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WEARVR
Information
Platforms All
Devices All
Operating Systems Windows, Mac, Linux, iOS, Android
Accessible Desktop, Mobile
Developer Dubit, KZero
Notable Personnel Nic Mitham (co-founder and CEO), Matthew Warneford (co-founder and CTO), Andrew Douthwaite (chief operating officer)
Apps Over 3,500 (company figure, 2019)
Downloads Over 1.7 million (company figure, October 2016)
Website https://wearvr.com/

WEARVR (styled WeArVR in some early coverage) was an independent App Store for Virtual Reality devices and platforms, run by WEARVR LLC from offices in Atlanta, Georgia, and Leeds, England.[1][2] It was created by Dubit, a digital development studio, and KZero, a gaming consultancy focused on VR market research, which started it as an incubator project in early 2014.[1][3] As of January 19, 2015, the store had over 150,000 downloads.[2][4]

The store opened in July 2014 and listed apps for development kits and mobile viewers such as the Oculus Rift, Samsung Gear VR, Durovis Dive and Google Cardboard.[2][5] Its pitch was device independence: instead of serving one platform, it hosted and linked to content for many headsets in one catalog.[2][6] From 2016 it sold paid apps with a 75/25 revenue split in developers' favor, and from 2017 it also distributed its developers' content through partner hardware platforms, including Chinese companies and a Japanese headset distributor.[7][8] The store is no longer online: by August 2023 the wearvr.com address redirected to Dubit's website.[9]

Reviewed 27 September 2026. Checked every cited source (press coverage, WEARVR About/news/Weave pages and homepage captures on the Internet Archive, PR Newswire, Raconteur) against the history, figures, quotes, competition results and later-status claims. About review dates.

History

Founding and launch (2014-2015)

WEARVR began in early 2014 as an incubator project of Dubit, a digital development studio in Leeds, and the gaming consultancy KZero.[3][1] KZero described itself as a consulting firm for companies operating in the "virtual space" and published forecasts for the consumer VR market.[10] The founding team listed on the store's website was Nic Mitham (co-founder and CEO), Matthew Warneford (co-founder and CTO) and Ian Douthwaite (co-founder and board member), with Andrew Douthwaite as chief operating officer.[1]

The store launched in July 2014.[2] In January 2015 it announced that it had passed 150,000 downloads. According to the store's figures, Sunday was its busiest day of the week, and the milestone came on a Sunday when the game Couch Knights recorded almost 3,000 installs. Mitham said that most new users heard about the store by word of mouth on forums and sites such as Reddit, and that the store had referred more than 20,000 visitors to other VR sites through its outbound links. He estimated that the store would pass one million downloads by the middle of 2015.[2] GamesBeat reported at the time that the store carried 643 games, the most downloaded being In Paris with 4,196 downloads, and noted that Oculus VR ran its own marketplace, Oculus VR Share, then in beta, so WEARVR's figures did not represent the whole market.[4]

Funding and growth (2015-2016)

The company's own description says it was seed funded in February 2015.[1] In April 2015, WEARVR announced that it had raised 1.5 million dollars in funding from a group of Atlanta-based investors, reported by TheBusinessDesk.com as £1m.[5][6][3] At that point the store listed 900 apps with more than 200,000 downloads in total.[5] Mitham said the money would expand the store's functionality.[6] GamesBeat reported plans for a recommendation engine, user-curated game lists and a mobile app for discovering VR software, and said the company was investing in 360-degree video.[5] He said the store would stay independent of any one platform: "virtual reality is about more than Oculus Rift: we want fans to know that they can download and access games from WEARVR for whatever device they're using."[6]

From May 2015, Road to VR published a weekly "WEARVR Weekly Top Ten VR Downloads" video series, which described the store as "a cross-platform repository of virtual reality experiences". The first installment said WEARVR would soon let developers manage their own listings and upload files directly.[11][12]

In February 2016 the store opened a self-submission portal and paid storefront (see Store features). Road to VR reported that the store had then passed 500,000 downloads and disclosed that WEARVR was running advertising on its site at the time.[7]

An October 2016 feature in Raconteur's virtual and augmented reality report, which carried quotes from COO Andrew Douthwaite and ended with a link to the store, gave the company's figures as more than 1,500 apps, more than 1.7 million downloads and more than 200,000 installs of its own mobile app. It said the company was closing a second funding round, preparing to launch in the Chinese market and working with headset manufacturers to bring WEARVR content to their devices.[13] Douthwaite said the company had launched a version for children called Bogglebox, "promoting child-safe, parent-friendly VR experiences".[13] The store's About page in December 2016 still said Bogglebox would launch shortly, describing it as curated VR content "chosen specifically for children, with parents in mind".[1] The company later said it had been funded in 2015 and 2017.[14]

Hardware partnerships (2017-2019)

In an announcement reported on September 1, 2017, WEARVR named content partnerships with three hardware companies, opening new distribution channels to its more than 6,000 registered developers. Content was to appear in the app stores built into the Nibiru VR operating system, which Nibiru licensed to device makers; on the Pico Goblin headset from Pico Interactive, sold in the United States and Europe; and, through VR Japan, on the Idealens K2 headset in Japan.[8] In December 2017 Pico Interactive announced that four Climax Studios games (Bandit Six, Salvo, Gun Sight and Hunters Gate) would come to the Pico Goblin, with WEARVR managing the porting work and facilitating the publishing partnership.[15] That release described the store as hosting over 2,000 VR games and experiences.[15]

On April 30, 2019, WEARVR announced a publishing agreement with the Chinese headset maker DPVR, which was added to the store's list of compatible devices. The announcement said WEARVR had earlier partnered with Nibiru, Pico and Pimax, ran an in-house porting service for developers who needed help moving content to these platforms, and had more than 7,000 registered developers.[16] A June 12, 2019 announcement covered a partnership with Pimax: Pimax was to be added to the list of compatible devices, developers were to be able to sell Pimax games through the store in the near future, and the Pimax SDK was to be offered in the WEARVR Developer Centre. Andrew Douthwaite said of the Pimax 8K that "we were blown away by the high resolution".[17] In 2019 the company described itself as hosting, selling and distributing over 3,500 VR games and experiences, including sales into China through a network of partners.[14]

Remastered competition (2018)

In January 2018 WEARVR launched the $10,000 "Remastered Competition" for developers of early Oculus Rift DK1 and Oculus Rift DK2 demos. Entries had to have been released for the development kits, had to work at least on the consumer Oculus Rift CV1, and needed a clear enhancement over the original; the deadline was May 1, 2018.[18][19] UploadVR wrote that many development-kit apps were not compatible with the CV1, and that after Oculus shut down its Oculus Share website it was unclear what would happen to many of them. The initial rules said WEARVR would pick the four best remasters and split the $10,000 between them.[19] COO Andrew Douthwaite said these early demos "are what compelled us to launch WEARVR".[18]

The winners were announced in May 2018. Three entries tied for the grand prize and received $3,000 each, and the remaining $1,000 was split equally among six runners-up.[20]

Result Entry Developer
Grand prize (tie) Titans of Space DrashVR[20]
Grand prize (tie) Welcome to Oculus Remastered Trey Davis[20]
Grand prize (tie) Breath Tech Demo Brett Jackson, Head Start Design[20]
Runners-up Dreadeye, SenseEarth, Don't Look Back, FUKUSHIMA_RMI, Radial-G: Racing Revolved (Remastered), VR Experiences Not named in the announcement[20]

Weave cryptocurrency (2019)

In 2019 WEARVR promoted Weave (ticker WVR), which it called "the universal cryptocurrency for Virtual & Augmented Reality". The Weave website described a token built on Stellar, with a total supply of 960 million tokens, 480 million offered for sale at US$0.10 each, a soft cap of $1 million and a hard cap of $30 million; it listed a private sale starting February 1, 2019 and a public sale starting August 1, 2019.[21] The stated plans were to use the token as a reward and payment method in the existing store (with an airdrop to users and discounts for purchases made in Weave), to open a separate blockchain-based decentralized store with no commission fees, to fund new VR projects through community crowdfunding, and to run a "Mixed Reality Goods" market for trading digital assets.[21] WEARVR's DPVR and Pimax announcements said the company was about to enter the public sale stage of the Weave initial coin offering.[16][17] The DPVR announcement added that the public sale would be preceded by a series of initial exchange offerings with a select number of Asian digital asset exchanges.[16]

Later status

An Internet Archive capture of the homepage from February 2022 still shows the store running, with device filters that by then included the Oculus Quest, Oculus Go and Pimax headsets and the message "Join over 6,000 developers selling and promoting their VR apps across multiple devices".[22] By August 2023 wearvr.com redirected to dubit.io, the website of co-creator Dubit, and captures from August 2024 onward show no store content; a July 2026 capture shows a domain parking page.[9][23][24]

Store features

WEARVR hosted downloadable apps and also listed apps sold elsewhere, linking out to the other store. Mitham said in 2015 that these outbound links helped developers, many of whom were hobbyists and small teams in need of exposure.[2] The February 2016 update added:[7]

  • a self-submission portal for developers, with listings that could be edited at any time;
  • a paid storefront with a 75/25 revenue split in the developer's favor, compared with the 70/30 split usual on Apple's and Google's mobile app stores;
  • different prices for different platform versions of the same app;
  • free listings that linked through to apps sold on other stores such as iOS and Android;
  • developer analytics, and download and order history for user accounts.

In the COO's 2016 description, visitors picked their headset from a menu and could download content from WEARVR directly or through an external app store.[13] The catalog covered games and non-game content; the store's own description listed "roller coasters, driving and flying sims through to 360-degree videos, social apps and jump scares".[1] Raconteur's feature mentioned 360-degree cockpit videos from Mentour 360 and real estate walkthroughs from ViewPort as examples.[13]

The device filter on the store's homepage grew as new hardware appeared. The October 2018 homepage offered the Rift CV1, Rift DK2, Rift DK1, HTC Vive, PlayStation VR, OSVR HDK2, Samsung Gear VR, Daydream View, Android, iOS, Windows Phone, Nibiru, Idealens K2, Pico Goblin, WebVR and 360-degree videos.[25] The February 2022 capture adds Oculus Go, Oculus Quest and Pimax.[22]

Reported figures

Most of these figures come from the company, as quoted or reported at the time.

Date Apps Downloads Registered developers Source
January 2015 643 games Over 150,000 [4][2]
April 2015 900 Over 200,000 [5]
February 2016 Over 500,000 [7]
October 2016 Over 1,500 Over 1.7 million (plus over 200,000 installs of the mobile app) [13]
December 2016 Over 1,000 [1]
September 2017 Over 6,000 [8]
December 2017 Over 2,000 [15]
2019 Over 3,500 Over 7,000 [14][16][17]

See also

References

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 "About Us". WEARVR. WEARVR LLC (archived by the Internet Archive). 2016-12-07. https://web.archive.org/web/20161207202825/https://www.wearvr.com/about. Retrieved 2026-09-27.
  2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 Spanner Spencer (2015-01-19). "Virtual reality app store WeArVR hits 150,000 downloads". PocketGamer.biz. https://www.pocketgamer.biz/wearvr-hits-150000-downloads/. Retrieved 2026-09-27.
  3. ↑ 3.0 3.1 3.2 Alex Turner (2015-04-09). "Virtual reality app store receives £1m American investment". TheBusinessDesk.com. https://www.thebusinessdesk.com/yorkshire/news/720413-virtual-reality-app-store-receives-1m-american-investment. Retrieved 2026-09-27.
  4. ↑ 4.0 4.1 4.2 Mike Minotti (2015-01-19). "Virtual reality market growing? One store has 150K downloads for VR games". GamesBeat. https://gamesbeat.com/virtual-reality-market-growing-one-store-has-150k-downloads-for-vr-games/. Retrieved 2026-09-27.
  5. ↑ 5.0 5.1 5.2 5.3 5.4 Jeff Grubb (2015-04-08). "Virtual reality app store Wear VR secures $1.5M in funding". GamesBeat. https://gamesbeat.com/virtual-reality-app-store-wear-vr-secures-1-5m-in-funding/. Retrieved 2026-09-27.
  6. ↑ 6.0 6.1 6.2 6.3 Matt Suckley (2015-04-08). "VR app store WEARVR raises $1.5 million". PocketGamer.biz. https://www.pocketgamer.biz/news/61069/wearvr-raises-15-million/. Retrieved 2026-09-27.
  7. ↑ 7.0 7.1 7.2 7.3 Ben Lang (2016-02-19). "VR App Store WEARVR Launches Paid Storefront with 75% Revenue Share". Road to VR. https://www.roadtovr.com/vr-app-store-wearvr-launches-paid-storefront-with-75-revenue-share/. Retrieved 2026-09-27.
  8. ↑ 8.0 8.1 8.2 Craig Chapple (2017-09-01). "WEARVR Signs Partnerships With Nibiru, Pico Interactive And VR Japan". The Virtual Report. https://www.thevirtualreport.biz/news/64608/wearvr-signs-partnerships-with-nibiru-pico-interactive-and-vr-japan/. Retrieved 2026-09-27.
  9. ↑ 9.0 9.1 "wearvr.com (capture of August 9, 2023, redirecting to dubit.io)". Internet Archive Wayback Machine. 2023-08-09. https://web.archive.org/web/20230809202053/https://wearvr.com/. Retrieved 2026-09-27.
  10. ↑ "Consumer Virtual Reality - State of the Market report". KZero Worldswide. 2014-01-06. https://kzero.co.uk/blog/consumer-virtual-reality-state-market-report/. Retrieved 2026-09-27.
  11. ↑ Ben Lang (2015-05-11). "WEARVR Weekly Top Ten VR Downloads - May #1". Road to VR. https://www.roadtovr.com/wearvr-weekly-top-ten-vr-downloads-may-1/. Retrieved 2026-09-27.
  12. ↑ Paul James (2015-12-04). "WEARVR Weekly Top Ten VR Downloads - December #1". Road to VR. https://roadtovr.com/wearvr-weekly-top-ten-vr-downloads-december-1/. Retrieved 2026-09-27.
  13. ↑ 13.0 13.1 13.2 13.3 13.4 "The VR app store for any headset, all in one place". Raconteur. 2016-10-05. https://www.raconteur.net/virtual-augmented-reality-2016/the-vr-app-store-for-any-headset-all-in-one-place. Retrieved 2026-09-27.
  14. ↑ 14.0 14.1 14.2 "About Us". WEARVR. WEARVR LLC (archived by the Internet Archive). 2019-07-18. https://web.archive.org/web/20190718170938/https://www.wearvr.com/about. Retrieved 2026-09-27.
  15. ↑ 15.0 15.1 15.2 "Pico Interactive Announces Climax Studios VR Collection". PR Newswire. Pico Interactive. 2017-12-07. https://www.prnewswire.com/news-releases/pico-interactive-announces-climax-studios-vr-collection-300568622.html. Retrieved 2026-09-27.
  16. ↑ 16.0 16.1 16.2 16.3 Andrew Douthwaite (2019-04-30). "WEARVR signs new Chinese partnership deal with DPVR". WEARVR. WEARVR LLC (archived by the Internet Archive). https://web.archive.org/web/20190719204344/https://news.wearvr.com/2019/04/30/wearvr-signs-new-chinese-partnership-deal-with-dpvr/855. Retrieved 2026-09-27.
  17. ↑ 17.0 17.1 17.2 Andrew Douthwaite (2019-06-12). "WEARVR and Pimax agree new partnership deal". WEARVR. WEARVR LLC (archived by the Internet Archive). https://web.archive.org/web/20190820015134/https://news.wearvr.com/2019/06/12/wearvr-and-pimax-agree-new-partnership-deal/858. Retrieved 2026-09-27.
  18. ↑ 18.0 18.1 Scott Hayden (2018-01-18). "WEARVR Launches $10,000 Competition to Bring New Life to Dev Kit-era Apps". Road to VR. https://www.roadtovr.com/wearvr-launches-10000-competition-bring-new-life-dev-kit-era-apps/. Retrieved 2026-09-27.
  19. ↑ 19.0 19.1 David Jagneaux (2018-01-17). "Remaster Your DK1 And DK2 Content To Win A Share Of $10,000 In This Contest". UploadVR. https://www.uploadvr.com/win-10000-remastering-dk1-dk2-vr-content/. Retrieved 2026-09-27.
  20. ↑ 20.0 20.1 20.2 20.3 20.4 Scott Hayden (2018-05-14). "WEARVR Announces Winners of $10,000 'Remastered' Competition - Bringing New Life to Old VR Favorites". Road to VR. https://www.roadtovr.com/wearvr-announces-winners-10000-remastered-competition-bringing-new-life-old-favorites/. Retrieved 2026-09-27.
  21. ↑ 21.0 21.1 "Weave". WEARVR. WEARVR LLC (archived by the Internet Archive). 2019-07-19. https://web.archive.org/web/20190719014915/https://weave.wearvr.com/. Retrieved 2026-09-27.
  22. ↑ 22.0 22.1 "The Virtual Reality App Store". WEARVR. WEARVR LLC (archived by the Internet Archive). 2022-02-02. https://web.archive.org/web/20220202053406/https://wearvr.com/. Retrieved 2026-09-27.
  23. ↑ "wearvr.com (capture of July 10, 2026)". Internet Archive Wayback Machine. 2026-07-10. https://web.archive.org/web/20260710083303/https://www.wearvr.com/. Retrieved 2026-09-27.
  24. ↑ "wearvr.com (capture of August 16, 2024)". Internet Archive Wayback Machine. 2024-08-16. https://web.archive.org/web/20240816204840/https://www.wearvr.com/. Retrieved 2026-09-27.
  25. ↑ "The Virtual Reality App Store". WEARVR. WEARVR LLC (archived by the Internet Archive). 2018-10-04. https://web.archive.org/web/20181004110657/https://wearvr.com/. Retrieved 2026-09-27.