Sandbox VR, the location-based VR destination, announced its multiplayer experience based on hit Netflix show Squid Game is coming to Sandbox VR locations starting September 29th, featuring a number of its deadly mini-games.
Update (September 19th, 2023): Starting September 29th, Sandbox VR locations will host groups of up to six players to compete in Squid Games’ deadly mini-games, such as ‘Red Light, Green Light,’ and ‘Cross the Glass Bridge.’ The studio, which develops all of its VR content in-house, says we can also expect “surprising new twists that expand on the world of the series.”
After each game session, players will also get a personalized highlight video capturing their virtual in-game reactions and recapping how their own Squid Game story unfolded.
Since the original article was published, Sandbox VR has now grown to over 40 global locations, 18 of which launched in the last 12 months. You can find more info about Squid Game and other VR experiences on the Sandbox VR website.
Original Article (February 8th, 2023): Netflix’s most watched show of all time will soon have its own location-based VR experience, which will let fans take on the role of Squid Game contestant.
Set to roll out to Sandbox locations in late 2023, the location-based VR game promises “pulse-pounding challenges” where users compete against each other to be the last one standing. What’s more, game sessions include personalized highlight videos capturing in-game reactions for post-game review.
There’s no trailer for the Squid Game VR game, although the company’s hype video should give you a good idea of what to expect:
Sandbox’s locations feature motion-tracking technology, which captures the movements of a player’s body and props, such as guns. Its haptic system also provides players with added realism to go along with the large room-scale VR experience.
The company currently features six proprietary experiences based on both exclusively licensed IP (Star Trek: Discovery), as well as in-house experiences. All Sandbox VR experiences are developed by an in-house gaming studio, which tailors the company’s social experiences for groups of up to six users at a time.
The Squid Game licensing deal is likely the direct result of its $37 million Series B funding round from November 2021. The company has made a strong rebound from the stagnation caused by the COVID-19 pandemic, seeing the company’s eventual reemergence from Chapter 11 bankruptcy following debt restructure.
Sandbox now operates 30 VR locations, spanning major cities in North America, Europe, and Asia (see update). The company says it’s launched a dozen such locations over the past twelve months, making for one of its largest growths spurts.
Sandbox VR, the location-based VR destination, announced that its most popular experience has generated $23 million in ticket sales in the last 12 months.
Launched in the summer of 2022, Deadwood Valley is said to be the company’s most cinematic game, letting players defend against a horde of zombies as a squad.
It’s been so successful, Sandbox VR says the experience has now surpassed $23 million in ticket sales across 30 locations, and is projected to make $100 million in lifetime sales.
All of the company’s multiplayer VR experiences have been developed by in-house gaming studios, allowing teams of up to six players to tackle a host of missions in games such as Star Trek Discovery: Away Mission, Curse of Davy Jones, Deadwood Mansion, and Unbound Fighting League. An experience based on Squid Game is also set to launch sometime in late 2023.
In addition to recently opening its second in-house gaming studio in Vancouver, the company says it will also start letting third-party game developers to create titles for its location-based platform starting in 2024.
Billing itself as the world’s fastest growing location-based VR company, Sandbox VR is now operating in 43 locations spanning major cities in North America, Europe, and Asia, a dozen of which launched in the last 12 months.
As I do every day, this morning I made myself a coffee and sat down to trawl my Feedly feed looking for interesting things happening in the world. Usually, it’s a long list of crypto news, NFT scandals and metaverse conversations, all nestled among news pieces about new videogames. One article leapt out at me right away concerning the recent stock drop for Roblox.
On 19th November 2021 Roblox stock hit an all-time high for its short life on the markets, it sat around $134.72. At this point in the company’s history things were beginning to heat up. ‘Metaverse’, technology’s latest and greatest buzzword was being thrown around with Roblox firmly rooted in the centre as gaming’s most popular take on the futuristic concept.
CEO David Baszucki has firmly held the view that Roblox was always a metaverse project, even if the name hadn’t reached mainstream levels. When talking to Bloomberg in November, Baszucki states “We don’t usually think of ourselves as a videogame company. That said, there are millions of creators who make amazing games and experiences on the platform.” When asked how far away the metaverse is, he follows up with “we’re actually in the middle of it right now. There are over 200 million people on Roblox every month. They have an identity, they have an avatar. They do stuff together”.
Whenever an article about the metaverse surfaces, Roblox is guaranteed to feature, and it’s easy to see why. Over the past few months, Roblox has hosted experiences from some of the most famous brands; Nike, Gucci, Vans, and more recently, Nickelodeon. Roblox isn’t shy about partnering with various entertainment giants, whether they’re musicians like Twenty-One Pilots and Lil Was X or awards shows such as Fashion Awards or the Grammy awards.
However, over recent months the once favourable Roblox stock is seeing some struggle on the market. On 14th March 2022, the stock dropped to just $36.68, and while it has climbed a little to hover around the $50 mark in recent days, it’s still a fair way from only a few months ago. So, why is this metaverse aspiring platform starting to struggle? Well, there are several reasons.
Covid Stock
When the Roblox stock started to really pick up steam, society was reaching the tip of the downswing in Covid cases and lockdowns. The period we all spent at home with our kids was coming to an end. During those numerous lockdowns, Roblox had become a daily interaction for many children as they reached out to their friends and family, to play games together or just hang out in lieu of being able to do it in ‘real life’.
At the height of Covid-19, parents and teachers swarmed Roblox as a way to not only keep their children occupied but also educated. Lessons were conducted within Roblox experiences in an attempt to bring some normalcy to the routines of children.
Now, many (many) months since the outbreak of Covid-19, children are back in school; they can play sports together again, they’re lined up in classrooms ready to take their seats; and while Roblox still demands their attention in their free time, the days of always being online to escape a bleak reality have ended.
While children and adults are still pouring millions of hours into Roblox, it’s clear that investors began looking for a way out as soon as the market placed less importance on the platform. Then, a few months past Roblox was hit with repeated instances of controversy, surely shifting the investors’ focus once more.
Child Exploitation and Child Safety
On 4th April 2022, British communications regulator Ofcom published a report on children’s interactions online. In the report, Ofcom goes into detail about how children use their time in our constantly online world. Surveying groups of parents and children alike, Ofcom found that 18% of children aged 4-5 play games online. This stat grows to 38% for kids aged 5-7, then 69% for the 8-11 year bracket. While we can’t see a breakdown of how many of these children are playing Roblox, the above ‘200 million players’ figure gives us a confident idea that there are more than a few.
Over recent months Roblox has come under scrutiny for its lacklustre attempts at safeguarding children on the platform. There are hundreds of thousands of experiences on the Roblox platform; in 2021, 107,737 experiences reached 10k or more visits. Much like Apple’s App Store or the Steam store for PC, it’s increasingly difficult to police the individual games and the entirety of the content. This is why Roblox has sadly suffered from creators making school shooter simulations or areas which solicit sexual content destined for older users, without being properly age-gated.
There is also very little in the way of chat moderation for young users. Each experience within Roblox features a chat box allowing free communication, but of course, without a mod in every chat, it opens up the possibility that any child could be exposed to harassment, bullying or inappropriate content.
These issues recently hit the headlines after YouTube creators ‘People Make Games’ uncovered a large number of children were being put at risk within Roblox experiences or were being exploited when these children were creating their own games, items for sale, or experiences. Roblox has forever marketed itself as a safe place for children to use their creativity and develop games, but the report from ‘People Make Games’, further summed up by Eurogamer, shows that many kids aren’t being reimbursed for working on games or fly under the radar of workplace legislations.
Metaverse Scepticism and Fatigue
Roblox is highlighting, for better or worse, the pitfalls of the supposed metaverse. We’ve written extensively atgmw3on the topic of the metaverse; it’s something that, when handled correctly, can be enticing and exciting. But for the metaverse to exist, certain aspects of technology need to come together and build a cohesive vision.
When we break down exactly how Roblox positions itself as a metaverse property, we can see certain stumbling blocks emerge. I’ve already touched on the lack of safety protocols for Roblox, but this highlights a growing problem across all metaverse platforms – without a centralised ‘leader’ overseeing platforms, aspects such as child safety, online bullying and black market sales will become rife. We must pose the question, how can we, as users, stay safe when there is nobody to answer to?
Speaking of decentralisation, Roblox is, and always will be, overseen by the Roblox Corporation. Investors looking to Roblox to lead the way into the metaverse must, by now, be seeing that there are limits to this idea. After all, Nickelodeon, Nike and Vans would have all been subject to scrutiny from those at the top of the chain, revealing that while Roblox can be seen as metaverse-aspiring, it’s still a walled garden in which the caretakers rule the roost.
The Metaverse Shift
So, where have these investors moved to? Well, without being able to dig too deeply due to the availability of reports, it’s clear that many brands are moving full-steam into the metaverse big four, Sandbox, Cryptovoxels, Somnium Space and Decentraland on their own, or by buying up LAND parcels. LAND purchasing is rising rapidly; in 2021 LAND sales topped out at $500 million and are scheduled to double throughout 2022.
This rapid shift from Roblox to the big four metaverse projects becomes more meaningful to investors given the value of these LAND parcels and the ease with which they could be sold on. Ultimately, Roblox only offers monetisation through the item sales – bags, clothes and other wearables – where the Roblox Corporation usually takes a 30% cut from the revenue. Whereas somewhere like Decentraland offers more incentive for investors to create and monetise their LAND through sales of NFTs and non-intrusive advertising.
Let’s look at Decentraland as our key example of investment growth. Plot number X-73 x Y38 is a relatively small and unassuming parcel of LAND. The closest district is called District X; when explored there are a few small buildings on neighbouring plots, it’s just South of Vegas City. When the LAND was put up for sale initially it sold for the equivalent of $134.16 in 2017. On 3rd January 2022, this exact plot of LAND resold (due to it being an NFT) for $17,499.97. And this isn’t even near any of the big money areas, like the fashion district.
Another example would be ATARI in Sandbox, who in earlier years purchased a huge swathe of LAND for 2020 prices, which would have reached a maximum $70k floor price. They however sold 360 parcels to Republic Realm for around $4.3 million in November 2021. Investors will see this and make the jump, because experiences in Roblox, such as NIKELAND, cannot be resold or repurposed.
Is it all Downhill?
With all of this discussed, Roblox isn’t going anywhere, of course. It still has power in drawing users to the platform through its constant partnerships with big brands and its easy to play engine which runs on practically all hardware. And, it’s still a leading player in constructing what a metaverse property could look like.
But there’s no doubting a strong shift from investors who once saw Roblox as a safe bet. It’s the same confidence that many parents give to the platform when letting their kids log in, it’s not misguided, but everything has changed over the past year, through social changes and investigations which hurt the mission statement of the Roblox Corporation. It is worth noting that since the People Make Games YouTube video aired, Roblox has announced a commitment to safety and protecting creators.
On top of this, while Roblox and the media as a whole, see the metaverse potential, it could be seen as lacking in comparison. The lack of decentralisation, ownership of more digital goods and the freedom of building and construction, could eventually hurt the brand as more competitors enter the fray.
Phillip Rosedale is returning as a strategic investor and advisor to Second Life, a company he founded 19 years ago, but it is unlikely that Second Life is going to change much given the tough company culture, closed nature of the platform, and the fact that High Fidelity is itself more of a failed project.As part of the agreement, High Fidelity’s team will join Linden Lab, which will also gain access to High Fidelity’s patent portfolio.
Bob Bilbruck
Rosedale’s return could also mean a rejuvenation to Second Life’s vision for better in-world e-commerce and virtual shopping once held by Rosedale’s team, and this could accelerate the development of their metaverse, said CEO of Captjur Bob Bilbruck.
“Today’s Metaverse and the plans that groups like Facebook have for it are like Second Life on steroids,” he told Hypergrid Business. “We need as many bright minds and visionaries as possible developing in the Metaverse, so I welcome back Philip to the party.
(Image courtesy Second Life.)
But many experts have doubts about whether Rosedale’s return will make much of a difference.
Second Life has already stamped its role in originating the metaverse. It has a strong economy based on digital shopping and virtual land selling, and a working platform with millions of users and transactions.
Phillip Rosedale
Rosedale said in an interview with Wired that although he is only back as a strategic advisor, Second Life will likely concentrate on making expressive avatars, getting more people in one place, and improving mobile performance.
He said that Second Life got digital currency pretty right. People can make money in-world, the currency doesn’t have an ecological load, and it strikes a balance between being centralized and decentralized, he said.
However, to compete with metaverses developed by big tech platforms like Meta, Second Life will need to change its company mindset, culture, and strategy to open the platform to other players, said Jonathan Teplitsky, CEO of Pipeline Marketing.
Jonathan Teplitsky
“Second Life will have an uphill battle joining the metaverse because of entrenched company culture,” he told Hypergrid Business. “They currently employ 165 people who are accustomed to decades of running a closed system run rather than an open one like Decentraland or Sandbox. In interviews with Phillip, he never mentions opening the platform and granting access to outside brands or developers.”
Second Life is fundamentally different from modern-day metaverses like Sandbox and Decentraland, he said. The latter are built on blockchain and are decentralized to facilitate faster and less costly peer-to-peer transactions such as buying and selling land and to improve on content monetization for instance through non-fungible tokens and other forms of creativity, Teplitsky said.
But that’s not necessarily a disadvantage.
Second Life does not use a blockchain because it uses a database that has a time and ownership stamp on created content, Rosedale told Wired. It keeps track of who created and owns the content, whether it’s for sale, the cost, and what’ll you’ll be able to do with it once you buy it.
A lot of the things that supposedly need a blockchain just need a database, said Rosedale.
Eric Chen
“I think his return will have ripple effects across the AR and VR industries as concepts such as blockchain and non-fungible tokens or non-fungible tokens are adopted to fit into this overarching metaverse theme,” Eric Chen, CEO and co-founder of Injective Labs told Hypergrid Business. “So overall it serves as a strong positive signal for the industry as a whole.”
However, Second Life’s market share — like that of other smaller entities coming to metaverse — will remain small while big tech like Meta enjoys an outsized market share given their sheer size and manpower, said Chen.
Second Life will not be changing its business model to monetize user behavior and interests to increase revenue the way YouTube or Facebook operates, said Rosedale.
He said Second Life — whose basic access is free — still has higher revenues per user than YouTube or Facebook and it generates this revenue from selling virtual land and transactions, as well as small fees on transactions, such as when somebody sells digital goods to somebody else.
“Platforms in which users pay for access instead of treating the users as the product have fewer user privacy violations,” said Ilan Tochner, CEO of Kitely. “A company that pursues this strategy will not be compelled to monetize its users’ behavior and interests or limit their ability to decide what they can see or do in exchange for free access.”
Ilan Tochner
“Billions of people around the world pay for mobile phone plans,” he told Hypergrid Business. “Hundreds of millions of people pay for various streaming services. The concept of paying for access to a network is not foreign to people.”
That said, pay-for-access to the metaverse platform can come in many forms including the sale of virtual goods, subscription to services, and sale of tickets for in-world events.
Companies developing metaverses can also explore freemium business models. They can make services free to leverage ad revenues and increase user base while still charging for other services, Tochner said.
Kitely is also working on a new system that leverages their experience from running Kitely Market to provide a crucial component for a non-dystopian metaverse.
Tochner did not give details on their plans for this new offering but said that they guarantee a privacy-respecting offering for the foreseeable future. Although he said Meta can still succeed in building their augmented and virtual reality platforms on the same centralized ad-driven business model that made Facebook financially successful, he is rooting for a more privacy-respecting open metaverse.
“The way to create an open metaverse is to have standards and multiple separate companies providing the various components that connect individuals and organizations so that they have a choice and won’t have to accept terms of use that encroach on their privacy,” he said.
Out-of-home VR destination Sandbox VR today announced an additional $37 million funding round that the company is using to support its continued expansion. In addition to its dozen worldwide locations, Sandbox VR says it’s working to nearly doubling that.
The Series B funding was led by a16z, and includes participation by Alibaba and Craft. According to Crunchbasedata, this puts their lifetime outside financing to around $120 million.
Like pretty much everyone in the out-of-home entertainment sector, Sandbox VR went through its own share of financial challenges over the past year due to COVID-19 closures. It both filed for, and reemerged from Chapter 11 bankruptcy following debt restructure.
“We are excited to use the latest round of funding for content development, cutting edge technology and accelerated growth,” says Steve Zhao, CEO and founder of Sandbox VR. “With more stores on the way, we’ll be ramping up our internal studios as well as developing our SDK to open up publishing in the near future.”
And it appears Sandbox VR is making a quick comeback. The company opened three locations in July—Austin, Las Vegas, and Shanghai—and is aiming to open ten more as it enters 2022. Currently, the company operates 12 locations across North America and Asia. Paramus (New Jersey), Toronto (Canada) and London (UK) locations are marked as “coming soon.”
The fresh funding round suggests that VR arcades may be seeing a renewal in investor confidence, although Sandbox VR is probably one of the best-positioned in the sector due to its relatively small physical footprint requirements, in-house content studio, and licensed IP such as its Star Trek: Discovery multiplayer missions.
Sandbox VR has survived The VOID, one of its biggest competitors (certainly the most flashy), which permanently closed all locations worldwide last year. Coincidentally, The VOID’s flagship space at the Grand Canal Shoppes in Las Vegas is now a Sandbox VR location.
Despite the COVID-19 pandemic’s persistence, location-based VR entertainment company Sandbox VR is planning to open a new site in Las Vegas this summer, literally filling in The Void’s old spot.
The company, which operates multiplayer VR experiences based on original IP and brands like Star Trek, has signed a contract to open a site at the Grand Canal Shoppes inside The Venetian hotel. This was one of a handful of locations that VR competitor The Void once occupied with experiences themed around properties like Star Wars and Marvel. But the emergence of the COVID-19 pandemic in early 2020 ushered in an era of difficulty for the VR arcade industry and both The Void and Sandbox VR along with other location-based VR businesses faced closures across the globe.
Sandbox VR Las Vegas Site Coming
While the pandemic continues, Sandbox is betting on near-term recovery in the US to bring its business back to health. However much uncertainty remains surrounding the pace at which the world can recover from COVID-19. Sandbox has reopened certain sites in the US and is taking booking again but, as long as the pandemic persists, location-based VR experiences could be a risky proposition in terms of hygiene and distancing. For its part, the company stresses that bookings will be kept separate from other parties, equipment will be sanitized and mask-wearing will be required.
“We have been incredibly fortunate to have been able to survive such a devastating year for everyone in the retail and entertainment industry,” Steve Zhao, founder and CEO of Sandbox VR, said in a prepared statement. “The pandemic has been so isolating for everyone that we are confident once it is safe to gather with friends and family from different households they will be looking for social experiences that offer some fun and escape from the difficulties that 2020 brought.”
Looking for a new adventure in Minecraft? Here are the best Minecraft servers to join, including options to immerse yourself in your favorite fantasy worlds.
Virtual reality arcades and other out-of-home VR destinations have been some of the worst affected businesses during the COVID-19 pandemic. Sandbox VR, one of the most well-funded in the industry, has been no exception, as the company’s US-based subsidiary Glostation USA Inc. filed for bankruptcy back in August. Now it’s come to light that Glostation has been reorganized, effectively pulling itself out of Chapter 11 bankruptcy.
Update (December 10th, 2020): A representative from Sandbox VR tells Road to VR that, as of late last month its US subsidiary, Glostation USA Inc.’s court-approved reorganization plan has allowed it to emerge from its Chapter 11 bankruptcy, which was filed in August 2020. Sandbox VR tells us the company was able to restructure remaining debts to stabilize financials and continue to grow its operations.
According to Bloomberg, to keep doing business the California-based Glostation is receiving funds from parent company Sandbox VR Inc, which includes a restructuring amount of $13.6 million of secured debt.
With an effective vaccine on the rise, it seems backers are hopeful for a possible resurgence of the company’s location-based VR facilities. The original article reporting the company’s Chapter 11 filing follows below:
Original Article (August 14th, 2020): Sandbox VR does business in the United States under the name Glostation USA Inc., which has filed for Chapter 11 (along with a number of associates) at the U.S. Bankruptcy Court in Woodland Hills, California. The news was first reported by The Wall Street Journal.
Sandbox operates multiple locations in North America and Asia, and hosts both branded VR content such as its Star Trek: Discovery experience and in-house developed games. Experiences last around 20 minutes and can accommodate up to six people per session.
Despite having already reopened a handful of locations recently it appears the damage of staying closed for such an extended time has taken its toll on the company. Back in early June, Sandbox VR CEO Steven Zhao told Protocol that the company had effectively lost “100% of the revenue,” something that led Sandbox to lay off 80% of its staff. Former CEO Siqi Chen and a number of the company’s developers also left the company.
Since its founding in 2016, Sandbox has garnered over $80 million in outside funding, with the most recent round led by celebrities such as Justin Timberlake, Katy Perry, Orlando Bloom, and Will Smith. Sandbox was also funded by Andreessen Horowitz, Alibaba, Floodgate Ventures, Stanford University, Triplepoint Capital, and CRCM.
According to WSJ, the company was close to securing over $50 million in equity funding prior to the pandemic lockdown. This was put on hold back in March, which ruined plans for the company to open around 20 new locations.
Still, Sandbox says its reached a deal with the company’s lenders to restructure debt and reopen its locations once things eventually get back to normal. Whether there will be a ‘normal’ in the short term still remains to be seen though. Many VR arcades, like Hologate have put in more visible cleaning and sanitizing regimes that they hope will ease the public back in, but it’s sure to be an uphill battle any way you slice it.
Stress Level Zero resurrected the classic Tuscany demo from the days of Oculus Rift development kits and launched it as a sandbox environment for Boneworks.
At the time of this writing the rebuilt environment with all of Boneworks physics and sandbox tools is available in the Oculus Store version of the game. That means you can launch it on an Oculus Rift or an Oculus Quest via the Oculus Link. The Steam store version of the game should add the environment in the next major patch which may come in March. You might be able to access it in other headsets from the Oculus Store version via a tool like Revive, but we haven’t tested that method.
A Trip Into VR History
The “Tuscany Demo” was an early Oculus Rift project that introduced many developers as well as their friends and family to VR from about 2013 onward. It features a serene landscape and a Tuscan villa with butterflies fluttering through the air. Now that it is rebuilt by Stress Level Zero, you can move the furniture around and climb up the trees outside. You can even jump the fence and explore the countryside.
The sandbox environment is interesting in the context of how VR hardware and the things people do with it has changed since those early days. The bright environment made the screen door effect impossible to miss on Rift development kits like DK1 and DK2, and Facebook didn’t ship to consumers tracked controllers for hands until late 2016. Still, the environment and hardware was compelling enough to create a sense of “presence” in some people. That’s the feeling of actually being there in the digital environment and for some that feeling hooked them on idea that VR might truly be the next great medium for computing. By now it is a bit of a joke when people reach out and try to touch something in VR without the system tracking controllers or hand movements, but back then it was a sign that a low-cost headset was actually doing what it was designed to do. Experiencing presence in Tuscany helped convince some folks that VR was worth their time and money, and inspired some to realize its vast potential to collapse space and bring faraway people together.
Of course, when I went into Boneworks and tried the sandbox environment this week instead of trying to reach out and touch the butterflies I took out my gun and used them as target practice. Just like the real world, I guess, you don’t have to use the virtual environment that way. That makes the Boneworks version of Tuscany — weapons or no weapons — still a powerful showcase of VR’s power in 2020.
Sandbox VR, the location-based VR attraction, will be opening up to third-party developers soon, as the company will be releasing an SDK for its Sandbox ‘holodeck’ VR attraction platform.
Sandbox operates a number of VR locations in major cities across North America as well as Hong Kong, Singapore, Macau, and Jakarta. Combining both branded content such as its Star Trek: Discovery experience and in-house developed games, Sandbox offers its experiences in 20-minute gameplay chunks for around $40 per person, accommodating up to six people per session.
The company says in a blog post that anyone with the know-how will soon be able to develop new VR experiences for its location-based attractions using its upcoming SDK.
Company CTO Idan Beck says its Sandbox SDK will have capabilities like “high-performance inverse kinematics, rigging, and motion capture capabilities,” and will include support for Unreal Engine, Unity, and Native.
Sandbox’s locations make use of a few technologies that developers likely don’t have, such as the company’s haptic guns and its multi-camera motion capture system. Sandbox says however that developers can create using more modest setups such as an Oculus Rift or HTC Vive.
Since professional motion capture can cost thousands of dollars, Beck says the company’s framework is going to “abstract away that component and put in placeholders so you can still build for VR without these expensive systems, with full confidence that things will translate correctly when deployed to our full-body motion-captured holodeck.”
Furthermore, Sandbox says its upcoming networking framework will make it possible to create a mocked-up, multi-user development environment for testing and building experiences.
“We’ll make it as easy as possible to build experiences that can take full advantage of the custom high-performance peripherals that we create for our holodecks and ensure compatibility with the HMDs and computing systems that we employ to power our holodecks,” Beck says.
Developers looking to create for the Sandbox VR platform can request access here. Beck says early developers should expect SDK access later this year.