Ambr

Ambr

Ambr is a virtual world where users can access through a VR device an play in various virtual spaces with other users.

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JPY1.0b

Series A
Total Funding000k
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Ambr Inc., a virtual world studio established in 2018, is strategically positioning itself across multiple high-growth segments of the digital interactive entertainment market. The company operates with a vision of making the world a playground, an ethos reflected in its diverse product portfolio.

The firm's initial foray into the market is through its XR Creative Studio, which has secured high-profile contracts, demonstrating its capability in building immersive virtual experiences. For four consecutive years, Ambr has been entrusted with developing the official virtual venue for the Tokyo Game Show, one of the world's premier gaming events. This business unit focuses on creating bespoke virtual spaces for major brands and intellectual properties (IPs), such as the first-ever virtual event for the popular card game "Magic: The Gathering" and Pixiv's virtual market, "X-NEOKET". This B2B model generates revenue through development contracts with these large-scale clients, establishing a strong reputation in the corporate virtual events space.

Expanding its reach, Ambr has ventured into game development on the Roblox platform, which boasts a massive global user base. This division, the Roblox Game Studio, aims to create original games and IPs with worldwide appeal, alongside collaborative titles with established franchises. Notable projects include an adventure game for "The Wild Robot" and a game based on the popular anime "Attack on Titan," signaling a strategy of leveraging existing fanbases to drive user acquisition.

Most recently, Ambr launched "gogh," a productivity application targeting the Gen Z demographic. This app allows users to create a personalized avatar and virtual room, using background music and timers to enhance focus during work or study sessions. Capitalizing on trends seen on platforms like TikTok and X, "gogh" achieved significant organic growth, surpassing 300,000 downloads worldwide within six months of its launch. The user base is predominantly under 29 years old, with a high concentration of female creators, indicating a strong product-market fit with its target audience. This direct-to-consumer product diversifies Ambr's revenue streams and builds a community-driven brand.

Keywords: virtual worlds, XR development, Roblox game studio, avatar productivity app, virtual events, IP collaboration, Gen Z market, B2B services, direct-to-consumer, digital entertainment

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