Blockchain Gaming 101: Vestly

It should be noted, before we get started on this article, Vestly isn’t actually a game in the traditional sense, however everything which occurs within the app is simulated. No money needs to be invested; Vestly is purely for educational and entertainment purposes.

In the Web3 world it can be difficult to learn and stay informed on the various concepts, technologies and constant changes. There is so much jargon and terminology which can make everything feel impenetrable. Vestly is attempting to rectify this issue by educating users through their app.

Vestly does two things; simulates investing in stocks, crypto and NFTs based on real world markets; plus serves users with short lessons on investing and Web3 terms. The best bit? All of these lessons and tools are accompanied by Satoshi rewards. What’s a Satoshi? As in our coverage of Bitcoin Miner, it can be explained as “a fraction of a Bitcoin – a Satoshi is 0.000001 BTC.”

Let’s take a look at the simulated investing. You might ask, ‘what’s the point?’ For many, the idea of investing is a tempting prospect, but it is wrought with risks. A bad investment can mean a loss of money. Here, that risk is removed, you don’t even buy a set amount of shares. Your Vestly portfolio needs only three companies chosen, then it will reflect the stock market showing the the usual wins and losses.

This portfolio also holds three crypto and NFT project choices, still showing the fluctuations. Each week your portfolio is wiped, but during each week you’re able to trade your stock if you see a slump coming. All of this gives you a great idea of what it’s like to buy and hold crypto or stock without the risk. Of course, on the flip side, if there’s a sudden boom in your chosen portfolio holdings, you make no money at all.

Perhaps more interesting are the lessons which Vestly offers. They start off covering very basic topics, such as ‘what is the stock market?’ or ‘what is an NFT?’ before steadily growing more complex, breaking down everything you would need to know about different layers of blockchains, how smart contracts work or regulations of the stock exchange. With each lesson, there’s a question to check you’ve absorbed the information and a small Satoshi reward.

The depth the app reaches will make you a knowledgeable Web3 consumer pretty swiftly. After a week of using the app I’d learned some of the more obscure facts; I now know what a fractional NFT is, also why some crypto tokens come in different colours. The lessons take barely any time at all and each is laid out in plain language with clean graphics to visualise the information. At a point where everything seems to be growing and changing within the Web3 space, there’s a need to stay educated.

Where Vestly drifts into a more ‘gaming’ experience is in the community aspects. There’s an opportunity to follow other users, monitor how they invest and when they sell their portfolios. Each week the users are actually pitting their portfolios against one another, the better you perform, the higher your ranking. At the end of the ‘playing week’ your rank will reward you with a set amount of Satoshi. 

After my first week, I’d earned a little over 2,000 Satoshi in my Zebedee wallet, which isn’t a lot of money, but for learning, it’s a nice little reward. While I’ve traded stocks and crypto previously, I still found the app to be helpful because I could take those risks with a safety net. Through the lessons and following of real world traders, Vestly can really help those who want to dive into the world of Web3 and stock trading.

Moss Developer Polyarc Secures $9M Series B Funding For AR Game Development

Today the developers of Moss, Polyarc, announced a $9 million Series B venture funding round led by Hiro Capital to expand into AR game development. Even still, the developer tells us they’re still committed to making a sequel to Moss.

Anyone that has spent any time inside a VR headset and browsed any of the major storefronts from Oculus Home and Steam to the PSN store have likely seen Quill, the main character from Polyarc’s Moss advertised somewhere. She’s cute, charming, and full of character despite never speaking a word and is the cornerstone of what made Moss such a great experience.

The Series B fund raise is led by Hiro Capital, followed by Vulcan Capital, an existing investor, and Galaxy Interactive via its Galaxy EOS VC Fund, a partnership with EOSIO blockchain software publisher Block.one.

Notably, this fund raise is specifically announced as being targeted at AR game development. This seems odd at first given their experience in VR development, but sounds like it’s all part of their vision for the industry.

“We see VR and AR as a continuum, and there are great games to be made all along that spectrum,” says Lincoln Davis, Publishing Director at Polyarc, in an email to UploadVR. “We’re excited for the opportunity to keep pushing the industry with new ways to experience physical interaction, emotional feedback, and object persistence.”

Since we’re still waiting on an official reveal for their next VR game, presumably Moss 2, it still came as a bit of a surprise. Will this impact Moss 2’s development at all? Is that an AR game now?

“As you covered in the past, the team is excited to continue Quill and the player’s story in the world of Moss,” says Davis. “And we can’t wait to share more.”

That’s reassuring then. There hasn’t really been a big, breakout success in the AR space for gaming yet. Pokemon GO isn’t really true AR and the small games developed for Hololens were mostly just tech demos. Magic Leap has a handful of games, but it was never really designed as a gaming platform.

I asked for more details on their AR plans regarding whether it would include a Moss AR game, new IP, which platforms, etc., but Davis simply said that “has yet to be determined” at this time.

Let us know what you think down in the comments below! For more on Moss, check out our full walkthrough video series.

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Sony Takes Minority Stake In Epic Games With $250M Investment

Today Sony announced a strategic investment of $250 million in Epic Games to take a minority stake in the company. Epic Games is responsible for the Unreal Engine, Fortnite, Epic Games Store, and more.

Through this investment Sony has acquired a “minority interest” in Epic Games through a “wholly-owned subsidiary” of Sony. The nature of the partnership and what exactly this means for both companies going forward is not known, but it seems to be a rather mutual broadening of collaboration.

According to a press release, “The investment allows Sony and Epic to aim to broaden their collaboration across Sony’s leading portfolio of entertainment assets and technology, and Epic’s social entertainment platform and digital ecosystem to create unique experiences for consumers and creators.”

The move comes after Sony originally refused to allow crossplay on Fortnite to try and lock people into the PS4 ecosystem. They’ve since backtracked that stance and allow full crossplay with other systems.

Notably, in the press release, Epic Games Founder and CEO Tim Sweeney explains the focus on establishing an “even more open” ecosystem as part of the reasoning for the investment: “Together we strive to build an even more open and accessible digital ecosystem for all consumers and content creators alike,” says Sweeney.

Given that context, it’s unlikely this investment will lead to Epic exclusives on PlayStation systems, but it could perhaps signal a move to connect the PSN Store and Epic Games Store in some way to bridge the gap between console and PC gaming, similar to what Xbox does with its Xbox PC app and Game Pass offers. That’s purely speculation though.

Let us know what you think of the news down in the comments below!

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Smashbox Arena Developer BigBox VR Raises $5 Million Investment

Smashbox Arena Developer BigBox VR Raises $5 Million Investment

Shasta Ventures is leading a round of investment in Seattle-based BigBox VR, the makers of Smashbox Arena and the upcoming battle royale game POPULATION: ONE.

The $5 million round includes additional funding from GSR Ventures and Pioneer Square Labs Ventures, with Shasta’s Jacob Mullins taking a seat on BigBox VR’s board of directors. BigBox VR co-founders Chia Chin Lee and Gabe Brown say they’ve raised a total of $6.45 million in funding to date.

We haven’t tried POPULATION: ONE yet but the title is an ambitious one with what BigBox is calling “FreeMotion.”

“We love all the VR multiplayer games out there. Being both VR fans and developers gives us a chance to create a super polished game that takes in everything that we’ve learned so far. With our next game, we want to double down on the sense of freedom and social experience that only VR can deliver,” Chia Chin Lee wrote in an email. “POPULATION: ONE will be the first FreeMotion game. What this means is players can go anywhere in a giant map, climb anything they see, and fly into battle to surprise enemies. On top of this, players can build walls for quick cover in the middle of a firefight. Players can choose their own play-style within a large, open world.”

We have yet to climb a tree and build a tree house to snipe someone in POPULATION: ONE but that certainly sounds like an interesting mashup of features compared with some of the battle royale efforts we’ve seen. The company plans to release tools eventually so that users can create content and sell it in a marketplace, and Lee wrote “we have a clear roadmap for consistent content releases, events, and tournaments that will build a strong community.”

Smashbox Arena is currently available for around $20 while POPULATION: One is in private beta.

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Pico Announces Goblin 2 Standalone VR Headset Amid $24.7M Series A

Pico Announces Goblin 2 Standalone VR Headset Amid $24.7M Series A

Beijing-based VR hardware manufacturer, Pico Interactive, just recently completed a successful $24.7M Series A funding round co-led by GF Qianhe and FG Xinde Investment, with participation from Jufeng S&T Venture Investment and others. Included in that announcement was also the news that they are planning to release an upgraded version of their 3DOF standalone Goblin headset known as the Pico Goblin 2.

When we reviewed the $249 original Pico Goblin last year, we were impressed with the device from a build and quality perspective, but had doubts about the Snapdragon 802-based headset’s longevity due to a limited content library. Following that headset, Pico later launched the $749 Pico Neo, which was a 6DOF standalone headset (similar to the Mirage Solo) that also featured 6DOF controllers. When we tried it at CES this year the controllers had some major tracking concerns.

The Goblin 2 is built on Qualcomm’s Snapdragon 835 XR platform with 4GB of RAM and 32GB of internal storage, plus up to 256GB of expanded storage via microSD card. The Goblin 2’s display will feature two 3.5-inch LCD screens with a combined resolution of 2,880 × 1,600 (3K), a 101 degree field of view, and 90Hz refresh rate. All Goblin 2 headsets will also come with a single 3DOF controller, similar to the Oculus Go or Daydream View’s single controller.

According to the announcement, “the Pico G2 utilizes the VIVE WAVE VR Open Platform, which brings a consistent user experience across a variety of mobile VR headsets and allows developers to create content for a common platform. To bring a better experience and more VR content to Pico G2 users, Pico’s partnership with HTC Vive also provides Pico G2 users access to the VIVEPORT content platform.”

The Pico Goblin 2 isn’t available in the West yet, but is available to consumers in China for ¥2,000 RMB (about $300) at this website.

Let us know what you think of this new standalone headset down in the comments below!

h/t: Abacus News, Road  to VR

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Defiance ETFs Announces Launch of Defiance Future Tech ETF

Investment company Defiance ETF prides itself on offering investors access to transformative and disruptive technology by using targeting portfolios. To further this goal, the company has announced the launch of its Defiance Future Tech ETF, which has been created for investors seeking opportunities in the augmented reality (AR) and virtual reality (VR).

Defiance Future Tech ETF is also known as AUGR, and the company says that it has been created as a way to offer a liquid and transparent way to invest in companies who are developing and commercialising AR and VR technology.

The underlying index is the BlueStar Augmented and Virtual Reality index (BAUGR), which is a global index that includes approximately 60 stocks across all market capitalisations. The index is said to be equal weighted and current country allocations include the USA, France, Japan and Korea.

“The AR/VR space has extended far beyond its roots in gaming to applications in healthcare, retail, manufacturing, entertainment and more,” said Matthew Bielski, founder and CEO of Defiance ETFs. “But as the category matured and expanded, investors lacked options for adding targeted exposure to AR/VR leaders to their portfolios. With AUGR that problem has been solved, and access to the category is now available in a highly liquid ETF wrapper.”

AUGR is the first ETF produced by Defiance ETFs. Bielski has a great deal of experience is ETFs and asset allocation from his previous position as Senior Vice President at Direxion ETFs.

“We founded Defiance ETFs with the vision that more investors should be able to tap into the growth stories of the truly disruptive technologies that we believe will permanently change our lives,” continued Bielski. “Our ETFs go beyond the trend-of-the-month, and provide targeted exposures that act as important complements to existing core tech allocations. We’re thrilled to be bringing our first ETF to market and we’re equally excited to be providing investors with access to AR/VR growth.”

Immersive AR VR Business

For future coverage of new developments in the VR and AR industry, keep checking back with VRFocus.

VRVCA Reveals Its Annual VR/AR Global Investment Report

VRVCA Reveals Its Annual VR/AR Global Investment Report

In partnership with Upload, Inc., ChinaVenture, and MoguraVR, the Virtual Reality Venture Capital Alliance today released its latest report on VR/AR worldwide investment as well as the outlook for the next year.

Readers of UploadVR can download the full 51-page report for themselves:

VR/AR Global Investment Report And Outlook For 2018

Highlights from the report include:

  • In 2017, a record high of ~$3B has been invested in VR/AR globally. Despite perceived slowdown in capital market, the overall investment was still up 12% vs. 2016, and 3 times vs. 2015
  • Investment is relatively concentrated in seed/angel and late-stage. Series A share is declining, caused by long validation cycle for product-market-fit of VR/AR startups, limited bridging capital and deal size inflation of seed/angel round
  • US is still the primary location where VR/AR investment took place (~45%), and China is following closely (~25%) with investment opportunities unique to the market (e.g. location-based, supply chain, education). Besides leading as investment destination, Asia is also a key source of outbound funding for the global VR/AR industry
  • As hardware shipment was growing slower than expectation, investors’ interests shifted from hardware and content (which rely on consumer penetration) to tools and technologies which can apply across content and platforms, and enterprise services which have faster product-market-fit validation and monetization cycle
  • Corporate investors is the rising force in 2017 as more enterprises were exploring the use of VR/AR technologies to enhance existing business cases. These investors often see the application value of startups’ products and can also provide strategic resources. Megafunds (e.g. Temasek, Fidelity, EDBI) who typically invested in large size private equity deals also started participating in VR/AR (e.g. Magic Leap, Improbable) this year
  • Asian capital is gaining significance and the way they engage is also changing. After gaining industry knowledge and deal channels as LPs, some are now more active in direct investment. Funds specialized in cross-border investments (e.g. Colopl Next, Outpost, Danhua, etc.) are also very active
  • The industry is still in its early stage and there are limited exit channels and limited cases of exits. Most exits were under $100M with <20x return for seed/angel round investors

Formed in 2016, the VRVCA is a close-knit membership comprised of the top VR/AR investors in the world with $18bn+ USD deployable capital. It invests in Virtual Reality, Augmented Reality and Mixed Reality startups of any size from anywhere, and meet four times a year across global locations in United States, China and Europe.


This is partner content that has been produced in conjunction with VRVCA.

RealWear Raises $17M For Industrial-Grade Wearable AR Device

RealWear Raises $17M For Industrial-Grade Wearable AR Device

RealWear has raised $17 million for its AR wearable device aimed at workers in construction and other heavy industries.

Vancouver-based RealWear is already shipping its hands-free HMT-1, which is mounted via a band that goes around your head or safety helmet. It’s a wearable device, but RealWear CEO Andy Lowery calls it a “head-mounted tablet,” since it lets you view the equivalent of a seven-inch Android tablet while you’re working.

The funding will help the company ship more of the devices to customers around the world whose workers toil in extreme environments. Columbia Ventures led the round, with participation from Realmax.

“We have targeted this for industrial use,” said Lowery, in an interview with VentureBeat. “We have architected a wearable computer that fits into different protective equipment, like snapping into a hard helmet. It’s similar to [the now-discontinued Google] Glass, but designed for outdoor usage.”

You can arrange the HMT-1 so that you can view it with your dominant eye. You adjust the viewing pod so that it is just below your line of sight, which allows you to see everything in front of you with both eyes. In contrast to glasses, you only look at the display with one eye, and you can control the device with voice commands.

Above: RealWear’s AR wearable device. Helmet not included; Image Credit: Realwear

The company is targeting workers in oil and gas, energy, telecommunications, utilities, manufacturing, and transportation. Workers in these sectors are often at construction sites or refineries where traditional computing devices or even smartphones are not usable. The wearable serves as a “third hand” for someone who has to go through a complicated repair process, Lowery said.

The HMT-1 offers remote mentor video calling, document navigation, guided workflow, mobile forms, and industrial internet of things data visualization, and it currently operates in 10 languages. It allows workers to operate other tools needed for the job, even if climbing a scaffold or tower, in noisy, dusty, or even dangerous environments. Allowing the worker to maintain full situational awareness, HMT-1 is faster, safer, and smarter than either a tablet or smart glasses, Lowery said.

“You can use voice commands to dial your mentor and show them what you are looking at,” he explained.

Lowery was the former president of Daqri, another maker of AR glasses, where he worked from 2014 to 2016. But he left that company and started RealWear in August 2016.

“After seeing the HMT-1 device at work in industrial facilities, it was clear that it is the only device which delivers on the AR and wearable promise for industry today,” said Columbia Ventures CEO Ken Peterson, in a statement. “RealWear’s vision is compelling to us, with the potential to transform how work gets done in industry, empowering industrial knowledge workers with real-time information, without encumbering their hands. RealWear has proven that it has the experience and ambition to make AR and wearable solutions function in actual industrial use cases, and an unlimited number of other uses to explore.”

RealWear began shipping a beta version of the device in early 2017, just eight months after its founding, and then it moved to mass production six months after that. So far, it has shipped thousands of units to more than 200 customers, and it is now making about 1,000 devices a week.

The device can be clipped to any kind of headgear or wrapped around your head. It has a 12-hour battery, with stronger processing power and memory than many other devices that you would wear as glasses or head-mounted displays.

Besides Lowery, who worked for many years at Raytheon, the company’s leaders include Sanjay Jhawar, chief product officer; Chris Parkinson, chief technology officer; Brian Hamilton, chief revenue officer; and Stephen Pombo, vice president of industrial design and human factors.

Above: RealWear is like having a 7-inch Android tablet in front of your eye. Image Credit: Realwear

The company has raised $17 million to date and will likely add $3 million more in the next few months. It has 70 employees.

While the product may remind some of the much-maligned Google Glass, it isn’t supposed to look beautiful. If you want that, you’ll probably favor AR glasses, such the kind Lowery’s former company, Daqri, is building. But RealWear is focused on safety, which is why it designed the device as a head-mounted wearable.

“It doesn’t need to look pretty because it goes on an ugly helmet,” Lowery said.

This post originally appeared on VentureBeat by Dean Takahashi.

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VirZOOM Raises $5.5 Million For Next Generation VR Bike

VirZOOM Raises $5.5 Million For Next Generation VR Bike

The creators of an exercise bike geared toward VR said they raised a $5.5 million seed round to expand efforts.

The money raised by VirZOOM will go toward 2nd generation products that can turn any stationary bike into one compatible with the company’s VR exercise program.

Co-founder and CEO Eric Janszen is the largest investor in the company, with new investors including Skywood Capital, partners at Eastham Capital, Fairhaven Capital, and Equity Resource Investments. Greycroft partner Jon Goldman is also said to have invested.

VR exercise is an intriguing prospect. Manufacturers still need to figure out how to handle large amounts of sweat that can build up inside a headset, making it hard to see, but the allure of being entertained by a VR experience to distract yourself from the drudgery of exercising is a tempting prospect. VirZOOM was an early company looking to take advantage of this nascent market and its latest fundraising efforts will help the startup push further.

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Glo Announces $3M Funding For VR Arcades And IMAX Partnership

Glo Announces $3M Funding For VR Arcades And IMAX Partnership

Glo Inc. announced today that they’ve secured $3M in seed funding from Alibaba, CRCM Ventures, Presence Capital, Mindworks, and unnamed angel investors. The funding will be used to accelerate development of  its proprietary VR system, Glostation, which is also now being licensed by IMAX for its VR entertainment centers.

The VR industry has multiple verticals. On the one hand you’ve got the consumer technology angle with devices such as the Oculus Rift, HTC Vive, and PSVR that feature lots of games and entertainment apps. There’s also the enterprise angle for educational uses, hospitals, and other businesses. Then going beyond all of that are the location-based entertainment centers, VR arcades, and other venue-based implementations of the technology.

Glo Inc. is a company with their hands in a few different pots. For example, we reviewed one of their debut VR games last year, Unearthed Inc., but now this is VR on a much larger scale.

The first IMAX VR experience to use the Glostation technology will be the zombie-themed game Deadwood Mansion, which is slated to hit the Los Angeles IMAX Center first, followed by New York and other locations afterwards.

“GloStation is a highly interactive, social and thrilling virtual reality experience – making it a perfect fit for IMAX’s location-based VR centres,” said Rob Lister, Chief Business Development Officer at IMAX Corp. in a prepared statement “Customer feedback on the Deadwood Mansion VR experience at our centre in Los Angeles has been fantastic, and we look forward to working with Glo Inc. to bring GloStation to other IMAX VR Centres around the world.”

Glostation-powered VR arcades will join the ranks of other location-based venues, such as The Void, as premiere destinations for “wharehouse-scale” VR gaming.

“We opened our showroom in Hong Kong late June, and for the next 100 days, we were 100% sold out each single day,” said Steve Zhao, CEO of Glo Inc. in a prepared statement. “Weekend tickets are now booking months in advance into 2018. Now, with this new investment, we will be able to scale our proprietary free-roaming VR system GloStation to cities globally. We’re delighted to be working with IMAX to introduce our experience to their world-class VR centres.”

Let us know what you think of the news down in the comments below!

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