The company behind the innovative VR locomotion device Cybershoes has officially shut down, ostensibly closing the final chapter on VR’s weirdest locomotion peripheral.

The news was first reported by Antony ‘Skarred Ghost’ Vitillo, who further notes production of Cybershoes stopped two years ago. Then, in 2024, one of its branches closed, Vitillo reports, leading to the Austria-based business folding completely sometime in April 2025.

Also noted by MIXED, Cybershoes co-founder Igor Mitric Lavovski confirmed in a LinkedIn post that “Cybershoes GmbH was officially shut down a month ago.”

As an Austrian limited liability company, specific details about formal bankruptcy filings or insolvency proceedings are not currently available to the public, so there’s still no clear idea on how the company can or will proceed.

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Notably, Austrian companies are legally required to file for insolvency within 60 days of becoming insolvent or over-indebted, according to Vienna-based insolvency law specialist Andreas Howadt, LL.M, which could shed more light on the situation in the coming weeks.

Unlike conventional VR treadmills, which typically use a parabolic base and low-friction shoes to let users move in VR, Cybershoes are designed for seated VR gameplay. The device is essentially a pair of shoe-mounted rollers which include inertial measurement unit (IMU) to register foot orientation, letting you simulate walking or running in game, albeit from the comfort and safety of chair.

 


Founded in 2018, Cybershoes has done fairly well for itself despite never garnering public investment from traditional venture capital.

In 2018, the company attracted over €200,000 through its first Kickstarter campaign aimed at PC VR users, helping to bring the product from neat 3D printed prototype to the professional fit and finish of a proper consumer device.

In 2019, the company launched an IndieGogo funding campaign, managing to attract an additional €140,000 from over 500 backers. At the time, the company considered its IndieGogo campaign a way to “continue to build awareness among consumers and potential investors.”

Then, in November 2020, Cybershoes launched its second Kickstarter for a Quest-compatible version of the device, which only performed only half as well as the original PC VR-focused device, garnering around $98,000 from 470 backers.

At the time of this writing, neither the official store nor Amazon have units in stock. While it’s uncertain when Cybershoes ran out of stock through its official website, according to Amazon price tracker CamelCamelCamel, the latest Quest-compatible version ran out of stock sometime in late 2024.

For more info on Cybershoes, check out Vitillo’s review of the Quest-compatible version below:

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Nevets

    Good on them for trying but the idea that there would be enough of a market for such a product to sustain the salary of even a single admin assistant is poignantly naive.

  • Christian Schildwaechter

    TL;DR: Physical movement in VR is essential up to a certain point to avoid nausea, but beyond that only slightly increases immersion while adding a lot of friction to the experience, and much of the effect can be achieved much easier by tricking the brain with other body movements.

    Attempts to bring physical locomotion to VR are in some ways doomed, because they are by default limited and not really essential, while similar effects might be much easier to achieve. And all physical motion in VR basically serves two purposes: reduced nausea and/or increased immersion.

    The first, reducing nausea, is essential. 3DoF head tracking allows looking around and probably makes up 90% of the immersion provided by VR, but a lot of people get motion sick when moving their head doesn't translate to a movement in VR. So the most essential physical movement was 6DoF head tracking. Following with some distance, 6DoF controllers allow for natural interaction, which is why 6DoF head and controller tracking were implemented in the very early days of consumer VR.

    Actually walking around with room tracking, also available early on, is primarily about immersion, and a lot of people still use VR mostly standing or seated with either stick navigation, unbearable for some, or teleporting. But it already requires a lot more space and effort and increases the danger of hitting something. Everything going beyond that like the cybershoes or any type of VR treadmill comes with diminishing returns, requiring a more complex/expensive setup for a minor increase in immersion, and only somewhat resembles natural movement.

    And in many ways this is redundant. The reason why people get motion sick is a discrepancy between signals from the eyes and the vestibular system used for balance in the ear. If the eyes indicate a movement/turn, but the ear signals standing still, the brain detect misaligned senses. This is a sign of poisoning, for which throwing up is the proper reaction, which is unfortunately triggered in VR.

    But our senses aren't really precise, you only need a very rough match, so you can easily "fake" a proper alignment by somewhat similar motions. Just bopping up and down while moving forwards in VR can reduce nausea because the brain now detects a typical walking sensation, even if the legs are standing still. Similarly swinging your arms to move is also accepted as a valid explanation why you suddenly move despite your ear signaling that you are standing still, and used in for example HCotM.

    Tools like "Natural Locomotion" on Steam allow you to map several body movements to gamepad controls, which can cover most of the "nausea" issues and a lot of the "immersion" all the physical locomotion VR accessories try to solve. And our brain is very willing to accept even nonsensical things, as long as they are somewhat consistent with the movement detected by the vestibular system.

    AFAIR Dirt Rally offers an option to keep the camera steady during accidents, so the horizon stays fixed and the car rotates around you while you tumble down a cliff. Makes no sense at all, but gets rid of the nausea you'd no doubt experience with realistic camera movement, and it doesn't really break immersion. It also doesn't matter how far your had moves when you visibly hit a bump that moves you body up, it only matters that you feel some movement in the same direction.

    In many ways trying to bring realistic physical movement into VR is therefore kind of the wrong approach, as you get very little for a lot of effort, and it might be much easier to simply trick the brain with some type of similar, but much easier to achieve movement, even if it is only slightly related. So outside of arcades or enthusiasts going for every tiny bit of immersion that's technically possible, I don't see any of these devices succeeding. The sole exception are things like full body or eye tracking, because these again increase the alignment between senses, when you see your legs where you feel they are.

    • Andrew Jakobs

      I still wonder why there aren't mire games using locomotion like swinging with your arms like 'westworld awakenings' uses, it really lowers the motionsickness aspect a lot (from my experience with newbies using a headset).

      • Christian Schildwaechter

        A number of guesses:

        – Arm swinging locomotion doesn't work well with many shooting games, and controllers shaped like gun grips with a trigger caused shooting at distant objects or hitting something the most common form of interaction in VR games.

        – Arm based locomotion works well in games where the movement is the main mechanic like in Gorilla Tag, or in stealth games where you get much more fine control over the speed than you'd get with stick movement. After the success of Gorilla Tag, we actually saw a lot of other games trying something similar, so part of the issue is simply a lack of good games using it that others could follow as an example.

        – VR developers usually have strong VR stomachs, as feeling constant nausea probably wouldn't trigger a wish to create games in that medium. So they are kind of bad guinea pigs when it comes to comfort for newbies or people more prone to motion sickness. Add to that the very loud VR enthusiasts craving more action in VR and review bombing anything that only offers teleport without also allowing the stick movement that many cannot handle, and you get a tendency towards less newbie friendly forms of locomotion (in non-casual games). The currently "best" PCVR is AAA with UEVR, with often stomach challenging movement.

        – It isn't an accident that HCotM as the PSVR2 platform showcase using arm swinging came from a Sony studio, and that HL:A as the SteamVR platform showcase from Valve got stick based locomotion patched in at almost the last minute, while it had been designed with mostly teleportation in mind. These were created with the intend to be open even to unexperienced users, and like a lot of other accessibility features, this is often limited to titles from large studios. Not because smaller studios/games couldn't implement it, more because their developers and audience are more VR "compatible" and thus less affected.

        • kool

          Well running and shooting isn't a thing in real combat but it's the defacto mode of transportation in a shooter. We need to find a compromise

    • Cl

      "Physical movement in VR is essential up to a certain point to avoid nausea, but beyond that only slightly increases immersion while adding a lot of friction to the experience"

      This statement is extremely short sighted. If there was a way to walk normally in vr without having a huge arena i would pick that over anything else. Im sure many other people would do that instead of using thumbsticks as well. Of course your comment was probably AI generated and AI is known to say silly things.

      • Andrew Jakobs

        Yeah, if that disney infinite walk floor would be available in a small version for home, I would certainly use that.

        • Christian Schildwaechter

          While the Disney Holo Tile Floor is a very elegant implementation, like pretty much any other omnidirectional treadmill prototype we have ever seen, it only moves very slowly, as even at slow speeds it is challenging not to fall on it. You have to carefully balance while walking, a little bit like moving while being rather drunk, having to concentrate on every step. There are a lot of videos available, anybody using it makes tiny, half-foot length steps, looking like some rather unfit 80+ years old person. And that is no accident, technical limitation or early prototype problem easily resolved later.

          There are some very fundamental issues with all types of treadmills related to human movement. When we are walking or running, we are really leaning forward out of balance, fall towards the ground and catch that fall with the next step. Treadmills work differently, they are basically pulling the rug from under you, and you sort of jump in place while your center of mass stays in the same position.

          That mostly works while running in the gym, even though the movement is still different than running outside, as your muscles don't have to push your weight forward when catching your fall. But it causes a lot of problems when you have to turn, since you cannot lean into the curve as usually, as you center of mass has to stay in position. Omnidirectional treadmills therefore either have to move very slowly to not make the user fall, or put the user into a harness that constantly catches them. Like early humanoid robots, this is less (out of balance) walking and more dynamic balanced standing.

          It would still be cool to have one, even if they aren't really usable for natural walking. One application shown was moving furniture around, so a Holo Tile Floor could (slowly) rearrange the room by moving objects around, incl. the (mostly stationary) player, giving the impression of a much larger room. I'd like one even without VR, to have whatever I currently need for my work move close to me, and everything else stash itself away somewhere in the corner for more efficient use of my space. Or have all furniture magically move to the side when I need free space for VR.

      • Christian Schildwaechter

        Sure, having a Holodeck would be nice. There is just nothing on the horizon indicating that we will even get omnidirectional treadmills that allow anything resembling natural walking within the next decade or two. The first (military) omnidirectional treadmill prototypes were created almost 30 years ago, dish based ones for VR like the Omni One or Kat VR have been around for a decade, and both types saw very little progress. See my response to Andrew for the physiological reasons and Disney's Holo Tiles.

        BCIs as an alternative that could connect to your brain in a way to enable something as immersive as a Holodeck are probably at least half a century away, the best ones we got connect to a few hundred neurons out of roughly 100 billions in the brain, and we still lack a lot of fundamental knowledge about how the brain works.

        So my statement may be shortsighted, because one day these things will become possible and no doubt add a lot of immersion. But I only have a limited life span, and focusing on what will be possible within that time span isn't really "extremely shortsighted" for anybody that isn't working in geology, paleontology or a similar field. For roughly the next quarter of a century, your options will be mostly running in a dish while wearing a harness, carefully balancing on a slowly moving floor, walking on a slightly faster floor while wearing a harness, or renting a very large empty space. And this is where the diminishing returns in immersion for added effort and costs apply.

        Or you could simply hope for better game design that incorporates physical movements like arm swinging or adapts the level design to your actual environment, ideally using depth sensors. "Eye of the Temple" lets you explore a huge temple without ever running out of room space, having to rely on teleport or stick movement, by constantly sending you around corners, moving platforms etc., so you simply don't realize all this happens in a very small physical space. And Gorilla Tag as the financially most successful VR game ever with potato graphics and not exactly innovative gameplay has proven that physical pseudo-locomotion via arm movement while standing still can be very powerful in VR.

        • XRC

          physical movements like arm swinging, rocking from foot to foot, bouncing, turning in place or walking on the spot stimulate the ankles, rich proprioceptive generators

          coupling controlled stick free locomotion with these movements is very satisfying for me.

          I just spent 130 amazing/terrifying hours walking with lighthouse tracking through 'Into the Radius' at very high resolution and physical movements anchor the whole thing making for a highly compelling experience.

          "Thus, although visual [1] and vestibular [31] functions play important roles in balance control in sport, ankle proprioception, within the proprioceptive system, appears to be the most critical for balance control contributing to sport performance."

          National library of medicine/National centre for biotechnology, USA

      • kool

        Your talking about what that Disney imagineer came up with. YouTube its a holodeck floor

  • Now I Can See

    End of an era

  • Woah!

  • Thanks for the mention, Scott. It's a pity… even if the product was not perfect, it's always sad news when a project made by some passionate enthusiasts shuts down…

  • duked

    Mine are still unboxed. :(