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Virtuix (VTIX) is taking a decisive step toward mainstream adoption of its full-body VR gaming system. Virtuix, known for its 360-degree treadmill technology, has joined the Made for Meta program of Meta Platforms (META), enabling compatibility between its Omni One platform and Meta Quest headsets.
The move unlocks access to the world’s largest install base of VR headsets. With tens of millions of Quest headsets already in the market, Meta’s ecosystem gives Omni One exposure to millions of users who already own VR hardware and game libraries. By integrating with Quest, Virtuix significantly expands its addressable market and reduces the friction for consumers who want to upgrade from seated or roomscale VR to a full-body experience.
“Joining the Made for Meta program expands our addressable market to millions of active Quest users who already own and love their VR headset and games library,” said Jan Goetgeluk, CEO of Virtuix. “We look forward to collaborating with Meta as we continue to scale our consumer business and bring our immersive, full-body gaming experience to a mass audience.”
The announcement comes shortly after another defining milestone. On January 27, 2026, Virtuix began trading on the Nasdaq under the ticker VTIX through a direct listing that included an $11 million investment and a $50 million equity line of credit. The company has generated more than $20 million in cumulative sales across three product generations and reported 138% year-over-year revenue growth for the six months ended September 30, 2025.
From Kickstarter to Public Company
Virtuix was founded in 2013 after Goetgeluk launched a Kickstarter campaign that raised more than $1.1 million. His goal was simple but ambitious: solve one of virtual reality’s most persistent problems. Traditional VR often relies on thumbsticks or teleport mechanics, creating a disconnect between visual motion and physical stillness that can cause motion sickness and break immersion.
Virtuix’s solution is its omni-directional treadmill. Users wear low friction shoes and walk or run on a concave circular surface while sensors track movement in 360 degrees. Real world steps translate directly into in game movement, allowing users to walk, crouch, strafe, and jump naturally inside virtual environments. By synchronizing physical and digital motion, the system reduces nausea while dramatically increasing immersion.
The company has shipped more than 6,000 units to date and built a loyal customer base. Customer reviews for Omni One average 4.8 out of 5 stars, and the product won Best VR Interaction Product at the 2025 Auggie Awards.
Gaming Meets Fitness
Often described as the “Peloton for Gamers,” Omni One combines immersive gameplay with meaningful physical activity. Virtuix estimates users can burn up to 700 calories per hour depending on the intensity of gameplay. One customer reported losing 40 lbs. in four months from playing on Omni One.
The fitness angle has broadened the appeal beyond core gamers. In a survey of more than 1,600 investor customers, 55% did not previously own a VR headset and 40% rarely played video games, suggesting the product resonates with consumers seeking a hybrid of entertainment and exercise.
Beyond Gaming: Enterprise and Defense
While consumer gaming is a major focus, Virtuix is building a diversified business model. Its enterprise systems are used for corporate training, education, and simulation applications. The company is also advancing Virtual Terrain Walk, a defense focused system that enables military units to walk through geo-specific terrain for mission planning and rehearsal. Test units have already been purchased by Yokota Air Force Base, the U.S. Air Force Academy, and the U.S. Military Academy at West Point.
Positioned for Scale
Virtuix has manufacturing capacity to produce up to 3,000 units per month, representing roughly $100 million in annual revenue potential at current pricing. With fresh access to public capital and integration into Meta’s ecosystem, the company is aiming to accelerate adoption at scale.
As artificial intelligence makes it faster and easier to create photorealistic 3D environments, the demand for natural movement inside those worlds is likely to grow. By pairing full-body locomotion with the world’s largest VR platform, Virtuix is betting that the future of immersive technology will not just be watched through a headset, but physically experienced.
The Made for Meta partnership could prove to be a pivotal catalyst in that vision. Gaining compatibility with Meta Quest devices positions Virtuix directly inside the dominant consumer VR ecosystem, expanding its reach to millions of active users. If execution matches opportunity, the META collaboration could accelerate Omni One adoption and move full-body VR to mainstream reality.
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