZfit, riding routes in cities that they provide, and routes that I have created, like my hometown that I haven't been back to in years.

VZPlay is TOTAL immersion, but in more of a CGI cartoon world,

VZfit uses Google Maps and you see the actual street and buildings that were there on its last Google Maps update.

I am in my second year with a VZfit subscription simply because morning exercises on an elliptical or indoor bike are kept enjoyable because of it.

The Customer Service is also an excellent added bonus.

As much as we love our older demographic, in order to expand the business we need to appeal to more of the 70% of VR users who are in the 16-34 age bracket. The new app we are creating cooperatively with a grant from a major VR player is designed to do just that. However, we don’t plan to leave our older players behind. 

How will we do that? Stay tuned! All shall be revealed in time. 

--

These testimonials may not be representative of the experience of other customers and is not a guarantee of future performance or success.

VZfit enjoys an overall 4 out of 5-Stars Meta Quest Store rating. The breakdown as of May 10, 2023:

                  # Reviews    % of Reviews

5-Stars    321                63%

4-Stars    62                  12%

3-Stars    35                  7%

2-Stars    34                   7%

1-Stars    54                  11%

05.08.23

Meet the VirZOOM Team

Here's the team that's hard at work on the exciting new, grant funded, cooperative development project mentioned in previous updates. The team has already made the first two milestones. Help us make our $200k milestone and invest today!

05.07.23

The Amazing VZfit Community

VZfit Google Street View image from Lake Titicaca, Peru

Hi Everyone! 

Have you stopped by to see our Facebook VZfit community yet? 

Over the years this community has grown from a few dozen members to over 3,000. 

There’s something really special about this community, as you’ll see. The atmosphere is friendly and cooperative. Members help each other out and help us quite a bit, too. They report and describe product issues that let us constantly refine and improve VZfit. A subset of members make up our beta test group, where new releases are tried and tested. 

More than anything it’s a place where members share their excitement about a new place they’ve discovered on a ride they’ve taken. 

VZfit offers hundreds of recommended rides curated by the VirZOOM team and over 4,000 rides created by VZfit users from over 10 million miles of roads mapped by Google Street View. 

Here’s how it works. You’re wearing your Meta Quest headset. If you’re on a stationary bike, you're pedaling your way through a 3D Street View scene.  If you're standing and using the headset alone, you move yourself along the road with body movements. You stop along the way to take a picture of a scene that catches your eye. Then you can share those images to your personal Facebook page or to the VZfit group. 

This integration of Street View images with Facebook is a unique feature of VZfit that takes full advantage of the power of both VR and social media to bring people together to share experiences.  

Here are a few recent samples.

Ride around the Austrian Lakes 



Transylvania, Romania


Cambridge, Massachusetts

You can capture and share video, too.

VZfit gives you a work out while exploring the world. The integration with Facebook lets our thousands of VZfit users share their experiences. Members also use the community page to arrange to meet up to ride together; up to five can ride and chat on any ride. 

Big time credit for cultivating this lively and fun community goes to our COO Rob Collins, who among his many roles acts as our Community Manager.

I encourage you to swing by our Facebook VZfit community and see the VZfit community in action. 

05.05.23

Virtual Reality Landscape

(Image credit: Marcus Kane/Sketchfab)

In our May 3rd update we announced that we’d received a content development grant from a major VR industry player. For confidentiality reasons we can’t reveal who that player is, but we can review who all the players are to give you a clear picture of the industry landscape. 

VirZOOM was founded in 2015. We launched our first VR Exercise Game products in June 2016 and we’ve partnered with several of the major VR players since then. 

Our first VR games were distributed through the Steam game store for PC-based VR platforms Oculus Rift and HTC Vive. Later we also distributed our VR games through the Sony Playstation store for the Playstation VR (PSVR) headset. After that we shipped on the Microsoft Windows Mixed Reality (MR) headset, and sold a turnkey solution into commercial health clubs in partnership with Life Fitness, Samsung, Acer, and Intel. 

We engaged with Google for a special project in 2017 that’s been on pause ever since, awaiting a number of developments that need to happen in the evolution of VR tech before we can dust that off and bring it to market. In late 2018 we added the Oculus Go to our repertoire of VR platforms, followed by the Oculus Quest in early 2019. 

Today two other major VR players compete with Meta Quest, including Taiwan-based HTC and China-based Pico. Pico is owned by ByteDance, the giant Chinese company that also owns TikTok. HTC’s Elite XR is similar to, albeit smaller and lighter, than the Meta Quest Pro, while the Pico 4 is similar to the Meta Quest 2. 

The VR industry wildcard is Apple. Apple has been developing a product with both Virtual Reality (VR) and Augmented Reality (AR) capabilities for nine years. The Apple VR/AR headset is now expected to make its debut at WWDC 2023 in June. The product name is rumored to be Apple Reality Pro. The price is not known, but estimates put the initial price in the $3,000 range. 

This recent article shows a rendering of the Apple Reality Pro. While some critics dislike the fact that the headset is tethered to an external battery, in my opinion this design addresses two of the largest VR product adoption barriers that face the industry today. One, consumers do not like the way a large goggles-like headset makes them look when it’s hanging off their face. Two, consumers don’t appreciate the strain of wearing a heavy headset; by removing the heaviest part of a headset, the battery, Apple is able to address both of these problems and make a headset that is both attractive and lightweight.

The Apple Reality Pro is rumored to work without hand controllers. If true, that will address the third most significant adoption barrier: consumers are turned off by the inconvenience of having to learn how to use not one but two hand controllers that are modeled on video game controllers, with an assortment of buttons, triggers, and joysticks to control menus and game play. Eliminate the controllers and that inconvenience goes away. 

With respect to performance, Apple Reality Pro software will run on Apple’s custom M3 chipset. The M3 has far more processing power than the Qualcomm XR2 chipset that the other VR industry players use. All that power can be used to deliver everything from hand controller-less operation to higher frame rates for a more immersive experience. 

As a content developer, the most exciting new development that Apple can potentially bring to the VR industry is scale. While all of the other VR players need to build a brand from scratch to attract customers from the general population of consumers, Apple can sell its new MR product into an installed base of 1.5 billion active iPhone users

With the advantage of being the world’s premier consumer electronics brand and nine years of development work, Apple is poised to quickly take its place among the major VR industry players. If the $3,000 initial sticker price turns out to be accurate, that won’t happen overnight. However, if the Pro follows the evolutionary path of the iPhone, Apple may dominate the market within a couple of years. 

In July 2007, barely 9 million Americans owned a smartphone – representing just 4 percent of the entire mobile market. Today (in 2012) nearly 110 million Americans own a smartphone and by the end of the year smartphone owners will become the new mobile majority in the U.S.

- 5 Years Later: A Look Back at the Rise of the iPhone

With an Apple Reality Pro announcement expected in June, we won’t have long to wait to find out.  

Eric Janszen

Co-Founder & CEO

VirZOOM, Inc.

05.04.23

The VirZOOM team is growing!

I’m excited to announce the addition of Bhavin Patel to the team. As Director of Design for VirZOOM, Bhavin brings more than 20 years of Art, User Experience (UX), User Interface (UI), Director Level Project Management & Leadership to our latest product development project.  

Bhavin has worked with members of our management team in the past and is well known for his strong abilities. He joined us in early April and has already made major contributions to the project. We’re thrilled to have him aboard. 

You can learn more about Bhavin from his LinkedIn profile here

05.03.23

VirZOOM receives content development grant

Great news! VirZOOM has been awarded $375,000 in grant funding from a major VR industry player to help finance the development of our next generation product. 

The funding is non-dilutive, which means no shares are sold in connection with the grant.

This collaborative grant project is underway, giving us the opportunity to expand the resources we need to accelerate our product development plans. 

The grant is specifically for a collaborative development project and is not an equity investment in the company to finance operating expenses. To fully finance the business plan, including product development and marketing, we have extended our campaign from April 30 to July 23 or until the maximum is raised, whichever comes first. 

Thank you for the support that got us to this exciting milestone in VirZOOM’s journey. 

04.28.23

Notice of Material Change in Offering

[The following is an automated notice from the StartEngine team].

Hello! Recently, a change was made to the VirZoom offering. Here's an excerpt describing the specifics of the change:


VirZoom is extending their campaign end date and updating their financials


When live offerings undergo changes like these on StartEngine, the SEC requires that certain investments be reconfirmed. If your investment requires reconfirmation, you will be contacted by StartEngine via email with further instructions.

04.26.23

VirZOOM Metaverse Sports: Parts 1 & 2


Owners bonus
Stack Owner's Bonus & Rewards!

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

REWARDS

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

$249

StartEngine Owner’s Bonus

This offering is eligible for the StartEngine Owner’s 10% Bonus program. For details on this program, please see the Offering Summary section below.

$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.

JOIN THE DISCUSSION

0/2500

PK
Patrick Kennedy

9 days 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?

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EJ
Eric Janszen

VirZoom

a month 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.

1

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JI
Joseph Iallonardo

2 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

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GJ
Guenadi Jilevski

42 INVESTMENTS

2 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?

1

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ZR
Zachary Ross

2 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!

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JI
Joseph Iallonardo

2 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.

1

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JI
Joseph Iallonardo

2 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.

1

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KS
Keith Spurgeon

3 months ago

I also still don’t understand the long term benefits, if any, of investing. I look at the Q&A you suggested from start engine and the only thing I could see regarding return on investment was “StartEngine assists companies in raising capital, and once the offering is closed, we are no longer involved with whether the company chooses to list shares on a secondary market, or what occurs thereafter. Therefore StartEngine has no control or insight into your investment after the close of the live offering.” I could find nothing specific. All the questions were very general. I did find a document from VIRZoom that seems to indicate that dividends could be a possibility (Offering Memorandum: Part I of Offering Document (Exhibit A to Form C)). Am I correct that dividends are a possibility? Has the company distributed any dividends or any type of profit sharing to previous investors who invested during the previous campaign?

1

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KS
Keith Spurgeon

3 months ago

The answer you provided helped a little. I understand about the early bird bonus. I still don’t know what is meant by “5 free copies of VirZoom’s next title.” Does that mean the investor gets 5 copies of the next game? If it is a game, what is the benefit of 5 copies of the game? Or does it mean book title? We would get 5 copies of a book. Sorry, I just don’t understand.

1

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KS
Keith Spurgeon

3 months ago

Greetings, I am new to this sort of investment and I have a few questions. If I understand correctly investing makes us part owners and we receive shares of stock based on our investment. I also understand that, depending on the amount invested, we receive some awards. If, for example I would invest $5000 I would get 4% bonus shares and “5 free copies of VirZoom’s next title.” What does “next title” mean? Do you mean 5 copies of the next app? Why would someone want 5 copies? I guess I don’t understand what this reward is. Also, I understand the risks and that we could lose everything we invest, but if things go well, is there a chance for us to make a little money and if so how? Dividend, profit sharing check, something else? Or is all we get for our $5000 is a hoodie, 5 free copies of the new app, and the fun of knowing we helped start a company, and maybe a return if the company sells. From reading some of the fine print it does look like there is the possibility of dividends. Have there been any dividends paid on any previous shares sold through a similar offering? Last question: If, for example, I invested $5000 in the 1st week, would I get both the 5% bonus early bird shares plus the 4% bonus shares? I assume that would be correct but thought I would ask to be sure. You guys are great and I love what you have done so far. I am interested in helping, I just need a little help in understanding. I apologize if I am asking too many questions. Let me know if there is someone else I should talk with. Thanks so much!!!

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