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.
Investors Β· 17
Also in the syndicate Β· 3
Company profile
researched Aug 2026Sandbox 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.
βΈFull 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 reportedCompany-reported or press-reported figures, each dated to when it was claimed β not independently audited.
Competitors Β· 8
by search overlapCompanies competing with Sandbox VR for the same Google search keywords, organic and paid, via search-intersection analysis.
Timeline Β· 14
launches, deals, and filings$300M source β
The company announced new funding to accelerate its global franchise program, alongside plans for approximately 200 projected franchise stores in 2027.
The company's site lists Deadwood PHOBIA (third installment of its zombie trilogy), Stranger Things: Catalyst and Age of Dinosaurs as new releases.
Reported crossing $200M in lifetime sales with 127 more locations in the pipeline.
$200M source β
The company partnered with Netflix again to develop VR experiences based on Stranger Things and Zack Snyder's Rebel Moon.
Sandbox VR opened its 48th location, in Culver City, and reported over 100,000 players monthly.
Sandbox VR partnered with Netflix to build VR experiences based on Netflix properties, including Squid Game Virtuals.
$37M source β
The Wall Street Journal reported that Sandbox VR's U.S. subsidiary had filed for bankruptcy following COVID-19 closures.
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
The company moved into the U.S. market, opening a Sandbox VR center in San Francisco.
$3M source β
Dated company events from announcements, filings, and press; legal rows summarize public dockets and regulator releases.
In the news
βΈResearch sources Β· 8
primary sources listed
- Sandbox VRsandboxvr.com Β· web
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.






