Virtuix is back in the spotlight with another successful round of funding, this time pulling in $3 million through its public crowdfunding platform. That puts the company’s valuation at $200 million, a notable milestone for a startup still navigating the niche space of VR locomotion.
At the center of this push is the Omni treadmill, Virtuix’s flagship product designed to let players physically walk and run in virtual worlds. It’s a big swing in a market where VR still struggles with movement and immersion at scale.
The Omni system and what makes it stand out
Unlike most VR accessories, the Omni treadmill doesn’t rely on thumbsticks or teleportation mechanics. It tracks physical foot movement as players walk or sprint in place using a concave platform and low-friction shoes. Combined with a VR headset, the result is full-body movement mapped directly into the game.
This is an attempt to bridge the physical disconnect most users still feel in VR, especially in genres like shooters, exploration, or fitness-based experiences. The Omni isn’t new, but recent hardware and software refinements are making it more viable for home use rather than just arcades or commercial setups.
The newer “Omni One” model is designed specifically for consumers, featuring a compact frame and improved ergonomics. That move from enterprise to living room is part of why investors are still betting on Virtuix to scale.
Crowdfunding over venture capital
Virtuix didn’t take the usual venture capital route. Instead, it’s leaned into equity crowdfunding, letting individual backers buy into the company directly. Over 9,000 people have invested so far, a model that reflects both its grassroots appeal and the challenges of convincing traditional investors to back VR hardware.
This model also builds a ready-made community of advocates, many of whom are early adopters of the Omni treadmill itself. They’re not just funding the product, they’re part of its core user base. That alignment could give Virtuix an edge as it works to grow beyond the enthusiast bubble.
The company says it’s shipping units now, which could turn those early backers into the first wave of organic promoters assuming the product delivers on its promise.
Where Virtuix fits into the VR ecosystem
VR hardware is still fragmented, especially when it comes to locomotion. Most players are using standalone headsets with basic room-scale tracking or seated setups. The Omni approach asks for more space, more physicality, and a higher price tag, but it also solves a real problem: movement in VR still doesn’t feel natural.
With Meta and Apple focused on mixed reality and lightweight form factors, Virtuix is staking its claim in the opposite direction. It’s a heavier, more immersive setup aimed at users who want deeper physical engagement, not just passive viewing.
Whether that audience is large enough to support Virtuix long-term remains to be seen. But $200 million in valuation and consistent interest from individual backers suggest there’s a dedicated segment that sees potential in full-body VR interaction.
Looking ahead
Virtuix is positioning itself as more than a hardware company. Its platform integrates with a growing list of VR games, and its roadmap includes content partnerships and software updates to improve compatibility. That’s critical for maintaining relevance as the VR landscape keeps shifting.
The next challenge is logistics. Delivering hardware at scale is a very different game from raising funds or building prototypes. Now that Omni One is entering homes, feedback and performance in the wild will matter more than pitch decks or promotional videos.
Still, the latest funding round reinforces something important: interest in physically immersive VR is far from dead. It’s evolving, slowly, and Virtuix is trying to stay just ahead of that curve.

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Always the first to plug in. VRSCOUT dives head-first into the most immersive VR worlds, analyzing mechanics, comfort, innovation, and that elusive “presence” factor. If he says it’s worth it, it probably is.