Native approach to the VR platform – we don’t port, we design
Our games are built from the ground up with VR in mind. This means that:
The interface, mechanics, and interaction systems are natural to the VR environment, not adapted from PC/flat versions.
We avoid design compromises – we optimize every element for immersion and user comfort.
Advanced physics and hand interaction system.
This means that we implement:
Object-based physics – objects react according to their mass, material, and the player’s movement.
Full buttonless interaction support – the player grabs, moves, and throws naturally, without artificial gestures.
AAA performance on standalone devices (Meta Quest)
We have created proprietary solutions for memory and rendering management:
Dynamic LODs and an intelligent world activity mesh reduce resource consumption without compromising quality.
Cubature and material layer-based shading that achieves PC-like quality in standalone VR.
VR cooperation with full immersion
Multiplayer designed to:
Allow players to see their gestures in real time (full-body simulation using inverse kinematics).
Experience a shared world with full physics and inventory synchronization.
Everything worked without compromise on Quest 2 and 3 – thanks to an efficient synchronization backend.
Engine modularity and development flexibility
We build games in a modular system, which allows us to:
Easily add new features, modes, and extensions without affecting the game structure.
Adapt the product to other platforms (e.g., Apple Vision Pro, Pico) without rebuilding the foundation.
A team with unique VR experience – from AAA to R&D
Our team is a combination of gaming industry veterans and VR/AR specialists with experience in:
AAA game production, mobile and VR projects,
working with companies such as Meta, Render Cube, Artifex Mundi, .
We have an in-house R&D department that:
creates its own tools and engine solutions,
follows the latest trends (e.g., mixed reality, haptics) and implements them in practice.
Our know-how allows us to:
make quick and accurate technological decisions,
iterate projects without compromising on quality,
train new people in VR technologies faster than the competition.
Innovation in our games is not just a visual effect – it is the result of a deep understanding of how VR works.
We create experiences that not only look good, but also “feel” good.
We do not create games with VR support. We create games designed for VR.