VREAL

VREAL

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VR game streaming and discovery platform; connecting developers, streamers, and viewers on any VR headset or 2D screen.

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DateInvestorsAmountRound
investor investor investor investor investor investor investor

€0.0

round
investor investor

€0.0

round

$11.7m

Series A
Total Funding000k
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More about VREAL
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VREAL, founded in 2015 by startup veteran Todd Hooper, was a Seattle-based company that developed a virtual reality game streaming and broadcast platform. Hooper, who previously served as an executive at Unity, was inspired to create VREAL after experiencing the HTC Vive, envisioning a platform that merged the trends of gaming as entertainment with the rise of virtual reality. The company secured approximately $15 million in total funding from investors including Axioma Ventures, Upfront Ventures, Intel Capital, and Vulcan Capital.

The core of VREAL's business was to provide a platform likened to "Twitch for VR." It allowed game streamers to broadcast their gameplay not as a flat 2D video, but as an immersive, three-dimensional VR experience. Viewers, using VR headsets like the HTC Vive or Oculus Rift, could create their own avatars and enter the game world alongside the streamer, exploring the environment freely and interacting with others. This created a shared social space within the game itself, moving beyond passive viewing. For users without VR hardware, the platform also supported viewing on traditional 2D screens. VREAL's proprietary technology focused on the complex task of re-rendering the game in real-time for multiple spectators without hampering performance. The intended business model included revenue from sponsorships, advertising, and the sale of digital goods like user avatars.

The platform launched on Steam Early Access in June 2018 and the company collaborated with content creators and networks such as Rooster Teeth and Hyper RPG to build out its offerings. Despite its forward-thinking approach and significant financial backing, VREAL ceased operations in August 2019. The company stated that the consumer VR market did not mature as rapidly as they had anticipated, placing their product ahead of its time. The slow consumer adoption of VR headsets, attributed to high costs and usability challenges, failed to create a large enough audience to sustain the platform, leading to its shutdown after its funding runway concluded.

Keywords: VREAL, virtual reality streaming, VR broadcasting, Todd Hooper, social VR, game streaming platform, immersive gaming, VR entertainment, Axioma Ventures, Intel Capital, Unity, Seattle startup, virtual reality content, Steam Early Access, VR spectator, 3D streaming, avatar interaction, live VR, gaming media, VR community

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