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AltspaceVR

AltspaceVR was a pioneering virtual reality () platform that allowed users to connect in shared 3D environments for real-time interactions, including chatting, attending virtual events, watching videos, and playing games. Founded in 2013 by Eric Romo, David Gudmundson, and Gavan Wilhite, the company developed the platform to bridge web content with immersive VR spaces, supporting access via VR headsets like and , as well as desktop browsers for broader compatibility. It publicly launched in 2015 as one of the earliest dedicated VR experiences, alongside platforms like and , and quickly gained traction with features emphasizing immersive presence and cross-platform socializing. In 2017, AltspaceVR faced near-collapse due to funding challenges, announcing a shutdown that led to layoffs and affected its 35,000 monthly active users, but the acquisition by Microsoft later that year reversed the decision and integrated it into the company's mixed reality ecosystem. Under Microsoft, the platform expanded its event hosting capabilities, featuring live broadcasts such as concerts, comedy shows, and talks by notable figures, while prioritizing accessibility and community-driven content creation. However, on January 21, 2023, Microsoft announced the platform's sunset, citing a strategic shift toward enterprise-focused tools like Microsoft Mesh, with operations ceasing on March 10, 2023, amid broader layoffs in the mixed reality division. This closure marked the end of a key chapter in consumer social VR, influencing subsequent platforms in fostering virtual communities; as of 2025, community efforts are underway to revive aspects of the platform.

History

Founding and early development

AltspaceVR was founded in 2013 in , by Eric Romo along with co-founders Gavan Wilhite and David Gudmundson, with the initial aim of creating accessible social experiences in (VR) that bridged physical distances through immersive interactions. The company's early vision centered on developing a platform for virtual hangouts, drawing inspiration from real-world social spaces such as Japanese-style gardens, amphitheaters, and lounges to foster natural, engaging gatherings in VR. This concept emerged from Romo's observation of design firms using VR for collaborative product development, highlighting the potential for broader social applications beyond gaming. The platform emphasized low-latency interactions to enable communication and shared activities, such as watching movies together or playing life-size chess, making VR feel more immediate and inclusive even for users without high-end hardware. In 2014, AltspaceVR secured a $5.2 million seed funding round led by Formation 8, with participation from Google Ventures, , Foundation Capital, , Dolby Family Ventures, and individual investors including III, providing resources to advance development. Development milestones included prototype testing throughout 2014 using the Unity game engine, which facilitated the creation of multi-user VR environments. Early beta invites were distributed to select testers later that year, allowing initial feedback on social features ahead of the platform's public launch in 2015.

Launch and initial growth

AltspaceVR officially launched its initial product in May 2015, introducing a virtual reality platform that enabled users to create and interact in shared spaces for casual hangouts and events. The core offering focused on immersive experiences, with spatialized allowing participants to communicate as if physically present in the same environment, simulating natural conversations based on avatar proximity. Users could join predefined virtual rooms or create custom spaces using basic templates, such as simple auditoriums or lounges, to facilitate group activities like watching videos or playing games. In the months following launch, AltspaceVR rolled out key features to enhance user engagement, including emoji reactions in November 2015, which provided a non-verbal way to express emotions through an initial set of six emoticons: smile, frown, laugh, heart, high-five, and wave. These additions complemented the platform's emphasis on intuitive , making interactions more expressive in the bandwidth-limited VR environment of the time. The company also introduced tools like FrontRow in May 2016, enabling scalable events for larger audiences by optimizing performance for hundreds of simultaneous users. The platform experienced steady initial growth amid the emerging VR ecosystem, partnering with hardware makers to demonstrate its capabilities and broaden reach. Collaborations included joint demos with Intel at CES 2015, showcasing shared VR sessions on early headsets, and a dedicated launch on Samsung Gear VR in February 2016, which made the app accessible to mobile VR users without high-end PCs. Cross-platform support for Oculus Rift and HTC Vive further supported demos at tech events, helping to onboard early adopters. By mid-2017, AltspaceVR had grown to approximately 35,000 monthly active users, a significant milestone given the limited VR hardware availability. Early events underscored the platform's potential for live virtual gatherings, with notable examples including comedian ' full performance in May 2016, which drew over 1,200 attendees across devices and highlighted seamless audience reactions via voice and emojis. Tech meetups and comedy shows became regular fixtures, demonstrating how basic world templates could host interactive sessions that fostered community in pre-mainstream . This period of expansion positioned AltspaceVR for its acquisition by in October 2017.

Acquisition by Microsoft

On October 3, 2017, Microsoft announced the acquisition of AltspaceVR for an undisclosed amount during its Mixed Reality event in San Francisco, integrating the startup into its Mixed Reality division to bolster social capabilities within its VR ecosystem. The move rescued AltspaceVR from an imminent shutdown announced earlier that year due to funding challenges, allowing the platform to continue operations under Microsoft's backing. The strategic rationale centered on enhancing Microsoft's HoloLens and offerings with AltspaceVR's expertise in immersive social networking, enabling real-time interactions across headsets running Windows 10. , Microsoft's Technical Fellow and head of the division, emphasized that the acquisition would help build "the world's preeminent community" by preserving and expanding AltspaceVR's existing user base for events, games, and chats. Eric Romo, AltspaceVR's co-founder and CEO, confirmed the team's integration into while committing to maintain the platform's welcoming environment for users. Following the acquisition, AltspaceVR adopted a fully free access model, eliminating any prior elements and removing paid templates to broaden without subscription barriers. Cross-platform compatibility was preserved and improved, ensuring seamless support for devices including PC and in mode, , , , and , aligning with Microsoft's goal of an open ecosystem. Under , AltspaceVR hosted early events to demonstrate its social potential, such as live comedy shows and science discussions, while leveraging the gaming audience through VR demos tied to and launches. These initiatives marked the initial operational shifts, focusing on community growth before broader evolutions leading to the platform's eventual shutdown in 2023.

Later developments and shutdown

Following its acquisition by Microsoft, AltspaceVR saw several key updates aimed at expanding its utility for virtual events, particularly during the . In 2020, the platform hosted BRCvr, an official virtual experience that recreated Black Rock City in , enabling participants to explore art installations, camps, and social spaces when the physical event was canceled. This event drew thousands of users and highlighted AltspaceVR's role in immersive, large-scale gatherings. In early 2021, integrated AltspaceVR with Teams to support enterprise events, allowing businesses to host immersive meetings and conferences with avatar-based interactions for remote teams. This enhancement positioned the platform as a tool for professional collaboration, with features like shared holographic experiences powered by the newly announced platform. By 2022, AltspaceVR underwent significant changes to prioritize user safety and simplify . In February, Microsoft removed all developer-maintained hubs, such as and Entertainment Commons, to reduce harassment and streamline moderation, requiring users to log in via accounts. Later that year, the platform shifted toward user-focused templates, limiting custom world development and announcing that select elements would migrate to Mesh for future immersive experiences. On January 20, 2023, announced the shutdown of AltspaceVR, effective March 10, 2023, as part of a broader realignment in its business to focus on enterprise tools like . Users were notified via and post, with access maintained until the closure; the platform hosted final community events, including farewell gatherings, before going offline at 1:08 p.m. EST. To assist users, provided options to export , avatars, and world files through the app's toolkit until the end date. The shutdown elicited a strong response, with users launching petitions to urge to reconsider or open-source the platform, gathering over 700 signatures. Discussions focused on migrating to alternatives like , where former AltspaceVR creators and attendees began recreating events and worlds.

Features

Virtual worlds and environments

In AltspaceVR, "worlds" referred to customizable virtual spaces designed for social gatherings, events, and interactions among users represented as avatars. These environments could be constructed using pre-built templates or developed from through the platform's dedicated toolkit, which supported drag-and-drop directly in . The toolkit included basic building kits, such as the and sets, along with advanced options like SDK Playground templates for integrating custom objects, skyboxes, and interactive elements. Users accessed the editor via the platform's web interface or in-app tools, organizing creations into "universes" for sharing publicly or privately. Pre-built worlds provided ready-to-use venues tailored to different activities, including intimate lounges like the for casual meetups, theaters optimized for screenings and performances, and expansive outdoor settings such as enchanted meadows or urban streets and rooftops. Other examples encompassed conference hall-style spaces resembling mythical libraries for professional discussions and landscape templates evoking beaches or natural venues. These default environments served as starting points, allowing hosts to select and modify them for specific occasions while maintaining compatibility across devices. Navigation within worlds emphasized intuitive and immersive movement, with primary mechanics including —where users pointed to a location via a or arc cursor for instant relocation—and a flying mode that permitted free-form traversal by looking upward while moving. Spatial audio further enhanced presence by dynamically adjusting sound direction and volume based on relative avatar positions, creating a of realistic auditory cues in the space. Safety features, such as adjustable speeds and effects during rapid movement, were integrated to mitigate . The platform's environments evolved significantly from its 2015 launch, beginning with 2D desktop views and 3DoF support for mobile VR headsets like , which limited interactions to rotational head tracking. From its in 2015 and consumer launch in 2016, AltspaceVR supported full 6DoF room-scale tracking on high-end devices such as the and , enabling positional movement, hand interactions, and broader spatial freedom that transformed static spaces into dynamic, explorable realms. The 2017 Microsoft acquisition further enhanced integrations for more seamless experiences.

Social interactions and events

AltspaceVR facilitated social interactions through avatar-based presence, allowing users to embody customizable digital representations in shared virtual spaces for real-time engagement. The platform incorporated spatial voice chat, which simulated directional audio based on avatar positions to enhance immersion and natural conversation flow. Users could express emotions and reactions via gestures and emotes, such as clapping, thumbs up, or other predefined animations accessible through menus or controller inputs. The platform supported event hosting for diverse live activities, including performances, webinars, and meetups, with tools for organizers to schedule and manage gatherings in dedicated venues. Examples encompassed VR comedy nights featuring stand-up routines, religious services like church gatherings and group meditations, and corporate trainings for and . Additional events included live music shows and sessions, leveraging the FrontRow technology to mirror performers across multiple instances for broader participation. Accessibility features ensured inclusivity, with text as a fallback for voice-impaired users or non-VR participants, alongside event scheduling integrated with in-app calendars and web interfaces for easy planning and reminders. At its peak, AltspaceVR hosted large-scale events attracting thousands of attendees, such as parties in 2021 and earlier performances like ' 2016 comedy show, which drew over 1,200 simultaneous participants via FrontRow scaling.

Customization and user-generated content

AltspaceVR offered users a range of customization options, allowing selection from pre-made models with adjustable features such as skin tones—including non-human shades like pink and blue—body and head shapes, hairstyles, facial hair, and accessories like hats. Clothing choices included layered outfits with customizable colors via a , enabling non-gendered combinations such as pairing a with a or adding red to a bearded , all while maintaining a consistent art style for visual coherence. These options, expanded significantly in the July 2020 summer update, emphasized expressive identity without support for uploading fully custom models. For world editing, AltspaceVR provided a user-friendly toolkit launched in 2018 that enabled the creation of custom virtual spaces through drag-and-drop interfaces, importing 3D assets from a curated library of shapes, structures, and objects, and exporting scenes built in for integration. The AltspaceVR SDK, compatible with frameworks like and , supported scripting basic interactions such as object manipulation and multi-user synchronization, allowing creators to build immersive environments directly within the platform or via web-based development. This system facilitated the upload of user-generated worlds post-2018, starting with simple hangouts like customized versions of the "Campfire" or "Alien Planet" templates. User-generated events relied on pre-built templates for setups like stages or galleries, which organizers could modify using the world editing tools to host or exhibitions. Community guidelines enforced through host privileges, including muting disruptive users, issuing warnings, and removing participants, with platform-wide rules prohibiting offensive or NSFW material to maintain safe interactions. These tools supported brief integration into social events, such as virtual gatherings where customized avatars and spaces enhanced participant engagement. Following safety concerns, AltspaceVR shifted to restricted uploads in by removing persistent social hubs like and Entertainment Commons, limiting unmoderated user access to developer-maintained worlds and requiring accounts for enhanced oversight. This change aimed to reduce while preserving event-focused creation, though it curtailed some open-ended world sharing. The features described pertain to the original AltspaceVR platform, which operated until its shutdown in March 2023. As of 2025, a revitalized version is under development with a focus on decentralized technologies.

Technical aspects

Supported hardware

AltspaceVR supported a range of headsets throughout its operation, beginning with early PC-tethered devices and expanding to standalone options. From its initial launch in 2015, it was compatible with the , which received full support by 2016, allowing users to access immersive social experiences via a connected PC. Similarly, the was added in September 2015, enabling cross-platform interactions with controller-based input for enhanced gesture-based communication. headsets, including models like the HP Reverb, were supported starting in late 2017, broadening accessibility for users with Microsoft-compatible hardware. In 2019, AltspaceVR introduced standalone support for the and , as well as earlier support for the starting in 2018, marking a shift from PC-tethered requirements to wireless, mobile VR experiences without a constant connection to a computer. This evolution reflected the platform's adaptation to advancing hardware, initially focusing on PC-based setups with minimum specifications such as an i5 processor and 4 GB of for smooth performance in both VR and non-VR modes. Integration with SteamVR facilitated compatibility with devices like the from early on. For non-VR participation, AltspaceVR offered desktop applications primarily for Windows, with 2D modes allowing users to join events via webcam or screen sharing, thus enabling broader social engagement without specialized hardware. Limited 2D support extended to Mac users through web-based or piloted desktop options, though full native Mac compatibility remained experimental and not widely rolled out. AltspaceVR maintained full across these devices until its shutdown on March 10, 2023, with no updates or enhancements issued afterward.

Platforms and accessibility

AltspaceVR was distributed across several major digital storefronts to broaden its reach. It launched on on March 31, 2016, enabling access for users with compatible PC headsets. The platform became available on the on June 8, 2016, initially for the , with extended to standalone devices like the in September 2019. Distribution expanded to the on December 12, 2018, following Microsoft's acquisition of the company earlier that year. A key aspect of AltspaceVR's design was its cross-compatibility, supporting cross-play between PC VR setups and mobile VR platforms such as and . This allowed participants to engage in the same virtual spaces and events regardless of hardware, with seamless transitions from full VR immersion to 2D desktop views, making social interactions more inclusive for users without dedicated VR equipment. Post-acquisition, enhanced AltspaceVR's infrastructure by integrating it with cloud services, which supported scalable hosting for large-scale virtual events starting around 2021 as part of the platform. The platform also incorporated optimizations for varying network conditions, maintaining low-bandwidth spikes during interactions to accommodate lower-end connections.

Reception and legacy

Critical reception and user base

AltspaceVR garnered positive critical reception for its intuitive approach to social virtual reality, enabling seamless interactions without requiring advanced technical knowledge. On , it achieved a "Mostly Positive" , with approximately 71% of over 600 reviews praising its ease of use and community-driven events. Publications like Wired highlighted its innovative focus on human connection over high-fidelity graphics, positioning it as a pioneering startup that emphasized accessible VR socialization through simple selection and diverse gatherings such as parties and shows. The Verge lauded its event capabilities, describing virtual press conferences as feeling intimate and natural due to positional audio and subtle body language cues that fostered genuine engagement. XR Today commended its reliability, powered by Microsoft's infrastructure, and its robust social features including a public event calendar for activities like and networking, alongside pre-built worlds for hosting. ARPost echoed this, calling it one of the most -friendly virtual worlds with no headset requirement, simple controls, and extensive customization options. Despite these strengths, AltspaceVR faced criticisms, particularly in its early years before . Users reported and software instability, including frequent crashes that necessitated hard reboots, which hindered reliable access on various hardware. The platform was also critiqued for limited world variety and unimpressive environments, with too few interactive elements and an overreliance on menus that cluttered the . Following Microsoft's 2017 acquisition, concerns emerged regarding and data policies, as the shift to mandatory Microsoft account logins—intended to enhance security and combat —prompted worries about increased and reduced user in spaces. These changes, including the removal of unmoderated hubs and activation of bubbles, were implemented to address toxicity but alienated some users seeking freer interactions. The platform's user base started modestly but showed growth during its active years, peaking at around 35,000 in 2017 prior to the acquisition. Usage surged during the , as individuals turned to it for combating and maintaining ties remotely, with studies noting increased engagement for hangouts and events. Demographics leaned toward tech enthusiasts interested in early adoption, expanding to include remote workers and educators seeking collaborative spaces amid lockdowns. Key metrics included an estimated 200,000 to 500,000 owners, reflecting substantial downloads, and a peak of 736 concurrent players on the platform. Event attendance records underscored its appeal, with notable crowds such as over 1,200 for comedian ' performances and around 10,000 virtual visitors for the 2021 CES event.

Impact on VR and post-shutdown developments

AltspaceVR played a pioneering role in making accessible to a broad audience, establishing early standards for immersive interactions that influenced subsequent platforms. By prioritizing cross-platform compatibility and user-friendly systems, it helped normalize as a medium for casual socializing rather than solely or . This approach paved the way for competitors like Meta's , which adopted similar features such as event hosting and customizable worlds to foster . During the , AltspaceVR contributed significantly to the mainstream adoption of virtual events, hosting live performances, conferences, and social gatherings that surged in popularity as physical alternatives were restricted. Platforms like AltspaceVR saw marked increases in usage, with users leveraging its spaces for everything from concerts to educational sessions, thereby demonstrating VR's potential for remote connection and reducing feelings of isolation. Studies highlighted its role in alleviating loneliness and through immersive interactions, underscoring social VR's therapeutic value in crisis scenarios. By the time of its closure, AltspaceVR maintained a modest but dedicated user base, averaging over 1,000 daily . Following 's 2017 acquisition, AltspaceVR's core technologies were integrated into , a mixed-reality platform launched in 2021 that emphasizes collaboration through holographic avatars and shared 3D environments. This migration enabled features like secure meetings and persistent workspaces, extending AltspaceVR's to professional applications within Azure-powered tools. 's development drew directly from AltspaceVR's innovations in real-time multiplayer , allowing seamless transitions for users while phasing out the version. In the wake of the 2023 shutdown, much of the AltspaceVR community migrated to established alternatives such as and , where users ported avatars, events, and custom content using Unity-based tools to preserve their experiences. Educators and creators, in particular, received support from platforms like ENGAGE XR to facilitate smooth transitions, maintaining continuity for ongoing virtual classrooms and social groups. Fan-driven efforts persisted into 2024 and continued into 2025, with community campaigns advocating for revival or reintegration into ecosystems, including plans for an open-source rebuild as of April 2025. The closure of AltspaceVR illuminated key challenges in sustaining social VR applications, particularly around models that struggled to balance free access with operational costs in a nascent market. It highlighted the need for robust standards to prevent content silos and user lock-in, lessons that have informed more resilient designs in ongoing projects. Additionally, experiences with and in open social spaces underscored the importance of scalable community tools for long-term viability.

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