Loading organizations...

§ Private Profile · Seattle
Rec Room is an AR and VR software company that makes it easy to chat, hang out and explore millions of player-created rooms. Think of it as a digital third p...
Rec Room is the best place to build and play games together. Party up with friends from all around the world to chat, hang out, explore MILLIONS of player-created rooms, or build something new and amazing to share with us all.
Rec Room has raised $549.0M across 9 funding rounds.
Key people at Rec Room.
Rec Room was founded in 2016 by John Bevis (Founder) and Nick Fajt (Founder) and Cameron Brown (Founder) and Dan Kroymann (Founder) and Josh Wehrly (Founder) and O. Bilal Orhan (Founder).
Rec Room has raised $549.0M in total across 9 funding rounds.
Rec Room has raised $549.0M across 9 funding rounds. Most recently, it raised $145.0M Other Equity in December 2021.
Rec Room is a leading AR and VR software company that offers a social platform where users can chat, hang out, and explore millions of player-created virtual rooms. It builds a cross-platform metaverse focused on user-generated content (UGC), enabling players to create and share immersive experiences and games. The product serves a broad audience, especially younger generations like Gen Z and millennials, by providing a safe, fun, and social digital environment that addresses the lack of compelling social VR experiences. Rec Room has shown strong growth momentum, expanding from VR headsets to platforms including PlayStation, iOS, Android, and Xbox, supported by tools like Rec Room Studio that empower creators with Unity-powered game development features[1][2].
Rec Room was founded in 2016 by six former Microsoft HoloLens team members: Nick Fajt (CEO), Bilal Orhan, Cameron Brown (CCO), Dan Kroymann, John Bevis, and Josh Wehrly. Their background in augmented reality and immersive technology at Microsoft inspired them to create a social VR space after Microsoft shifted HoloLens focus to enterprise. They envisioned a "digital recreation room" for VR users to gather and play simple games without toxicity, launching the first version within 99 days. Early traction came from tapping into the nascent consumer VR market and expanding to multiple platforms, which helped Rec Room evolve into a major social metaverse[1][2][3].
Rec Room rides the wave of increasing VR adoption, especially among younger demographics who seek immersive social experiences beyond traditional gaming. The timing is favorable due to advances in VR hardware, growing consumer familiarity, and a shift toward metaverse platforms. By focusing on user-generated content and social interaction, Rec Room influences the broader ecosystem by setting standards for community-driven virtual worlds and demonstrating the commercial viability of social VR. Its success highlights the transition from isolated VR experiences to interconnected, persistent digital social spaces[1][2][7].
Rec Room is poised to continue expanding its user base and content ecosystem, leveraging trends in metaverse development, cross-platform integration, and creator economy growth. Future developments may include deeper social features, enhanced creation tools, and broader platform support. As VR and AR technologies mature and become mainstream, Rec Room’s influence as a pioneering social metaverse platform is likely to grow, potentially shaping how digital communities form and interact in immersive environments[1][2][7].
Key people at Rec Room.
Rec Room was founded in 2016 by John Bevis (Founder) and Nick Fajt (Founder) and Cameron Brown (Founder) and Dan Kroymann (Founder) and Josh Wehrly (Founder) and O. Bilal Orhan (Founder).
Rec Room has raised $549.0M in total across 9 funding rounds.
Rec Room's investors include Matt Mazzeo, Index Ventures, Madrona Venture Group, Sequoia Capital, Andreessen Horowitz, Greylock, Haun Ventures, Lobby Capital, Scott Sandell, Pantera Capital, Robot Ventures, Tiger Global Management.