Fundraising Fox

Sandbox VR

Founded 2016 Β· 17 known investors

Sandbox VR operates location-based virtual reality entertainment centers where groups of up to six people experience immersive multiplayer games using proprietary full-body motion capture and haptic technology. The company develops exclusive AAA experiences designed as social, narrative-driven adventures for consumers seeking premium entertainment.

Also known as Glostation

Founders & leadership

Sandbox VR was founded in 2016 by Steve Zhao.

SZ
Steve ZhaoFounder

Investors Β· 17

Also in the syndicate Β· 3

AlibabaAndreessen Horowitz Growth FundleadCRCM

Company profile

researched Aug 2026

Sandbox VR is a location-based virtual reality entertainment company that operates venues where groups of two to six players enter private rooms, referred to as "holodecks," to play multiplayer VR experiences together. Guests wear VR headsets, haptic vests, motion sensors on wrists and ankles, and PC backpacks; motion-capture cameras track full-body movement in real time so that players see each other's movements as avatars inside the virtual world. Sessions typically last about 30 minutes, and the system automatically produces a highlight video mixing real-world footage of the group with in-game footage that guests can share.

The company's game slate is developed by in-house studios in Hong Kong and Vancouver and includes the Deadwood zombie/horror series (Deadwood Mansion, Deadwood Valley and Deadwood PHOBIA), Curse of Davy Jones, Amber Sky 2088, Age of Dinosaurs, Unbound Fighting League (UFL) and Seekers of the Shard: Dragonfire. Licensed content includes titles built with Netflix properties: Squid Game Virtuals (2023) and, in 2025, Stranger Things: Catalyst and Rebel Moon: The Descent. Venues also sell private bookings for birthdays, corporate events and other group celebrations, along with gift cards.

Sandbox VR was founded in 2016 by Steve Zhao, initially in Hong Kong under the name Glostation, and is headquartered in San Francisco with additional offices in Hong Kong and Vancouver. It grew from a single Hong Kong location in 2017 to a mix of corporate-operated and franchised stores, and by 2026 reported more than 80 locations with plans for roughly 200 franchise stores by the end of 2027."]

Founding story

Steve Zhao, an engineer and game designer who had previously founded and run Blue Tea Games, relocated from the United States to Hong Kong for business and was working on a mobile gaming app when he observed growing interest in VR and decided to pivot. He started the company in 2016, when, as he described it, VR hype was palpable. Rather than replicate home-style VR or fully immersive single-player attractions, he focused on in-headset interaction between friends, on the view that the appeal of the experience came from playing alongside other people rather than from the environment itself. With a team of six, the company built a pop-up venue in Hong Kong and developed a small following before expanding to the United States.

Business model

Sandbox VR sells timed, per-person tickets to group VR sessions at physical venues, supplemented by private event and party bookings and gift card sales. It operates through both corporate-owned stores and a franchise program, licensing the brand, operating standards and in-house-developed content to franchisees while retaining content development in its own studios. Franchisees also feed product feedback and content requests back to the company.

Revenue comes primarily from per-player admission to roughly 30-minute experiences, priced from $39 per person on weekdays (Monday-Thursday) and $49 on weekends (Friday-Sunday) in the U.S., with discounted "back-to-back" second bookings, plus private/corporate event bookings, gift cards and in-experience premium upgrades such as premium weapons and Slayer Armor in the Deadwood series. Mixed-reality gameplay videos are included at no extra charge. Franchised locations provide an additional revenue channel. Reported sales were $75 million in 2024, with cumulative lifetime sales surpassing $300 million as of March 2026; Squid Game Virtuals alone had generated $50 million in lifetime sales since its 2023 release.

Traction

Reported metrics include more than 100,000 players monthly by June 2024, an average of 117,000 monthly players in 2024 with a 150,000 projection for 2025, over 1.4 million players and $75 million in sales in 2024, and more than $300 million in lifetime sales as of March 2026 across 80 locations. Squid Game Virtuals had generated $50 million in lifetime sales since 2023. Revenue rose 20-fold after locations reopened in April 2021. The company's site cites a 4.8/5 guest rating across more than 20,000 reviews and over $60 million raised, and Zhao said venues ran about 90% occupancy at peak hours in 2019. Franchise expansion plans target roughly 200 stores by the end of 2027, with 127 locations reported in the pipeline as of April 2025.

Latest developments

In 2025 the company released two further Netflix-based experiences, Stranger Things: Catalyst and Rebel Moon: The Descent, and by April 2025 reported passing $200 million in lifetime sales with 127 locations in the pipeline. In January 2026 it announced new funding to accelerate its global franchise program alongside plans for roughly 200 projected franchise stores in 2027, and in March 2026 it reported surpassing $300 million in lifetime sales while growing to 80 locations. Current titles promoted on its site include Deadwood PHOBIA, Squid Game Virtuals, Stranger Things: Catalyst and Age of Dinosaurs.

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

Market position

Sandbox VR positions itself as the leading and fastest-growing operator in location-based virtual reality, contrasting its full-body motion capture and haptics with home VR and other location-based VR platforms. Its 2019 Series A was Andreessen Horowitz's first VR investment since Oculus. The broader location-based VR category has been volatile: IMAX closed its VR arcades in late 2018, and during the COVID-19 pandemic The Void lost a Downtown Disney lease, Spaces was acquired by Apple after closing its arcades, and Sandbox VR's own U.S. subsidiary filed for bankruptcy. The company subsequently rebuilt and expanded to more than 80 locations by 2026.

Differentiation rests on proprietary, patented full-body motion capture combined with haptic feedback and free-roam play for groups of up to six, which the company argues delivers immersion unavailable from home VR or rival location-based systems, and on real-time body tracking that mitigates collisions and motion sickness. Content is exclusive and produced by in-house AAA studios staffed with developers from companies such as Ubisoft and Sony, including a former lead designer on Assassin's Creed, and is complemented by licensed Netflix properties. The automated mixed-reality highlight video given to every guest serves as both a product feature and a distribution mechanism.

Technology

The platform combines proprietary, patented full-body motion capture with high-quality haptics. Players wear VR headsets, haptic vests that deliver physical feedback, wrist and ankle motion sensors, and PC backpacks, while ceiling- and room-mounted motion-tracking cameras in each holodeck capture body movement in real time to drive in-game avatars. Real-time tracking lets players see one another's positions and movements, which the company cites as reducing collisions and motion sickness relative to other VR setups, and defined boundaries keep players inside the play area. An automated pipeline stitches real-world and in-game footage into a shareable highlight trailer that is AirDropped or linked to guests. Zhao identified Wi-Fi 6 as the key pending technical advance, enabling content to be streamed to headsets instead of requiring backpacks and potentially supporting synchronous, cross-location online worlds.

Go-to-market

Location launches are driven mainly by performance marketing across Google, Facebook, Instagram and TikTok, which the company says suits its highly visual product. Word of mouth is amplified by the automatically generated per-customer gameplay video, which guests share on social media. Growth increasingly runs through franchising alongside corporate-operated stores, and offerings are localized per market on operations and content, including censorship requirements, with best practices carried across markets. Bookings are taken online and by phone, with a guest service team available 5AM-5PM PST.

Groups of friends, families and colleagues seeking premium out-of-home social entertainment, sized for two to six players per session, plus organizers of birthdays, corporate events and celebrations (including groups larger than six via private events). Content ranges from family-friendly titles such as Age of Dinosaurs to horror experiences; backpack hardware makes some experiences harder for children. Geographic targeting has favored higher-GDP countries.

Geography

Headquartered in San Francisco, with additional offices in Hong Kong and Vancouver and in-house development studios in Hong Kong and Vancouver. Operations began in Hong Kong (first location June 2017) and expanded to the U.S. from 2018, then to markets including Vancouver and Toronto in Canada, Shanghai, Macau, Singapore and Jakarta. An interview cited 15 North American locations plus Hong Kong (two), Shanghai, Singapore, Macau, Vancouver and Toronto, and 19 launched locations overall; the company later reported 12 retail locations across the U.S., Canada and Asia in October 2021, a 48th location by June 2024 (Culver City), and 80+ locations in 2026, with U.S. stores including St. Petersburg, Paramus and Woodbridge.

History

Founded in 2016 in Hong Kong as Glostation before rebranding to Sandbox VR, the company opened its first location in Hong Kong in June 2017 and secured $3 million in seed funding led by Alibaba Entrepreneurs Fund in late 2017; Zhao also invested $300,000 personally. In 2018 the team moved into the U.S. market, opening a San Francisco center, and in January 2019 announced a $68 million Series A led by Andreessen Horowitz β€” the firm's first VR investment since Oculus roughly five years earlier β€” bringing total funds raised to $71 million. During the COVID-19 pandemic, the Wall Street Journal reported in August 2020 that Sandbox VR's U.S. subsidiary had filed for bankruptcy. After locations reopened in April 2021, the company reported a 20-fold revenue increase versus earlier in the year and raised a $37 million Series B in November 2021 led by Andreessen Horowitz's Growth Fund with Alibaba and Craft Ventures. It had 12 retail locations and 35 employees as of October 2021, opened its 48th location by June 2024, reported $75 million of 2024 sales from over 1.4 million players, announced plans in January 2026 for roughly 200 franchise locations by the end of 2027, and said in March 2026 that it had passed $300 million in lifetime revenue across 80 locations.

Risks & controversies

Sandbox VR's U.S. subsidiary filed for bankruptcy in August 2020 after COVID-19 closures, as reported by the Wall Street Journal. The wider location-based VR category has proven fragile: IMAX shut its seven VR arcades in late 2018, The Void's Downtown Disney lease was terminated during the pandemic, Spaces closed its arcades before being acquired by Apple, and commentary at the time questioned whether VR arcades could rebound given lackluster consumer headset adoption and difficulties moving customers through experiences quickly. Facebook's withdrawal of Beat Saber from arcades in 2020 illustrated content-supply dependence on platform owners. Operationally, the business depends on physical footfall, franchise execution across many markets, content localization and censorship requirements, and hardware constraints such as PC backpacks that limit accessibility for children.

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

Key figures

latest reported
Annual playersJan 20241,400,000 players
Annual salesJan 2024$75M
Average monthly playersJan 2024117,000 players
Development team sizeJul 201975 developers
EmployeesOct 202135 employees
Launched locations (founder-stated)Jan 202119 locations
Lifetime salesMar 2026$300M
LocationsJan 202680 locations
Locations (retail and franchise, company-stated)Jan 2026over 35 combined retail and franchise locations
Locations in pipelineApr 2025127 locations
Monthly playersJun 2024over 100,000
Peak-hour occupancyJul 201990%
Projected average monthly playersJan 2025150,000 players
Retail locationsOct 202112 locations
Revenue growth after April 2021 reopeningJan 202120-fold increase versus earlier in the year

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

Competitors Β· 8

by search overlap
Steam1477 shared keywordsSteam is a digital distribution platform for purchasing, downloading, and playing PC video games, operated by Valve. It serves gamers worldwide and offers a client application with multi-language support.
Upload VR1038 shared keywordsUploadVR is an online media outlet publishing news, reviews, and coverage of virtual reality and augmented reality products, games, and industry developments.
InterPositive811 shared keywordsNetflix operates a subscription streaming service for films and television, producing original programming alongside licensed content for members worldwide.
Immersive Gamebox749 shared keywordsImmersive Gamebox operates location-based entertainment venues offering interactive group gaming experiences using motion tracking, touch-sensitive walls, and projection mapping, without headsets or controllers. It serves general audiences of all ages across multiple countries, with games spanning family-friendly missions to branded challenges.
Fever673 shared keywordsFever operates an online platform for discovering and booking live entertainment and cultural experiences, including concerts, festivals, immersive shows, and tourism attractions. It offers over 150,000 experiences across more than 200 cities in over 30 countries.
Itch655 shared keywordsitch.io is an online platform for finding, sharing, buying, and selling indie games, hosting storefronts, game jams, and creator tools like the butler upload utility. It serves independent game developers and players, with features such as configurable platform fees and creator events.
Morty625 shared keywordsMorty is a free app to find, track, and review immersive attractions such as escape rooms, haunted houses, immersive art, speakeasies, and tiki bars worldwide. It connects fans, newcomers, and attraction operators through reviews, messaging, news feeds, and collaborative booking.
Atly618 shared keywordsAtly is a location discovery app that helps people find restaurants, bars, and places to visit through personalized recommendations and user-generated tips. The consumer platform has been described as combining social community content with map-based navigation.

Companies competing with Sandbox VR for the same Google search keywords, organic and paid, via search-intersection analysis.

Timeline Β· 14

launches, deals, and filings
Mar 2026
Surpasses $300M in lifetime revenue and 80 locations

$300M source β†—

Jan 2026
New funding announced to accelerate global franchise program

The company announced new funding to accelerate its global franchise program, alongside plans for approximately 200 projected franchise stores in 2027.

source β†—

Jan 2026
Plan announced for ~200 franchise locations by end of 2027

source β†—

Jan 2026
Deadwood PHOBIA, Stranger Things: Catalyst and Age of Dinosaurs promoted as new releases

The company's site lists Deadwood PHOBIA (third installment of its zombie trilogy), Stranger Things: Catalyst and Age of Dinosaurs as new releases.

source β†—

Apr 2025
Surpasses $200M in lifetime sales

Reported crossing $200M in lifetime sales with 127 more locations in the pipeline.

$200M source β†—

Jan 2025
Second Netflix collaboration: Stranger Things: Catalyst and Rebel Moon: The Descent

The company partnered with Netflix again to develop VR experiences based on Stranger Things and Zack Snyder's Rebel Moon.

source β†—

Jun 2024
48th location opens in Culver City

Sandbox VR opened its 48th location, in Culver City, and reported over 100,000 players monthly.

source β†—

Jan 2023
Netflix partnership and launch of Squid Game Virtuals

Sandbox VR partnered with Netflix to build VR experiences based on Netflix properties, including Squid Game Virtuals.

source β†—

Nov 2021
$37M Series B led by Andreessen Horowitz Growth Fund

$37M source β†—

Aug 2020
U.S. subsidiary files for bankruptcy

The Wall Street Journal reported that Sandbox VR's U.S. subsidiary had filed for bankruptcy following COVID-19 closures.

source β†—

Jan 2019
$68M Series A led by Andreessen Horowitz

Andreessen Horowitz led a $68M Series A, its first VR investment since Oculus about five years earlier, bringing total funding to $71M.

$68M source β†—

Jan 2018
U.S. entry with San Francisco center

The company moved into the U.S. market, opening a Sandbox VR center in San Francisco.

source β†—

Jun 2017
First location opens in Hong Kong

Sandbox VR opened its first venue in Hong Kong.

source β†—

Jan 2017
$3M seed round led by Alibaba Entrepreneurs Fund

$3M source β†—

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

In the news

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 Sandbox VR do?
Sandbox VR runs location-based, full-body motion-capture VR venues where groups of up to six play in-house multiplayer games.
Who founded Sandbox VR?
Sandbox VR was founded by Steve Zhao in 2016.
Who are Sandbox VR's investors?
Sandbox VR's investors include Abstract Ventures, AEF Greater Bay Area Fund, Andreessen Horowitz, Dreamers VC, DVC, Evolution VC Partners, Flucas Ventures, Gobi Partners and 6 more.