Engage
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| Engage | |
|---|---|
| Information | |
| VR/AR | VR |
| Developer | ENGAGE XR Ltd. (formerly Immersive VR Education Ltd.) |
| Publisher | ENGAGE XR Ltd. (formerly Immersive VR Education Ltd.) |
| Platform | SteamVR, Oculus Rift (Platform), Meta Quest |
| Device | HTC Vive, Oculus Rift CV1, Meta Quest 2, Meta Quest 3, Meta Quest 3S, Meta Quest Pro, HTC Vive Focus Plus, Pico Neo 2 |
| Operating System | Windows, macOS, iOS, Android |
| Type | Software |
| Genre | Education, Software Training, Utilities |
| Input Device | Tracked motion controllers, Gamepad, Keyboard / Mouse |
| Play Area | Seated, Standing, Room-Scale |
| Language | English, German, Japanese, Korean, Simplified Chinese, French, Traditional Chinese, Spanish (Spain), Italian |
| Version | 4.3.2 (August 21, 2026) |
| Review | Very Positive (Steam) |
| Release Date | Mar 15, 2016 |
| Price | Free |
| App Store | Steam, Meta Quest Store, Microsoft Store |
| Website | https://engagevr.io |
| Infobox Updated | 09/29/2026 |
Engage (styled ENGAGE) is a multi-user virtual reality platform for education, training, meetings and virtual events, developed by the Irish company ENGAGE XR (originally Immersive VR Education). It first appeared on Steam on 15 March 2016 as a free Early Access alpha named Lecture VR, was renamed Engage later that year, and grew into a cross-platform social VR service that runs on PC VR and standalone headsets, desktop computers and mobile devices.[1][2][3]
Users meet as avatars in virtual classrooms, lecture halls and other environments, where hosts can present slides, video and 3D objects, record sessions for later playback, and build interactive lessons. Later versions added mixed reality on Meta Quest headsets and AI-driven characters.[2][4] Customers included universities, school systems and companies.[5] Stanford University researchers used it for student group discussions in a course and published research based on those sessions.[6][7]
On 1 September 2026 the developer's parent company, ENGAGE XR Holdings, announced that it would proceed with a court-approved liquidation after its largest customer stopped taking licences. No date for switching off the platform had been announced at the time; the application was still listed on Steam in late September 2026.[8][9][10]
History
Lecture VR and early access (2016-2018)
Immersive VR Education, the studio in Waterford, Ireland, behind Apollo 11 VR,[11][12] released the platform on Steam on 15 March 2016 under the name Lecture VR, labelled "Alpha 0.1 Public Release". The store page described it as a tool for holding meetings and classes and for building immersive experiences, "a type of networked Virtual Reality PowerPoint". That build was optimized for the HTC Vive and its controllers but also ran on the Oculus Rift CV1, the Oculus Rift DK2 and a standard desktop display, with Xbox controller and keyboard and mouse support; the developer said the software would always remain free for people providing content for others.[1]
By September 2016 the Steam listing had been renamed Engage. UploadVR reported in August 2016 that the platform, formerly called Lecture VR, let educators bring existing teaching material (photos, videos, presentations and animated 3D models) into a shared virtual space, record a lecture in one take and publish it, and share files from Dropbox and Microsoft OneDrive. At the time the company had a team of 10.[2][13] eSchool News described the free preview as supporting up to 30 simultaneous users on the Oculus Rift and HTC Vive, with custom avatars, interactive whiteboards, YouTube streaming, a Mars Curiosity rover mini-experience, two sample lessons and virtual galleries including a 3D model of the Titanic.[14]
Commercial launch and standalone headsets (2018-2020)
ENGAGE version 1.0 was officially launched on 18 December 2018, with an initial focus on education and training; the current Steam listing gives the same date as its release date.[5][10] The parent company's 2019 annual results state that a desktop version was released in December 2018 and a mobile version in December 2019.[12] Archived copies of the Steam page still carry the Early Access label in April 2018 but no longer do in April 2019, when the listing (now styled ENGAGE) gave a limit of 40 users per private session and added Google Docs sharing, YouTube 360 video and desktop streaming.[15][16]
During 2019 the development team ported ENGAGE to standalone headsets, including the Oculus Quest, Pico headsets and the Vive Focus; the company said it had worked to support the HTC Vive Focus Plus and Pico Neo 2 and described the platform as "platform agnostic". In October 2019 Facebook selected ENGAGE for its Oculus ISV (independent software vendor) programme for enterprise software. ENGAGE revenue in 2019 was 92,141 euros.[12] The company also claimed that an hour of spatially recorded content with up to 50 users took about 80 MB, compared with more than 1 GB for an hour of video from services such as Zoom or Skype.[12]
After HTC cancelled its annual Vive Developer Conference, which had been due to take place in mainland China in March 2020, the HTC Vive Ecosystem Conference was held inside ENGAGE on 19 March 2020. The company reported more than one thousand attendees in the platform and over 1.1 million live-stream viewers in China.[12] HTC then received exclusive rights to resell ENGAGE in Greater China on a revenue-share basis, and the investment by HTC, announced in May 2020, was completed in June 2020 as a 3.0 million euro share subscription.[12][11] Road to VR reported at the time that ENGAGE supported up to 50 concurrent users across SteamVR headsets, Oculus Quest, Vive Focus Plus and Pico headsets, and noted that HTC's own social VR platform, Vive Sync, was a similar product aimed at a different market.[11] In April 2020 the company agreed a revenue-share deal with VictoryXR to bring VictoryXR's science curriculum content, including virtual animal dissections, onto the platform.[12]
Metaversities and ENGAGE Link (2021-2023)
The "metaversity" digital campuses funded by Meta in 2022 ran on ENGAGE technology, with VictoryXR providing the design and Meta supplying money and donated headsets. EdSurge reported that students could reach the digital campuses through a browser or, for a fully immersive view, a Quest 2 headset.[6]
In November 2022 the company launched ENGAGE Link, a persistent corporate metaverse built on the platform (codenamed "Oasis" when it was revealed in 2021). It was organized into areas called Plazas and supported SteamVR headsets, Meta Quest 2, Pico headsets, Vive Focus Plus, desktop and mobile.[17] In March 2023 the musician Fatboy Slim (Norman Cook) played a concert inside ENGAGE, which the company cited as an example of the one-off events held on the platform.[5] By the end of 2023 the company reported about 15,000 licensed education and enterprise users, up from about 10,000 a year earlier, including a 5,400-user K-12 licence deal with a US state; education clients it named included Stanford University, the Commonwealth of Kentucky and Pearson.[5]
Mixed reality and AI features (2023-2026)
Version 3.6, released on 1 December 2023, added support for the Meta Quest 3, an experimental mixed reality mode for Quest Pro and Quest 3 users, two-factor authentication, Italian localization and a Microsoft Store listing. In the mixed reality mode, co-located users see shared virtual objects anchored in their passthrough view, and a remote participant sees a digital twin generated from the headset's room scan.[4] In March 2024 the company announced the School of AI, in which students speak with AI-driven representations of historical figures.[5] According to the release notes it opened to all users for October 2024 with 20 historical figures.[4]
Version 4.0 (31 March 2025) introduced a personal Drawpad linked to shared whiteboards, support for the Logitech MX Ink stylus on Quest 2, Quest 3 and Quest 3S, and renamed the Content Editor to the Experience Editor; it also ended support for Chromebooks.[4] The parent company's 2025 results describe the Experience Editor as a no-code tool for educators and describe an AI Teacher programme in which AI teachers keep student-specific memory so that lessons resume where a learner left off.[18] Later releases added support for several third-party AI services in the AI character builder, and version 4.3 (17 July 2026) replaced the PLUS licence with a Pro licence.[4]
Liquidation (2026)
In 2025 education licence revenue was about 1.31 million euros and enterprise licence revenue about 0.32 million euros.[18] On 1 September 2026 ENGAGE XR Holdings said that its largest customer, which had renewed in May 2026, would not take any further licences; the board decided to proceed with a court-approved liquidation under Irish law, and trading in its shares was suspended.[8] The XR Beat reported that it had identified the customer as Optima Ed, and that the company had not explained how long the platform would stay available or what would happen to customer content and licences.[9] Hypergrid Business reported on 9 September that customers did not know when the platform would go offline or how they could retrieve their content, and that Optima had said it was able to migrate its content library.[19] A liquidator, Colin Gaynor of Resolute Advisory, was appointed on 15 September 2026.[20] The company website states that ENGAGE XR Holdings and ENGAGE XR Limited are in provisional liquidation.[3]
Description
The Steam listing that accompanied the 2016 early preview described ENGAGE as a free education and presentation platform for the Oculus Rift and HTC Vive. It was pitched as a social learning platform in which educators could create their own lesson plans and immersive experiences, and as a meeting space for people and businesses, with an interactive whiteboard system. The platform was compatible with Dropbox and OneDrive, so users could share PowerPoint files, video, audio and spreadsheets inside the virtual environment, and it could also play YouTube videos.[13]
The same listing described ENGAGE as a multi-user system for up to 30 users in a single private lesson or meeting. Its "Immersive FX" presenter system let the host stream in virtual assets that users could interact with, and the host could change the environment, for example to a Martian surface.[13] A recording system called "Projected Presence" captured the presenter's voice, avatar movements and projected media so that the recording could be reviewed and then published on the platform; the developer said a recorded avatar could also be sent into several rooms at once to address large audiences.[13] The listing called this release an early preview for testing network and streaming features, with frequent updates planned.[13]
In the current Steam description, the developer presents ENGAGE as a virtual reality, mixed reality and metaverse platform for enterprises and educational institutions, with generative AI and digital twin tools, and claims more than 200 clients.[10] The Meta Quest store lists the app under Events and Productivity.[21]
Features
Features documented in the developer's release notes and press coverage include:[4][2]
| Feature | Description |
|---|---|
| Sessions | Live multi-user meetings, classes and events in virtual locations; persistent sessions for groups |
| Media sharing | Presentations, video, 360 video, web browser and cloud files inside sessions |
| Spatial Recordings | Recordings of a session's voices, avatar movements and media that can be replayed in 3D |
| IFX | Interactive objects and effects that can be placed in sessions and experiences |
| Experience Editor | No-code editor for interactive lessons (called the Content Editor before version 4.0) |
| AFX | Node-based scripting system used with the ENGAGE SDK; production version released to all SDK users in version 3.10 |
| Mixed reality | Shared passthrough experiences and a passthrough window on Meta Quest headsets |
| AI characters | School of AI historical figures and a builder for custom AI characters |
| Drawpad and whiteboards | Personal drawing pads that connect to shared whiteboards; Logitech MX Ink stylus support on Quest |
| Security | Two-factor authentication and single sign-on with Microsoft Entra ID or Google Workspace for enterprise groups |
Supported devices
| Period | Devices | Source |
|---|---|---|
| 2016 | HTC Vive, Oculus Rift CV1, Oculus Rift DK2, standard desktop display | [1] |
| 2019-2020 | Oculus Quest, HTC Vive Focus Plus, Pico Neo 2 and other standalone headsets, SteamVR headsets, desktop and mobile | [12][11] |
| 2022 | SteamVR headsets, Meta Quest 2, Pico headsets, Vive Focus Plus, desktop, mobile | [17] |
| 2023-2026 | Meta Quest 3 and Meta Quest Pro (including mixed reality), Meta Quest 3S, Windows PC VR (including via Meta Quest Link), Windows and macOS desktops, iOS and Android phones and tablets; Chromebooks until version 4.0 | [4][3] |
Version history
Selected releases from the developer's release notes:[4]
| Version | Date | Notable changes |
|---|---|---|
| 3.6 | 1 December 2023 | Meta Quest 3 support; experimental mixed reality on Quest Pro and Quest 3; Connections system; two-factor authentication; Italian; Microsoft Store listing |
| 3.6.1 | 2 February 2024 | Portals to partner metaverse apps on Meta Quest; mixed reality passthrough window; enterprise single sign-on with Microsoft Entra ID |
| 3.7 | 19 April 2024 | Early access to the School of AI; Google Workspace single sign-on; mixed reality experience creation |
| 3.9 | 27 September 2024 | School of AI opened to all users for October 2024; redesigned VR keyboard; Chromebook withdrawal announced |
| 3.10 | 7 December 2024 | AFX production release; Meta Llama through Amazon Bedrock for AI characters |
| 4.0 | 31 March 2025 | Drawpad; Logitech MX Ink support; Content Editor renamed Experience Editor; Recordings folder renamed Spatial Recordings; Chromebooks no longer supported |
| 4.1 | 25 July 2025 | AI functions including web search and Meshy.ai 3D model generation; ElevenLabs voice options |
| 4.2 | 16 January 2026 | Gaze Trigger; move to OpenAI's Responses API; GPT 5.1 support; Cloud Files sharing to groups |
| 4.3 | 17 July 2026 | VR keyboard dictation; Google Gemini and Anthropic Claude (through AWS Bedrock) in the AI Builder; Pro licence replaces PLUS |
| 4.3.2 | 21 August 2026 | Push system for connection and session invites |
Use in research
EdSurge reported in June 2022 that a Stanford University study had followed more than 80 students who, over a 10-week course, were trained on ENGAGE and then used it for group discussions as avatars while wearing Quest 2 headsets; more than half had never used virtual reality before the course.[6] A 2023 paper in the Journal of Computer-Mediated Communication by Eugy Han, Jeremy Bailenson and colleagues, based on sessions run on Oculus Quest 2 headsets and the ENGAGE platform, reported two studies. In Study 1 (81 participants), entitativity, presence, enjoyment and realism increased over 8 weeks, and self-avatars that resembled participants were compared with uniform avatars; in Study 2 (137 participants), participants cycled through 192 unique virtual environments, and nonverbal synchrony and several measures of presence and enjoyment rose as visible space increased.[7]
Reception
In September 2026 the Steam page rated user reviews "Very Positive", with 82% of 82 reviews positive, and the Meta Quest store listing showed an average of 3.6 stars from 138 ratings.[10][21] In September 2016, during early access, the Steam rating was "Mixed" (69% of 13 reviews positive).[13]
System Requirements
The requirements below are from the current Steam listing. The original 2016 listing gave a GTX 980 Ti as the recommended graphics card.[10][13]
Windows
Minimum
- OS: Windows 8 (64-bit)
- Processor: i5
- Memory: 4 GB RAM
- Graphics: GTX 970
- DirectX: Version 10
- Storage: 9 GB available space
Recommended
- OS: Windows 10 (64-bit)
- Processor: i7
- Memory: 16 GB RAM
- Graphics: GTX 1080
- DirectX: Version 11
- Storage: 9 GB available space
See also
References
- ↑ 1.0 1.1 1.2 "Lecture VR on Steam". Steam (archived by the Internet Archive). 2016-03-19. https://web.archive.org/web/20160319071124/http://store.steampowered.com/app/449130/. Retrieved 2026-09-29.
- ↑ 2.0 2.1 2.2 2.3 Ian Hamilton (2016-08-29). "Exclusive: Engage Is Out To Revolutionize Education One VR Lesson At A Time". UploadVR. https://www.uploadvr.com/exclusive-engage-launch/. Retrieved 2026-09-29.
- ↑ 3.0 3.1 3.2 "ENGAGE". ENGAGE XR. https://engagevr.io/. Retrieved 2026-09-29.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 "Release Notes". ENGAGE XR. https://engagevr.io/release-notes/. Retrieved 2026-09-29.
- ↑ 5.0 5.1 5.2 5.3 5.4 "Final Results (ENGAGE XR Holdings, year ended 31 December 2023)". Investegate (RNS). ENGAGE XR Holdings. 2024-04-15. https://www.investegate.co.uk/announcement/rns/engage-xr-holdings-cdi---exr/final-results/8136327. Retrieved 2026-09-29.
- ↑ 6.0 6.1 6.2 Rebecca Koenig (2022-06-01). "With Money From Facebook, 10 Colleges Turn Their Campuses into 'Metaversities'". EdSurge. https://www.edsurge.com/news/2022-06-01-with-money-from-facebook-10-colleges-turn-their-campuses-into-metaversities. Retrieved 2026-09-29.
- ↑ 7.0 7.1 Eugy Han, Mark R. Miller, Cyan DeVeaux, Hanseul Jun, Kristine L. Nowak, Jeffrey T. Hancock, Nilam Ram, Jeremy N. Bailenson (2023-01-06). "People, places, and time: a large-scale, longitudinal study of transformed avatars and environmental context in group interaction in the metaverse". Journal of Computer-Mediated Communication, vol. 28, no. 2, zmac031. https://doi.org/10.1093/jcmc/zmac031. Retrieved 2026-09-29.
- ↑ 8.0 8.1 "Suspension of Shares". ENGAGE XR Holdings. 2026-09-01. https://www.engagevr-ir.com/content/news/archive/2026/010926.asp. Retrieved 2026-09-29.
- ↑ 9.0 9.1 Luke Williams (2026-09-01). "ENGAGE XR To Enter Liquidation After Largest Customer Stops Taking Licenses". The XR Beat. https://thexrbeat.com/engage-xr-to-enter-liquidation/. Retrieved 2026-09-29.
- ↑ 10.0 10.1 10.2 10.3 10.4 "ENGAGE on Steam". Steam. https://store.steampowered.com/app/449130/. Retrieved 2026-09-29.
- ↑ 11.0 11.1 11.2 11.3 Scott Hayden (2020-05-20). "'Apollo 11 VR' Studio Secures $3.3M Funding from HTC for VR Education Platform 'Engage'". Road to VR. https://roadtovr.com/htc-investment-engage-immersive-vr-education/. Retrieved 2026-09-29.
- ↑ 12.0 12.1 12.2 12.3 12.4 12.5 12.6 12.7 "Final Results (VR Education Holdings PLC, year ended 31 December 2019)". Investegate (RNS). VR Education Holdings. 2020-06-16. https://www.investegate.co.uk/announcement/rns/engage-xr-holdings-cdi---exr/final-results/6337092. Retrieved 2026-09-29.
- ↑ 13.0 13.1 13.2 13.3 13.4 13.5 13.6 "Engage on Steam". Steam (archived by the Internet Archive). 2016-09-05. https://web.archive.org/web/20160905080557/http://store.steampowered.com/app/449130/. Retrieved 2026-09-29.
- ↑ Stephen Noonoo (2016-08-31). "This immersive VR platform was designed with education in mind". eSchool News. https://www.eschoolnews.com/2016/08/31/this-immersive-vr-platform-was-designed-with-education-in-mind/. Retrieved 2026-09-29.
- ↑ "Engage on Steam". Steam (archived by the Internet Archive). 2018-04-09. https://web.archive.org/web/20180409000722/http://store.steampowered.com/app/449130/. Retrieved 2026-09-29.
- ↑ "ENGAGE on Steam". Steam (archived by the Internet Archive). 2019-04-05. https://web.archive.org/web/20190405101601/http://store.steampowered.com/app/449130/. Retrieved 2026-09-29.
- ↑ 17.0 17.1 Scott Hayden (2022-11-11). "ENGAGE Launches 'Link' Metaverse Platform for Enterprise & Education". Road to VR. https://www.roadtovr.com/engage-link-metaverse-education-enterprise/. Retrieved 2026-09-29.
- ↑ 18.0 18.1 "Final Results (ENGAGE XR Holdings, year ended 31 December 2025)". Investegate (RNS). ENGAGE XR Holdings. 2026-06-02. https://www.investegate.co.uk/announcement/rns/engage-xr-holdings-cdi---exr/final-results/9595981. Retrieved 2026-09-29.
- ↑ Maria Korolov (2026-09-09). "Immersive education and training platform Engage XR shutting down". Hypergrid Business. https://www.hypergridbusiness.com/2026/09/immersive-education-and-training-platform-engage-xr-shutting-down/. Retrieved 2026-09-29.
- ↑ "Engage XR Holdings - Appointment of Liquidator". TradingView (RNS via Reuters). 2026-09-15. https://www.tradingview.com/news/reuters.com,2026-09-15:newsml_RSO7099Ua:0-reg-engage-xr-holdings-appointment-of-liquidator/. Retrieved 2026-09-29.
- ↑ 21.0 21.1 "ENGAGE on Meta Quest". Meta Quest Store. https://www.meta.com/experiences/engage/3092079454190601/. Retrieved 2026-09-29.