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Imvu

1 known investors

IMVU is an online 3D avatar-based virtual world and social network with a user-created virtual goods economy.

Also known as imvu Β· Together Labs

Investors Β· 1

Company profile

researched Aug 2026

IMVU operates an online virtual world and social networking platform in which members create and customize 3D avatars, chat, hang out in user-made rooms, play games and shop for virtual goods. The service is available on PC (desktop and a legacy "IMVU Classic" client), iOS and Android, and the company describes itself as a web3 social metaverse. The platform includes chat rooms, groups, discussions, a social feed, matchmaking features, a badge system, premium avatar names and a VIP subscription tier that removes advertising.

A central element of IMVU is its creator marketplace. Members design clothing, hair, skins, shoes, accessories, furniture, rooms, avatars and stickers, which are sold to other users for the platform's proprietary credits currency. Credits can be bought with real money or earned through in-platform activities such as watching videos, surveys and offers, and creators can convert earnings into real-world value through a reseller program. In March 2020 IMVU launched Live Rooms, allowing users to host live events such as fashion shows, lectures, talk shows and virtual weddings with audience interaction and tipping.

In January 2021 the company announced a restructuring under a new parent organization, Together Labs, which oversees the flagship IMVU platform, the VCOIN digital currency and other virtual services, including a then-planned platform called WithMe. VCOIN is a blockchain-based currency that users can buy, gift, earn and convert into fiat; it received a no-action letter from the U.S. Securities and Exchange Commission and is supported by a partnership with digital finance platform Uphold.

Founding story

IMVU was founded in 2004 by Will Harvey and Eric Ries. The founders initially set out to build a social network layered on top of existing instant messaging networks rather than creating a competing IM network of their own, building a 3D avatar and virtual goods experience that connected to more than a dozen IM services. After six months of prototype development the launch attracted almost no users, prompting the team to interview prospective customers and iterate on the product. The experience of developing IMVU through rapid iteration, continuous customer feedback, agile development and commoditized open-source technology informed the lean startup methodology later popularized by co-founder Eric Ries in his book The Lean Startup.

Business model

IMVU is free to join and monetizes through the sale of credits, its proprietary in-platform currency, which members use to buy user-created virtual goods. Additional revenue lines include a VIP subscription program, premium avatar name registration, gift cards, advertising shown to non-VIP users, and offer/survey walls through which users can earn credits.

Revenue derives from purchases of virtual currency (credits) used to buy virtual items, subscription upgrades (VIP), premium name and avatar upgrades, gift cards, and advertising. Creators who sell items on the platform earn credits that can be converted into real-world money through the reseller program, and the company reported roughly $50 million in annual revenue in 2011.

Traction

The company reports millions of monthly visitors spending an average of 55 minutes per day on the platform, and states that more than 200,000 people earn money selling items on IMVU. In 2020 it reported over 7 million monthly active users and 400,000 products created per month by users, with a footprint in more than 140 countries. Earlier figures include approximately six million active players in 2014, a catalog of more than 6 million virtual items as of 2011, and about $50 million in annual revenue in 2011.

Latest developments

The January 2021 strategic round of $35 million included NetEase and Structural Capital and was earmarked for product development following the creation of the Together Labs parent company, which oversees IMVU, VCOIN and the WithMe platform under development. In 2021 IMVU partnered with Uphold to let users convert VCOIN into real-world money, and in 2022 it partnered with Spectrum Labs on AI-based detection of healthy online behavior. The desktop and Classic clients continue to receive maintenance releases addressing stability, networking and creator tooling.

β–ΈFull profile β€” market position, technology, go-to-market, geography, history, risks & controversies

Market position

IMVU describes itself as the world's largest 3D avatar chat game and positions itself among long-running virtual world platforms alongside services such as Second Life. It held the largest virtual goods catalog as of 2011, and its parent Together Labs was named to Time's TIME100 Most Influential Companies list in 2022.

The platform combines an infinitely customizable 3D avatar and room system with a user-generated virtual goods economy in which creators can convert virtual sales into real money, and it offers cross-device access on PC, tablets and smartphones. VCOIN, its blockchain-based currency, was described as the first of its kind to receive a no-action letter from the U.S. Securities and Exchange Commission.

Technology

The platform runs a 3D avatar and virtual room engine delivered through downloadable desktop clients (IMVU Desktop and IMVU Classic) and mobile applications, with regular releases addressing crash fixes, networking, backend and performance updates and creator tooling such as Create Mode product saving. The economy is supported by a credits system and by VCOIN, a blockchain-based digital currency convertible to fiat. In 2022 the company adopted Spectrum Labs artificial intelligence to identify healthy online behavior.

Go-to-market

IMVU distributes through free desktop clients for Windows and macOS and mobile apps for iOS and Android, with a browser-based catalog and community features. Growth is driven by app store distribution β€” the company states it ranks among the top 10 most downloaded social apps in the US β€” friend invitations, and the creator marketplace, which gives sellers an incentive to bring in and retain users. The site is localized in more than a dozen languages.

Consumers seeking 3D avatar-based social interaction, chat and virtual self-expression, skewing young, plus a large base of amateur and semi-professional creators who design and sell virtual goods on the platform.

Geography

Headquartered in Redwood City, California, with operations previously in Mountain View, California. The service reaches users in more than 140 countries; about 50% of the audience is in the United States, with the remainder primarily in the United Kingdom, France, Canada and Brazil. A localized Korean app is offered, and the website supports 15 languages.

History

Founded in 2004 in California, IMVU was originally backed by venture investors including Menlo Ventures, AllegisCyber Capital, Justin Greene, Bridgescale Partners and Best Buy Capital. The business was previously located in Mountain View, California, and is headquartered in Redwood City, California. By 2011 it had the largest virtual goods catalog, exceeding 6 million items, and around six million active players as of 2014. Live Rooms launched in March 2020. In January 2021 the company raised $35 million and formed the Together Labs parent organization; the same year it partnered with Uphold to enable conversion of VCOIN into real-world money. In 2022 IMVU partnered with Spectrum Labs to apply artificial intelligence to identify and reward healthy behavior in online interactions.

Risks & controversies

The platform, built around avatar-based chat with strangers, is described by some as functioning as a dating platform, and it maintains flagging and abuse-reporting tools plus safety policies for moderating user content and behavior. Its VCOIN digital currency operates in an area of regulatory sensitivity, addressed through an SEC no-action letter.

Compiled by commissioned research from 8 cited public sources β€” announcements, filings, and press listed under research sources below.

Key figures

latest reported
Active playersJan 20146,000,000 players
Annual revenueJan 2011$50M
Average time spent per dayJan 202655 minutes
Countries with user footprintJan 2021140
Creators earning money on the platformJan 2026200,000 people
Monthly active usersJan 20207,000,000 users
Share of audience from the United StatesJan 202650%
Total funding raisedJan 2021$77M
User-created products per monthJan 2020400,000 products
Virtual goods catalog sizeJan 20116,000,000 items

Company-reported or press-reported figures, each dated to when it was claimed β€” not independently audited.

Timeline Β· 7

launches, deals, and filings
Mar 2022
Together Labs named to TIME100 Most Influential Companies 2022

source β†—

Jan 2022
Partnership with Spectrum Labs on AI moderation

IMVU partnered with Spectrum Labs to use artificial intelligence that identifies and rewards healthy behavior in online interactions.

source β†—

Jan 2021
IMVU raises $35M strategic round from NetEase and Structural Capital

IMVU announced a strategic round totaling $35 million with participation from China's NetEase and Menlo Park-based Structural Capital, to fund product development. The company declined to disclose its post-money valuation.

$35M source β†—

Jan 2021
Formation of parent company Together Labs

A new parent organization, Together Labs, was formed to oversee the flagship IMVU platform, the VCOIN digital asset and other virtual services, including a platform called WithMe.

source β†—

Jan 2021
Partnership with Uphold for VCOIN conversion

IMVU partnered with digital finance platform Uphold to allow users to convert in-platform currency VCOIN into real-world money.

source β†—

Jan 2021
VCOIN receives SEC no-action letter

VCOIN, IMVU's blockchain-based digital currency, was reported as the first of its kind to receive a no-action letter from the U.S. Securities and Exchange Commission.

source β†—

Mar 2020
IMVU launches Live Rooms

Live Rooms enabled users to host live events such as fashion shows, lectures, talk shows and virtual weddings, with audience interaction and tipping.

source β†—

Dated company events from announcements, filings, and press; legal rows summarize public dockets and regulator releases.

β–ΈResearch sources Β· 8

primary sources listed

8 public sources were cited for this profile; the first-party ones are listed here.

Frequently asked questions

What does Imvu do?
IMVU is an online 3D avatar-based virtual world and social network with a user-created virtual goods economy.
Who are Imvu's investors?
Imvu's investors include Bitkraft Esports Ventures.