Cybershoes for Quest Kickstarter Successfully Concludes After Tripling Funding Goal

Cybershoes, the makers of a locomotion peripheral for VR headsets, launched a Kickstarter in late November for a new Quest-compatible version of the device. Now heading into the new year, Cybershoes for Quest has concluded its campaign after tripling its initial funding goal.

Update (January 4th, 2020): Before heading into the new year, Cybershoes for Quest garnered $98,420 from 470 backers, tripling its initial $30,000 funding goal.

While the team behind Cybershoes is no doubt extremely happy with the results, the company reports it has encountered limitations that are stopping them from emulating the Oculus Touch controller.

“It looked very promising since we’ve started this endeavor but as of December 23rd we’ve identified new problems. Unless we can register as openXR driver, ideally in cooperation with Oculus/Facebook it would only work by rooting the device and this has never been a pathway we wanted to follow.”


Update (November 30th, 2020): Cybershoes for Quest has now doubled its $30,000 funding goal. At the time of this writing, the Kickstarter has attracted a little over $64,000. And with a month left in the campaign, the Quest locomotion peripheral hasn’t shown signs of stopping. The original article detailing the campaign’s launch follows below:

Original Article (November 25th, 2020): Unlike conventional VR treadmills, which require you to stand on a parabolic base and slide your feet with special, low-friction shoes, Cybershoes offers a seated experience that requires the user to slide a pair of shoe-mounted devices forward and backward to simulate walking or running in-game. To accomplish this, the devices include integrated barrel-shaped wheels in each shoe and an inertial measurement unit (IMU) to register foot orientation.

It sounds weird, and it is, but it’s both more compact and cheaper than a VR treadmill, and it’s easier to operate too.

Following its 2018 Kickstarter campaign for its first PC VR-compatible device, the Vienna-based startup is again raising funds for its next iteration of Cybershoes, this time focusing on a Quest compatibility module that is designed to also work with the company’s standard Cybershoe model.

The head-mounted Quest module includes an additional IMU, which when fused with the shoes’ data, can be processed to obtain X and Y motion. For power, the device plugs in directly to either Quest or Quest 2 via the USB-C port.

Image courtesy Cybershoes

The question with these third-party peripherals always ends up being game support, or the lack thereof. Developers will need to integrate support for Cybershoes into their games using the team’s SDK, something Vertigo Games has already done this for its popular zombie shooter Arizona Sunshine. 

Provided the campaign reaches the $60,000 mark, Cybershoes will also offer a workaround compatibility layer for other games via SideQuest, the unofficial store for Quest games and experiences.

“With a few games, like [The Walking Dead: Saints and Sinners], we’ve already established compatibility by adopting the Cybershoes to the game. The Cybershoes app will bind the Cybershoes movement onto the Quest’s touch controllers. This process is very similar to how compatibility is achieved on the PC version of the Cybershoes. In the last year, we’ve integrated over 50 games by finding out the best settings,” the team says.

The company is selling both the Cybershoes + Quest module through its Kickstarter, starting at the early bird price of $280. Alternatively, users who already own a pair of Cybershoes can buy a Quest module on its own for $50, which is estimated to retail for $80 after the campaign is concluded.

The post Cybershoes for Quest Kickstarter Successfully Concludes After Tripling Funding Goal appeared first on Road to VR.

Cybershoes Quest Support Revealed, Kickstarter Coming Soon

Cybershoes, a VR peripheral that aims to simulate walking, is coming to Oculus Quest and Quest 2.

We first tried Cybershoes two years ago. The kit consists of a pair of soles you wrap around your feet before sitting on a chair. While sitting, you swing your legs back and forth along the floor to imitate walking, which is then mirrored in a given experience. Previously the kit was limited to PC VR headsets, but this new wireless model will be compatible with Facebook’s standalone headset via Bluetooth connectivity. Check it out in the video below.

Developers are free to integrate support for the kit via a just-launched Software Development Kit. In fact, Cybershoes partnered with Vertigo Games to add support to enduring zombie shooter, Arizona Sunshine (which itself is newly updated for Quest 2).

Ahead of launch, Cybershoes is turning to Kickstarter for pre-orders. However the company claims this isn’t to fund production, which is already covered, but instead to fund developer outreach and bring the kit to more games.

The company hasn’t yet revealed how much it’s looking to raise on Kickstarter, nor how much it will cost to pre-order a unit via the crowd-funding campaign. Don’t expect them to be cheap, though; the original Cybershoes started at an eye-watering $349. You could get a bundle that also included a rotating chair and circular carpet for $449 too. There will be bundles included in the upcoming pre-orders, too.

CybershoesGamingStation

It’s definitely interesting to see Cybershoes land on Quest, though limiting the standalone platform to a chair seems fairly restrictive. Back in September, we took a look at another approach to VR locomotion named Ekto One. Like Cybershoes, this device has you simulating walking, but this time you’re standing up. The trade-off? The boots are massive and complex and only allow for walking, not running, as they drag you back to the center of your play space.

Are you interested in Cybershoes Quest support? Let us know in the comments below!

Oculus Quest to get its Own Cybershoes

Cybershoes

The Oculus Quest platform is all about wireless freedom to move and interact in virtual worlds as you would in real life. But that’s not always possible, maybe due to location or physical limitations. Which is why Cybershoes has announced plans to bring its product to the platform by way of a Kickstarter crowd-funding campaign this year.

Cybershoes

Cybershoes are a locomotion system designed for natural movement in virtual reality (VR). Sat down, you slip on the shoes and start walking, with a roller underneath allowing you move forward and backwards. The original Cybershoes launched last year after a 2018 Kickstarter, only compatible with tethered headsets.

Now the team wants to create a wireless version for Oculus Quest and Quest 2, with the Cybershoes connecting to a headset via Bluetooth receiver attached to the front of the headset.

“Movement and locomotion has been a consistent issue in VR gaming. The main movement mechanics available today – smooth movement via joystick or teleportation – can be jarring and lead to motion sickness,” said Michael Bieglmayer, CEO of Cybershoes in a statement. “By translating natural movement to in-game motion, Cybershoes addresses motion sickness while increasing immersion, activity, and enjoyment.”

Cybershoes

The company plans on launching the Kickstarter at some point this year, although details regarding how much Cybershoes wants to raise and what the funding tiers will cost have yet to be released. Ahead of that, a software development kit (SDK) is now available for developers to integrate Cybershoes into their videogames. One of the latest to do so is Arizona Sunshine by Vertigo Games.

“It is one of our core values to allow players to fully customize their preferred way to play,” said Richard Stitselaar, Managing Director at Vertigo Games. “We have a few people in our office who are sensitive to motion sickness so we take comfort very seriously. Arizona Sunshine already supports a wide range of comfort options and Cybershoes provides an intuitive way to bring the player’s physical motion into the game, allowing our players to experience VR however they like.”

VRFocus will continue its coverage of Cybershoes, reporting back with further Kickstarter updates.

Oculus Quest to get its Own Cybershoes

Cybershoes

The Oculus Quest platform is all about wireless freedom to move and interact in virtual worlds as you would in real life. But that’s not always possible, maybe due to location or physical limitations. Which is why Cybershoes has announced plans to bring its product to the platform by way of a Kickstarter crowd-funding campaign this year.

Cybershoes

Cybershoes are a locomotion system designed for natural movement in virtual reality (VR). Sat down, you slip on the shoes and start walking, with a roller underneath allowing you move forward and backwards. The original Cybershoes launched last year after a 2018 Kickstarter, only compatible with tethered headsets.

Now the team wants to create a wireless version for Oculus Quest and Quest 2, with the Cybershoes connecting to a headset via Bluetooth receiver attached to the front of the headset.

“Movement and locomotion has been a consistent issue in VR gaming. The main movement mechanics available today – smooth movement via joystick or teleportation – can be jarring and lead to motion sickness,” said Michael Bieglmayer, CEO of Cybershoes in a statement. “By translating natural movement to in-game motion, Cybershoes addresses motion sickness while increasing immersion, activity, and enjoyment.”

Cybershoes

The company plans on launching the Kickstarter at some point this year, although details regarding how much Cybershoes wants to raise and what the funding tiers will cost have yet to be released. Ahead of that, a software development kit (SDK) is now available for developers to integrate Cybershoes into their videogames. One of the latest to do so is Arizona Sunshine by Vertigo Games.

“It is one of our core values to allow players to fully customize their preferred way to play,” said Richard Stitselaar, Managing Director at Vertigo Games. “We have a few people in our office who are sensitive to motion sickness so we take comfort very seriously. Arizona Sunshine already supports a wide range of comfort options and Cybershoes provides an intuitive way to bring the player’s physical motion into the game, allowing our players to experience VR however they like.”

VRFocus will continue its coverage of Cybershoes, reporting back with further Kickstarter updates.

Is the Seated Experience the Future of Virtual Reality?

Virtual reality (VR) is one of only a handful of activities that can draw the human attention away from its immediate reality. The suspension of reality is an inherently delicate state, though, and usually lasts for only a brief amount of time.

The VR industry’s broad goal is to create ever more compelling experiences, that extend this period of acute distraction for as long as possible. But VR faces a significant barrier to progress where this objective is concerned—the movement of the player around the virtual world. This particular head-scratcher is widely known within the industry as the “locomotion problem”.

To allow for physical movement within a virtual environment, all the while maintaining an unbroken suspension of reality, was never going to be a simple problem to solve. Today’s premium systems do a serviceable job of tracking movement within a demarcated play-zone, but fall down on the second criteria.

Anyone who has sampled a premium virtual reality experience will be familiar with the jarring sensation of striking a physical object in the real world, that isn’t present in its virtual counterpart. In some sense, the feeling is of betrayal, similar in kind to a child’s discovery of the techniques behind a magician’s illusion.

Some companies are turning to technological solutions in the form of peripherals, in an attempt to sustain the illusion. Many of these believe the seated experience represents the best solution to the problem of locomotion.

Oculus Quest Lifestyle 3

The question of room-scale

The room-scale VR experience is undoubtedly an impressive spectacle, but it has its issues. There are valid question marks over its safety, its value as a form of gameplay and its practicability, given the amount of space it requires.

Some, including Stan Chesnais, CEO at 3dRudder, believe that the arrival of room-scale virtual reality along with the HTC Vive had a lasting negative impact on the industry.

Over Skype, he said he thinks “the launch of the Vive was in some sense damaging for the industry. It introduced the idea that virtual reality should be a standing experience, and this created a lot of confusion. Games like BeatSaber are great played standing, but no movement is required. As soon as the player is asked to move, they feel more secure and comfortable seated.”

Chenais, whose balance-board style product allows players to move and strafe in virtual space with subtle movements of the feet, went on to discuss the issue of space.

“The idea of room-scale was a significant impediment to adoption because very few have the space for it. I live in Paris – not even in the centre, but the suburbs – and I don’t have space for room-scale virtual reality. Unless you’re playing in the desert, you’ll never have enough space, so for the player to move without limitation the industry will need to transition towards the seated experience.”

Of course, the arrival of the HTC Vive has to be said to have had a net positive effect on the VR industry – and Chesnais would surely agree – but his point is worth considering. Perhaps the early popularity of room-scale VR has funnelled the industry down a path it could do without stepping.

When it comes to the locomotion problem, developers are stuck between a rock and a hard place. Room-scale VR is a significant draw because to be able to wander around a virtual environment as you would any environment in the real world is compelling – it’s sexy! At the same time, the emphasis placed on the room-scale experience has alienated a significant sub-set of potential adopters, who lack the necessary 2.5m2 play-zone.

 HTC Vive roomscale

Context is king

Unlike the 3dRudder’s more sedentary play-style, Michael Bieglmayer’s Cybershoes have the player traverse the virtual environment by gliding their feet back and forth along the floor, while seated on a swivel stool.

Again over Skype, Bieglmayer discussed the locomotion problem as he sees it. One thing he’s certain of is that the player has to be able to utilise the body in as natural a way as possible.

“For me, VR should be a holistic experience. The more of the body involved, the better, because it’s a natural user interface. The player shouldn’t feel like a human joystick, and with foot tracking they can perform precise movements in a natural and intuitive way. Using only the upper portion of the body means the lower half is being underutilised.”

For Bieglmayer, context is king when it comes to seated versus room-scale VR. It’s not a case of either-or.

“Room-scale virtual reality is for certain games, not all. It’s powerful when employed effectively, but its also certainly limiting for game developers. Neither room-scale nor the hand controller will die out because they each serve a purpose, but open-world games especially should be experienced seated.”

Part of the beauty of the virtual reality industry is that it’s full of dreamers and creatives – people looking to push the boundaries of experience and technology. However, a hard and unromantic pragmatist might suggest that the greatest value lies in assessing the technological limits of VR systems as they are today and operating exclusively within those boundaries. The seated experience sits comfortably within those boundaries, but in certain scenarios room-scale does not.

2.5m 2

It’s likely discussions around the locomotion problem will continue for a few more years yet, but what’s clear today is that a rebalancing of perspective needs to occur.

There prevails a feeling that a VR experience isn’t true or full unless it’s dialled up to the max. People want VR to be as consistent with the experience of living and operating in the real world as possible, immediately. It would be healthier in the long term, though, to concede that trying to go from 0 to 100 straight away is neither sensible nor plausible. The industry is still very much in its nascent stages, after all.

The current prejudice against seated experiences will surely fall away as more high-quality and affordable peripherals enter the market, and demonstrate that you don’t necessarily need 2.5m2 to suspend reality. In fact, you may well be better off without it.

VR Continues to Maximise the Power of Crowd-Funding in 2019

When it comes to virtual reality (VR) and crowd-funding the pair have had a long history, you could almost say Kickstarter helped birth the current VR trend thanks to Oculus’ campaign in 2012. Since then that partnership has continued (for better or worse), with both hardware and software companies alike utilising this modern funding method to make projects a reality. While not all campaigns to raise money are successful, 2019 seems to have been a boon year with a significant amount of projects sailing past their targets.

Over the last nine months, VR teams have sought to fund various sized campaigns and for different reasons. It’s not all about raising enough capital to get an idea off the ground anymore, a campaign with a couple of paragraphs and someone’s zeal to secure £50,000 isn’t going to get very far. They need planning, lots of info, with the most successful generally having some sort of history which proves its not a fly by night venture.

So VRFocus is taking a look at some of the projects which have really caught our eye this year, especially noting the influx of campaign over the summer.

Last Labyrinth – January 2019

A VR videogame by Japanese developer Amata K.K., Last Labyrinth is an escape room experience for multiple VR headsets. This was one of those projects that wasn’t looking for funding development – it had begun in 2016 – using both the money raised and the Kickstarter itself as promotion for the videogame.

Successfully hitting its ¥2,000,000 (£13,965 GBP) target, Last Labyrinth has had a couple of delays in 2019, moving from a Spring to Summer then Fall launch window. That seems to be the last of the hiccups as a worldwide launch will take place on 13th November 2019 for Oculus Rift/ Rift S, Oculus Quest, HTC Vive/Vive Pro, Windows Mixed Reality and PlayStation VR devices.

Last Labyrinth
Last Labyrinth – Oculus Quest Screenshot

Cybershoes – February 2019

A VR locomotion system designed to mimic a natural walking motion whilst seated, Cybershoes launched its first crowd-funding campaign via Kickstarter in 2018. On the back of that success, the company headed over to Indiegogo for another chance to raise more money.

Beginning in February, the campaign hit $156,763 USD (£126,790) for its $30,000 target, and now you can easily buy the system from its official website.

Cybershoes mainFirmament – March 2019

The biggest VR crowd-funding campaign of the year so far on Kickstarter was Cyan’s Firmament. The developer famous for videogames like Myst, Riven and most recently Obduction, this next project was a big endeavour.

A story-driven experience with steampunk aesthetics, Firmament needed to raise a rather substantial $1.3 million in 30 days. Proving that even big figures are achievable when correctly approached, the campaign managed to secure $1,433,161, with a delivery date still expected around July 2020.

Firmament

Feelreal Multisensory VR Mask – April 2019

Back on the VR hardware, Feelreal Inc. wants to make VR immersion even more realistic with this add-on peripheral. Having run an unsuccessful Kickstarter campaign back in 2015, Feelreal returned this year looking to raise $20,000, managing to achieve $140,794 in the process.

A device which attaches to VR headsets, the Feelreal Mask is capable of generating various scents, water mist, cool/warm wind, vibration and punches. Shipments to backers were supposed to start in August but there has been a delay. Let’s just hope it not the sort of delay which has plagued previous hardware stories.

Feelreal

Zenith – August 2019

The first of the summer slew of Kickstarter campaigns, Zenith is the brainchild of indie studio Ramen VR, a cyberpunk MMORPG inspired by anime and JRPG classics. A title which has some very big ideas for a new studio, the videogame promises players a world where they will be able to fight, craft, and explore to their heart’s content.

Only looking to raise $25,000 for such an expansive undertaking, the campaign managed to hit that in under four hours and it’s actually still ongoing. With another 15 days to go, Zenith currently sits on a funding pot of just over $211,000 (£171,000). Thanks to this success Zenith has unlocked six of its seven stretch goals with the final $250,000 Level Editor looking within reach. There’s still a way to go, with a launch date pencilled in for August 2020 currently.

Zenith

VRGO Mini – August 2019

Another company coming back to Kickstarter looking for more success, VRGO held a Kickstarter for its VRGO Chair in 2015 which went well. This year it’s the turn of VRGO Mini, a more consumer-friendly version of the original chair, designed to facilitate comfortable locomotion in VR.

As mentioned, this is a company with history which makes for a safer bet when crowd-funding. Using most of the tech from VRGO Chair, the VRGO Mini is designed to be used on chairs/sofas and other seats. With a funding target of £20,000, that was easily achieved and just like Zenith still has time to spare to raise even more money. With the VRGO Chair still on sale, a launch goal of March 2020 for VRGO Mini is a likely bet.

VRGO Mini image2

Woojer – August 2019

Cyan’s Firmament has so far raised the most cash but Woojer’s current campaign is on track to be the most successful when it comes to target and amount raised. It’s two haptic products in one campaign the Woojer Vest Edge and Woojer Strap Edge, designed to let you feel sound.

Not solely designed for VR as they have multiple use cases, the two devices are an immersion aid – especially the Vest Edge – when playing all manner of VR titles, ideally for rhythm action videogames like Beat Saber. Initially aiming to raise $20,000, the campaign has skyrocketed currently sitting at just over $1.2 million with a month still to go. Needless to say, with over 7,000 backers, Woojer has hit the jackpot with most going for the budget-friendly Strap Edge.

Woojer Edge Strap

Low-Fi – September 2019

The most recent entry, Low-Fi is another experience from an established team. Created by Iris VR (the team behind Technolust) is another big sprawling adventure, this time set in a far-flung dystopian future. You play a police officer tasked with patrolling the street and skies of crime-ridden city-block 303.

The Kickstarter campaign only started on 3rd September looking to hit $60,000 CAD over 30 days and managed that in under four days. Such was the success the team reworked all of its stretch goals, lowering the targets for platforms like PlayStation VR and Oculus Quest. It’s still too early to tell how successful Low-FI will be but there’s no distracting from its ambition.

Low-Fi screenshot1

How the Lack of Physical Space is Affecting the Adoption of VR in Major Cities

Living in a sprawling metropolis like London or New York can be expensive, and often cramped—any local will tell you that. It’s also fair to say that neither of these characteristics of big city living are all that helpful in the context of virtual reality (VR) adoption. So, how precisely is the lack of physical space affecting the adoption of VR in major global cities?

When discussing VR adoption in this article, I’m talking about widespread adoption and the effects of space constraints in this context. What I’m not talking about is the early adopters, those who will make space, despite the lack of it. What I’m trying to say is, I’m not talking about the nutters willing to alienate their flatmates with a living room full of sensors and cabling—nutters like myself.

If VR is to take off, it needs to find its way into the household of the casual gamer (someone unwilling to make space), not just those mad, eccentric or passionate enough to take a gamble on the technology.

Tetris-like living

Two meters by one and a half meters. This is the minimum amount of space required to set up a room-scale VR experience using the HTC Vive. It might not sound like much, but it’s harder to find than you might think.

Take my beloved London for example. According to a 2015 survey, the average floorspace of flats in the London boroughs of Walthamstow, Bexley and Croydon was a mere 57 m2. The City of London wasn’t far behind, with an average floorspace of 59 m2. This might sound like plenty of space, but once you’ve accounted for dividing these flats into bedrooms, bathrooms, kitchens and living rooms, and populating these spaces with necessary furniture, that all-important 2m x 1.5m becomes extremely difficult to find.

Some have described living in London as “Tetris-like living”, which is fun to visualise, but less fun to experience. The term “rabbit hutch Britain” also began to float around in 2014 when it was announced that the UK topped the rankings for the smallest properties in Europe. Not exactly an accolade to be proud of.

Apartment dwellers in global cities such as London, New York, Hong Kong and Tokyo have become masters of this “Tetris-like” lifestyle. They spend more time outside of the domestic sphere than most, utilising public spaces like parks, squares, restaurants and bars, to compensate for the lack of space at home.

By necessity, city dwellers become experts in spatial economy, making use of every inch of personal space, as well as every inch of communal space. If you’re in need of further convincing, find a video of commuters boarding a train in Tokyo—it’s a modern marvel. However, the tactics employed by savvy city dwellers can’t be applied to VR’s specific space problem. Top of the range VR sets aren’t exactly cheap, portable or weatherproof, so it’s unlikely we’ll be seeing them in our public squares and parks any time soon.

Another recent survey found that 47 per cent of UK residents said there wasn’t even enough space in their homes for the furniture they owned. It’s fair to assume that this percentage would be even higher if London was examined in isolation. Presumably, this means that more than half of all Londoners are from the get-go completely inhibited from setting up a VR play-space at home. This figure doesn’t even account for those who have no interest in technology, and those that simply don’t have the knowledge required to operate a VR set, two demographics that would drive the exclusion percentage even higher.

For VR to become widespread, its userbase needs to reach a critical mass. At this point, more money will be poured into developing high-quality applications and inexpensive set-ups, and the userbase will multiply. Whether it’s possible to achieve this critical mass with such a high percentage of city-dwellers excluded from using VR in the home is, unfortunately, perhaps doubtful.

However, there might just be a way around the lack of physical space in our global cities. If only there was some way of creating the convincing illusion of space, where in fact there is none…

Oculus Quest - Hero / Lifestyle ImageThe locomotion commotion

Locomotion has been an issue for as long as VR has existed. Those who’ve had the privilege of sampling the HTC Vive or Oculus Rift will be familiar with the genuinely incredible sense of immersion they induce. They’ll also, though, be familiar with the heartbreak brought about when that delicate state of immersion is shattered, as a wayward fist or leg strikes a wall (or television) that doesn’t exist in the virtual world. It’s like an unsolicited bucket of cold water tipped over the head.

Some companies have turned to technological solutions to the problem of locomotion, that might also simultaneously address the problem of space. Virtuix Omni, for instance, has gone down the Ready Player One route with its large omnidirectional treadmill. The engineering might be impressive, but the £300 GBP treadmill takes up a lot of space itself. It’s probably safe to say that if people don’t have space for their furniture, it’s unlikely they have space for a science-fiction treadmill.

Another more space efficient option is a pair of Cybershoes. This extremely stylish foot accessory, that recently enjoyed a successful Kickstarter campaign, allows the seated player to scuttle around the VR environment by skimming their feet backwards and forwards on the floor. The shoes are designed to allow for a motion not entirely dissimilar to running. Although a pair of Cybershoes isn’t quite as expensive as an omnidirectional treadmill, starting at circa £150, you’d also have to invest in an appropriate swivel chair and a means of suspending the headset cable above you as you play.

It’s safe to say that technologies allowing players to move around the virtual environment without taking up space in the real world aren’t quite there yet. If they’re to make a real impact in the adoption of VR systems, they’d have to take a considerable price drop, and achieve much higher levels of functionality.

What’s certain is that the space issue in major global cities isn’t going anywhere. Spiralling property prices and the decreasing size of new-build flats mean that more and more people are packing themselves into tighter and tighter spaces.

This is the metaphorical and literal price you pay for living in a modern metropolis, and we understand that, even if we reserve the right to complain about it. To look at rent purely in the context of the space you receive for the money you pay is to tell only half the story. Really, people are paying for the proximity of world-class music, food, theatre, and art. They’re also paying for intangibles such as atmosphere, diversity, and even history. All of this, though, is unquestionably problematic for the VR industry and all those hoping to drive widespread adoption.

Our best hope is a technological leap that will allow for the convincing simulation of physical space, where in fact there is none. The illusion of space could prove ten times more valuable and powerful than physical space itself. Who knows, in some unrecognisable future, flats might only need to be the size of a cupboard, made borderless by our unchecked access to the virtual world.

For now, I’ll settle for a bigger flat.

Cybershoes Indiegogo Campaign Fully Funded in Under 48 Hours

Cybershoes, the foot-worn VR locomotion accessory, garnered over $245,000 through its Kickstarter campaign before its close last November. The Vienna-based company has reentered the crowdfunding waters recently with an Indiegogo campaign that celebrates success today after reaching its funding goal in under 48 hours.

Update (February 7th, 2019): Cybershoes has officially passed its $30,000 goal with three weeks still remaining before the campaign’s close, scheduled for March 1st. The original article detailing the Indiegogo launch follows below.

Original Article (February 4th, 2019): The Indiegogo campaign is set to launch on February 5th at 7AM PST (local time here), and has a fixed goal of $30,000, meaning if the campaign doesn’t reach that sum before the end of the campaign then backers will be refunded.

The company says the campaign is intended to “continue to build awareness among consumers and potential investors.”

A preview of the campaign (link now live) has already been made public, which shows 99 ‘early bird specials’ priced at $269. This includes a pair of Cybershoes, swivel chair (black or red), a round carpet, wireless dongle, USB charger and cables.

The total MSRP of the setup mentioned above is priced at $550, representing a 51% savings for the first 99 backers. Delivery to all backers is estimated for July 2019.

Cybershoes is a strap-on shoe covering which features a barrel wheel underneath, that when spun, translates to forward and backwards VR movement. This, the creators say, helps eliminate some of the discomfort with artificial VR locomotion by tying your in-game movement to a physical action. It’s a pretty tried-and-true method, something VR treadmill creators have set out to accomplish with much larger, heavier, and more expensive devices.

One of the issues we noticed when we first demoed Cybershoes at Gamescom 2018 was a distinct difficulty in physically rotating in the swivel chair while trying to change directions. To address this, the company has added pronounced ridges to the bottom of the device to give it a bit more grip.

Image courtesy Cybershoes

Demoing a near-final pair of Cybershoes at CES 2019 last month, it was clear the ridges helped somewhat with maneuvering, although general operation still took some getting used to. The same can be said about VR treadmills, although the company is clearly honing in on the at-home user with its small footprint needed to use the device, and significantly lower entry price.

Cybershoes supports HTC Vive, Oculus Rift, Pimax VR headsets, and Microsoft VR headsets via the SteamVR platform. The creators claim all VR games supporting free locomotion will work with the device.

The post Cybershoes Indiegogo Campaign Fully Funded in Under 48 Hours appeared first on Road to VR.

After a Successful Kickstarter Cybershoes is Heading to Indiegogo

During the Electronic Entertainment Expo (E3) 2018 VRFocus came across technology startup Cybershoes, which was at the show to demonstrate its virtual reality (VR) locomotion device of the same name. Cybershoes went on to launch a Kickstarter crowdfunding campaign later that year, sailing past its €30,000 EUR goal in a couple of hours, eventually achieving 333 percent of its target. Today, the company has announced plans to launch an Indiegogo later this week.

Cybershoes in action

Cybershoes aim to tackle one of the biggest problems in VR, and that’s smooth movement without a player becoming nauseous. While some VR users don’t suffer at all running around virtual worlds using normal thumbstick or trackpad controls, many do, and it can be that off-putting that they never want to try VR again. So the company’s theory is that if people can move their legs like they were normally walking, it would fool their brain and not make them feel unwell.

Used in a purely seated position, the Cybershoes are essentially a shoe with a smooth sole and a roller with which to activate movement by moving your feet along the ground. Users will also need a spinning chair or stool to turn around in, which is why the original Cybershoes Kickstarter did feature several backing tier with a chair.

For the Indiegogo campaign, Cybershoes is looking to go one better, with four early bird funding tiers that’ll offer backers the shoes, chair and carpet at massively reduced prices. The cheapest way to get hold of the Cybershoes is via the first deal, offering the full kit for $269 USD, instead of $549, a rather substantial 51 percent saving. There’s also a heavy duty version (image below) designed for arcades, for $669, which features a HAG Capisco Chair with a heavy metal base and the Cybercarpet Pro.

When it comes to delivery, Cybershoes plans on shipping the Indiegogo bundles from July 2019 onwards. For reference, Kickstarter backers should start receiving their shoes from May onwards.

When the Indiegogo campaign starts VRFocus will keep you up to date on its progress, seeing whether it’ll do as well as last year’s Kickstarter in hitting its goal.