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Blendshapes, Dynamic Bones, Twitch integration, eye tracking, 200 Patreons...

Hello everyone!

I’m Frooxius, the creator of Neos VR. I haven’t posted a development update in a while, so I’m here to remedy that. To be honest, I always find it difficult to create these posts, because after I push out a new build I just gravitate towards tackling the next set of features and bugs, instead of writing about what has been done over past several builds.

However in the past three months, we’ve hit many important milestones with Neos so I’d really like to get the word out about those. This will only cover the major additions, if you’d like to see all the new features, tweaks and bugfixes, I recommend joining our Discord, where I post daily updates as they’re released to the public. There’s too many to list here, but if you like reading here's the changelog for the past 3 months.

Also thanks so much to our community and our Patreon supporters! Without you I wouldn’t be able to work on these features and keep improving Neos every day. Anyway, without much ado, here we go!

Blendshapes / Visemes

Thanks to the great work of the Assimp library contributors (and to members of our community that rushed to support the project) that we’re using for model import, we can now import blendshapes from FBX files!

This has opened a whole new level of avatar realism, allowing for intricate expressions and visemes for voice visualization. If you’re using a common naming scheme for those (such as the one used in VRChat) those are setup completely automatically!

Upgrading your existing avatar is super easy too - simply import the mesh again and use the rig transfer tool to upgrade your existing avatar with the new data - all materials, customizations and scripts will be preserved!

But as with everything in Neos, you can customize or build any custom setup you want using the inspector. The DynamicVisemeDriver component in Rendering category in particular offers great flexibility and if you want even more, you can always use LogiX, our visual scripting system.

This combination brings the avatars truly to the next level, as they can now react to various cues - closing eyes when you put your hand near their head, sticking out tongue when you boop their nose or making a horrified face when you pull their ears.

Blendshapes aren’t limited for avatars either! Our community has utilized them to make lots of fun stuff too, like soda cans that you can crush against your head, speakers that pulse and deform in response to music or an adorable pet parrot that you can feed and pet.

[previewyoutube][/previewyoutube]

Eye Tracking

Neos’ goal has always been to provide wide hardware support and the latest cutting edge VR tech is no exception. Vive Pro Eye has been fully integrated on request from the Sydney Human Factors Research, exposing all eye tracking data (eye position, look direction, pupil dilation, eye openness) to our visual scripting system allowed for rapidly building new research and educational applications.

However this technology has great applications in social as well! If you’re using the common eye system on your avatar, it will pick up the eye tracking tech fully automatically! Your avatar will look where you are looking and it will blink when you blink. It might seem like a detail, but the level of realism and immersion this adds in a social setting can be surprising.

[previewyoutube][/previewyoutube]

Camera / Streaming

With all cool features coming in, it’s often been tricky sharing them. Our in-game virtual DSLR could technically be used for recording and streaming, but the setup was too tricky and involved too many steps.

No more! Now you can record and stream from Neos with just a few clicks! Simply go to Tools -> Camera / Streaming on the Neos dash (the belt menu), click “Mirror To Display” and you’re set.

The UI gives you full control of the camera - you can change mode (smooth first person, third person, automatic group, world point or fully manual), framing, distance, elevation, zoom and other settings from within one place and the camera will automatically follow you from world to world.

There are a lot of advanced options as well that we’re already seeing used for production of some really cool videos. You can create camera anchors in the world easily switch between them or script them with LogiX, make the camera follow other users (or ignore them), adjust their local voice/volume or even give them camera operator permission so they can handle it for you.

As a cherry on top there’s OBS integration as well, so you can start/stop recording and streaming without removing your VR headset.

Twitch Integration


To make the new camera even sweeter for streamers, Neos now has Twitch integration! You can spawn chat for any channel and see the feed in real time without having to rely on 3rd party software - it even shows custom emotes, follows, subscriptions, cheers and more!

Having the readable chat is just the beginning though. The Twitch data is exposed to LogiX, so you can receive impulse every time someone sends a message, follows, subscribes or cheers and perform arbitrary action in the world or on the avatar!

This brings the chat interaction to the next level, because you can rapidly build interactive streams right within VR and let your viewers interact with the world in realtime. We’ve been using this functionality for our official live streams and have had great reception so far.

As expected, people really love flipping the in world gravity in particular, exploding us or spawning hats and pizza on our heads! The less uhm… “trolly” commands seem quite fun too, like sending us some love, changing the skybox or the lights in the scene.

If you haven’t already, follow us on Twitch (or subscribe if you want to use some of the more fun commands ;) ) , we’re doing at least one live stream a week!

And of course we’d love to see what interactive commands you’ll make yourself if you’re a streamer, the possibilities are virtually endless!

[previewyoutube][/previewyoutube]

Interactive Dynamic Bones

What blendshapes have done for avatar expressivity, the new interactive dynamic bones do for avatar interaction! A long requested feature has been implemented with all the bells and whistles!

Dynamic bone chains make the avatar’s hair, clothes, pendants, ears, tails and other parts come alive and react not only to your motion, but also to touch and other avatars. They will automatically collide with yours and other people’s hands, heads, whole bodies and whatever custom colliders you and others define.

To push this feature even further, we’ve implemented support for grabbing and optionally stretching, which adds level of interaction unseen in other platforms. As with everything, you can also interact with them using visual scripting and build extra expressivity on top of them.

And like with everything in Neos, our community has started using them outside of avatars in lots of creative ways! We’ve seen retractable chain weapons, wobbly pens (that actually draw) or grassy field which reacts to the players running through it.

The system is also our own custom implementation. We have made sure that it’s designed in a very performant way and its behavior remains the same with varying framerate - it’s going to simulate silky smooth when you’re running fast, but it’s not going to bog you down when you’re already running heavy.

[previewyoutube][/previewyoutube]

200 Patreon supporters and 100 reviews!


We’ve also hit another of our milestones on Patreon! The level of support our community has shown for this project is incredible and it always makes me feel happy that people believe in our work enough to spare some of their money to keep it going.

We don’t have big VC or corporate support as some other projects, but thanks to you, our supporters and our community, we can keep delivering these new features that surpass competition and keep us at the cutting edge of what’s possible in VR. Thank you so much!

And a huge thanks to our new $500 level Patreon Rush N Cat! We haven’t even had the chance to meet you yet, but we’re very humbled by your generous support!

Coincidentally we have also got 100 reviews on Steam and stayed at Very Positive status! I’m grateful that people are enjoying this project, even though it’s rough in certain parts. Even with early access status it can be difficult to communicate that certain parts are still unfinished or even mostly missing, but having so many people get what the project is about and look out for its future is an amazing feeling.



Speaking of its future...

What’s coming next?

There’s several other major features that are largely implemented and can be used, but are still not fully finished.

For example we now have a headless client! It’s essentially a version of Neos without graphical interface, which lets you host persistent worlds. It is significantly cheaper and more efficient to run and works on Linux as well. No more kicking everyone out from your world when you want to close Neos! Currently it’s only available in early beta for our Patreon supporters, but it will be public very soon.

Some work has been done on the Linux support for the graphical client as well, but currently it’s held up by a Unity bug, so we’re unfortunately stuck for the moment.

The full body support has also received a lot of work. There’s a new calibrator with immediate feedback and much easier to use (and will get even better with some of the additions) and lots of the issues have been fixed already - knees not following correctly, hips twisting, head folding into the body and some other minor issues.

We’re also in the process of developing a brand new tutorial and learning experience, dubbed “Metaverse Training Center”. This will provide a good starting place for newcomers, who currently get thrown into Neos mostly unguided and get overwhelmed by all the tools and options at their disposal.

Avatar anchor system is also currently in development, allowing things like seats, vehicles, beds, slow down effects and a lot more ways to interact with the user or put constraints and filters on their movement.

The asset variant system has taken a bit of a back seat with all these new features, since we needed to focus on getting more support for this project, but it’s going to be finished relatively soon, significantly improving loading times, memory usage and general performance.

Some setbacks

However there are some bad news as well. Originally we planned to release the “Apollo Reconstructed” project this month and have the metaverse training center ready. But due to some unfortunate events, I’ve had to spend the last two weeks with my family, without access to all my development hardware.

As a result some things got done that otherwise wouldn’t (like the headless client), but some have gotten delayed. This means that Apollo Reconstructed has been pushed to the next month. I’m sorry for the delay, I’m really excited about finally releasing the 3D reconstructions to the public, but they’ll have to wait a little longer.

Next Major Features

Following those semi-major features, our next two major goals will be new UI system and full physics. We’ll start with writing a custom high-performance UI framework, since it’s one of the major sources of performance issues is very limiting in terms of possible UI designs and UX interactions.

Physics will receive an upgrade to the second version of the BEPU physics engine first (which should boost performance too), after which rigidbody physics, constraints and other parts of the simulation will be integrated.

Going forward

Starting with this update I’d like to post a bit more often! Since the new Steam Events beta now has a framework for posting small updates, I’ll try posting those there too instead of just our Discord channel - previously I was afraid that daily patch notes would be too spamming when posted there (or on Patreon).

Anytime a new feature is finished I’ll try to get a post out summing it up too, that way you won’t miss the latest developments!

That said, please join our Discord if you haven’t already! It’s the most active place for the community, great place to share your creations, tutorials and experiences in Neos, to chat with us and it also shows all the active public sessions.

We’re also streaming regularly on Twitch now, which is another great way to see what’s going on in Neos and talk with us in real time. Plus we’ve got some fun interactive chat commands for you ;)

For now this is all, this post has already gotten longer than I planned it to be, but I hope it was enjoyable nevertheless. And as always, let me know if you have any questions, suggestions or comments, I’m happy to answer!

See you in the metaverse!

Froox

Neos now features full Index controller (Knuckles) support with finger tracking for any avatar

Hello everyone!

I'm happy to announce that Neos now has full Valve Index controller (previously known as Knuckles) support, with full natural finger tracking for any imported avatar.

Majority of avatars should work out of the box with no setup required thanks to automatic retargeting. The system works with Touch controllers, Vive wands and Leap Motion as well, so you can test them out! If you run into any issues with your rig, let me know!

Check out the system in action with a bunch of different avatars:
https://www.youtube.com/watch?v=pkqJOL5mZcw

Current requirements for the automatic setup is a thumb with at least two fingers, each with at least two segments and proper naming (thumb, index/point, middle/mid, ring, pinky/little are accepted names) or five fingers with at least three segments each when required bone names aren't present.

If your avatar doesn't fit this criteria, you can setup the system manually using this tutorial (the avatar in the video will now setup automatically, but the process is same for ones that don't):

https://www.youtube.com/watch?v=xalOyb5XhbM

If you run into any issues you can ask at our official Discord server and you can also support the development on Patreon:

Announcing Neos Content Contest with $700 in prizes

Hello Neos VR Community!

We're very excited to announce our first Neos Content Contest, where you can win prizes for creating cool content in Neos VR.

This contest has officially started on April 7th at our second community meetup, but there is still plenty of time to join. You have until May 7th to submit your creations.

https://www.youtube.com/watch?v=DnPjr-ovXok

What are the prizes?
  • 1st place: $400 in Neos Credits and a 3D NCC diamond trophy
  • 2nd place: $200 in Neos Credits and a 3D NCC golden trophy
  • 3rd place: $100 in Neos Credits and a 3D NCC silver trophy

Each winner will also receive their own unique name badge, with the rest of the contestants receiving a participation badge, to show that they were part of our very first contest.

Each contestant can submit up to three entries. Collaboration is also allowed, but each team will have to split the prize. Unique badges will be awarded to each team member.

You are allowed to create whatever you imagine, worlds, objects, avatars, particle effects, gadgets, logix scripts, games, art, anything at all!

You are also allowed to use preexisting content, but you are required to do something original with it. Simply importing existing models without any modifications or interactivity won't qualify.

All content must be submitted as a world orb with a tag name under as NCC. Content will be judged on multiple categories such as interactivity, originality, audio/visual and overall experience. We are looking for diverse content, so any type has chance to win!

We are all very excited too see what incredible things this community can build out this month. We will be announcing all winners on May 14th 2019. Each Neos Team member will be voting for their favorite experiences. In case of a tie, it will be broken by Frooxius (me).

What do you need to get started?




Install Neos VR from Steam (it's free!)

Join our Discord - you can get help and share your progress with the community

We'd also like to give special thanks as well to our sponsors and allowing for a bigger prize pool for our first NCC contest! We are a small, but passionate team and it makes us happy that we can support our creative community this way.

And also big thank you to our Patreon supporters, whose passion and support keeps moving this project forward.

Some community-made tutorials to get you started:


(you can find more tutorials in Neos)

Introduction to NeosVR

Material Gun

Basic Avatar Setup

Particle Creator Interface

Basics of developing in multiplayer VR

How to import avatars and setup a jaw bone

Import model, make it spin

Lighting tutorial

Creating skyboxes

If you have any questions or feedback, feel free to ask! Thank you for your attention and see you in the metaverse!

NeosVR Beta 0.8 - massive social usability update

Video Trailer


https://www.youtube.com/watch?v=Vta9iqHmwNY

Important Links




Official Website GitHub Issue Tracker NeosVR Wiki

Neos Credits (NCR cryptotoken):
Whitepaper Etherscan

Complete 0.7.x version history

Hello everyone!

I’m happy to announce that after almost 200 nightly builds (that’s more than one update per day) and thousands of new features, tweaks and bugfixes, Neos VR has now reached a major version 0.8, with massive improvements in its usability and social features.

This is the most important major update to date. It transformed Neos into a more user friendly, fun experience for everyone and made its powerful creative tools and the things created with them accessible to more users. If you haven’t checked out Neos in a while, now would be a good time to hop on!

Our community has also grown significantly over this time, helping test out the daily builds, providing ideas, feedback and bug reports and shaping this major release with real needs and experiences.

It was a pleasure seeing and collaborating on the most amazing experiences and interactive items in Neos and seeing them grow together with the project. Thank you everyone for making Neos better every single day.

So what’s new? There have been literally thousands of new features, tweaks and bugfixes over the past few months and here’s a full history if you’d like to read it, but let’s go over the major things.

World Browser and New Hub




With the growing community came an influx of more worlds into Neos and the old (ugly) content hub was no longer keeping up and neither were people’s computers because of hundreds of performance heavy world orbs.

You can now access a brand new “World Browser” from your dash, which provides cleaner listing of public worlds in Neos, but more importantly also searching. You can search by tags (e.g. “games”, “art”, “educational” or “3D scans”) or author (e.g. “by: Nexulan”) to easily find the experience you’re after. They can also be sorted by publication date, last update or number of visits.

I’m also very happy to announce that we have a brand new hub collaboratively built with our community. The beautiful design and 3D modelling was done by Aegis_Wolf (who’s been building lots of cool things in Neos), with concept and direction provided by Nexulan and me (Frooxius) creating the materials, shaders and interactive elements (done with LogiX right in Neos!).

I believe this hub will completely transform the first user experience in Neos and show what the engine is capable of. It’s by no means finished, we’re still hard at work adding more interactivity and filling it in, so keep tuned! (but go check it out now ;) )

Redesigned UI and usability


It’s no secret that coming out of alpha Neos’ UI was very clunky and frustrating to use. Many of its parts have been completely redesigned. The old “logomenu” was replaced by a more modern dash, UI panels have been spruced up with title bars, close buttons and help dialogs and dozens of other elements were tweaked or redesigned to make them easier to use, from world orbs, world switcher to tools.

To help with the learning curve, Neos also now has basic contextual tutorials, which explain what each button does or how to interact with some elements when you’re around them. Our community has also been busy making awesome tutorials on both the basics and more advanced topics, look for BusinessLawyer’s tutorials if you’d like to learn more.

There’s lots of peripheral features as well, like adjusting other people’s volume, jumping to their location in world, seated mode, smooth turn, changing your audio input device (and having voice indicator) and various other settings, play/edit mode (getting rid of those annoying lasers), equipping avatars right from the inventory (and setting them as default), making file browser private by default or inventory shareable.

You can have friends now


People no longer have to be strangers in Neos! You can add other users to your friends list and see their online status, which worlds they’re in, send them text messages, invites and even arbitrary objects (like a fixed up avatar that you did for them) right within Neos.

The friend system also lets you send other people payments (but more on that later) and automatically give them permissions in your world (more on that later too). But you don’t have to worry about the system getting in your way, you can set your status to Invisible so you appear offline and all your sessions are private by default.

Permissions and session management


Because of Neos’ unparalleled creative freedom right within VR, some worlds can get chaotic pretty fast. Luckily you can now assign users to different roles, which restrict what they can do in your worlds, whether it’s restricting their locomotion modes, ability to use editing tools, spawn items, grab certain objects, switch voice to broadcast or making them full passive observers.

All roles are customizable right in VR in classic Neos fashion, so you can fine tune them to your needs. Nevertheless this is only beginning and as we get more users we’ll be iterating on this system and making it more robust and rigorous.

Another feature that goes hand in hand is restricting who can join your sessions at all. You can let only your friends join or only specifically invited users. Joining users are cryptographically authenticated to ensure your security and privacy.

Physics based locomotion (walking, zero-G, climbing…)


One of the most fun additions was the physical locomotion system. You can now run around, jump, collide with walls, climb (even on other people), fling yourself around or float in Zero-G!

All of the system’s properties are adjustable and scriptable right within Neos, so you can tweak them in your world (or per character) to create variety of experiences. We already have community building space experiences, skate parks or radial gravity for walking around the sphere.

The locomotion system also comes with extra interaction modules for applying forces, parenting (changing coordinate systems) and teleporting. We’ve built some of the most fun stuff with these building blocks, like trampolines, springs, boost rings, sticky surfaces, gravity lifts, flying vehicles or even actually working portal gun!

Undo/Redo


The most requested feature has made it in! Begone are the days of accidentally moving an object you were carefully positioning for the past few minutes or forgetting to save an original material when trying out a new one.

Lots of user actions, both usual (grabbing, spawning items or destroying them) and editing (changing properties, materials or object hierarchy) now create undo steps, which has saved lots of frustration and enabled unleashing mayhem responsibly. Now if only we could do that in the real world.

And of course in traditional Neos fashion, this system is fully synchronized and persistent (though this is off by default), which enables future extensions, like undoing actions globally (right now each user has their own history).

Procedural avatar animations (eyes, jaws, walking)


Avatars have also received lots of attention in this release, improving their expressivity and customizability. I’ve added an eye system, which simulates natural eye behavior - looking at objects of interest (other people, hands that are holding things, random environment items), random saccades and expressions.

It’s highly customizable as well, so you can tweak it to look good on your avatar or give yourself twitchy eyes. You don’t even have to use it with avatars, it works on arbitrary objects too and supports arbitrary number of eyes!

In similar fashion full body avatars have a procedural walk animation based on your actual movement. All gait parameters are fully exposed. Want to be bunny hopping when going fast instead of running? You can. Or have ministry of silly walks character? Ditto.

Setting up those systems from scratch can be a bit tedious and intimidating though, so BusinessLawyer, one of our community members, has created amazing automated setups right in Neos - just step on a platform in your avatar, press a button and drag a few sliders to adjust the look. Couldn’t be simpler!

Growing Community




With the improvements being released daily on Steam, we saw our community grow in response as well, having more users return and support the project.

We recently broke our record in number of concurrent users on Steam (22), which is higher than it was at the beta launch in May (17) and the minimum number of daily concurrent users is also slowly rising, staying above 10.

Our Discord has grown considerably as well, having over 600 members and so did our Patreon, bringing over $1300 a month with 67 supporters. This allowed us to actually bring one of our community team members to work on Neos full time.

But most importantly we saw the rise in community content, both in volume and complexity. We have almost 200 submitted worlds now, dozens of different avatars and cool items (weapons, tools and other interactive items).

We are only at the beginning of our growth and I’m very excited for the things to come. I couldn’t be more proud to have a community so diverse, with people using Neos to hang out with friends, build games and beautiful environment, but also to help visualize and share their art, 3D models, 360 photos or even use it for science and education (the Sydney Human Factors Research being one of our most active users in this area).

Neos Credits, in-verse economy and ICO




With the growth of the community grows the need for a way to trade services and items and grow the project as a whole. On February 1st we have launched an initial coin offering (ICO) for our Ethereum token NCR (Neos Credits) and already sold over $10,000 worth before this announcement.

You can send people NCR through Neos itself via the chat system, with our community members already offering their services and making some first trades. This is only the beginning for the in-verse economy in Neos though. Rather than going full out we opted for a more gradual integration so we can spend more time on other features that are needed more.

In the future you’ll be able to set up a store to sell items and worlds as well, with automatic license and usage tracking within Neos. If you’re interested you can read the Neos Credits Whitepaper, including our definitely not overly ambitious master plan :)

All earnings from our ICO and Patreon are also used to fund the development of Neos and the community and we appreciate all your financial support. We couldn’t be working on this project and expanding our team without you.

Various editing additions


There’s too many things to list, but just in short, inspector has been improved to show texture, mesh and material previews, various texture and mesh processing functions were added right in VR (e.g. recalculating normals or inverting color channels), particle system extensions, baking meshes in VR (for better performance), snapping for joints/sliders, ability to make your own virtual keyboards, lots of new LogiX nodes (Neos’ visual scripting), beefing up the material gun and more.

Road to 0.9 - Performance


The main focus of transition from 0.7.x to 0.8.x was usability and social features, making Neos a compelling social platform in addition to being one of the most powerful creative platforms for VR.

At the beginning of 0.7 cycle this was one of our biggest downsides and with that being out of the way (for the most part anyway) we’ll be turning our attention to our current biggest issue: performance.

Neos is overdue for many different optimizations to decrease CPU, GPU and memory usage, remove stutters, adding tools that let creators build bigger and richer worlds, with more people in them. You can see many of them logged on our GitHub issue tracker here to see what’s coming: https://github.com/Frooxius/NeosPublic/milestone/3

This will also pave our way to mobile platforms, particularly Oculus Quest. Some users have already been using our experimental Oculus Go builds, but lack of optimizations limits the complexity of experiences that can run on the mobile devices smoothly.

Other long awaited features will also come as part of the performance update, like the shader import support, depends on some of the planned additions to the core engine.

We’re interested in bringing Neos VR to AR as well (such as the Magic Leap), particularly to allow VR and AR interoperability (e.g. use items and tools built in VR in AR and vice versa or invite people in VR to your room), but this is currently dependent on funding and support we get.

You’ll also see more official content from us, we’ve got some really cool things that we’ve been sitting on for a while, so keep an eye out!

I’ll see you in the metaverse.
Frooxius

Thank you all for lighting the spark of the metaverse in 2018

Ever since I started working with virtual reality I’ve dreamed of the metaverse. A shared universe that feels like the real world at its core, but one where your only limitation is your imagination and skill, not the laws of physics.

A powerful universe which would reinvent the way we build social VR experiences and unify all kinds of creations, whether they’re games, silly fun items or scientific/engineering tools and visualizations. A universe that would be general enough to let all of these coexist in the same space and that would let us build them together from within.

It was an ambitious dream that I somehow got the opportunity to build thanks to help and contributions of many people. Starting with my co-founder Karel, who does his best to let me focus on building this awesome project, while he worries about everything else.

Thanks to the funding and support from The Rothenberg Ventures and their awesome team (Mike Rothenberg, Tipatat Chennavasin and Dylan Flinn just to name a few) who took us into their first VR accelerator, I could focus just on that for the past four years.

So I spent almost every single day laying the foundations for my vision of the metaverse, designing and building the foundational programming principles and building a brand new form of game engine and multiplayer networking from scratch just to support this ambitious idea.

As time went on and I kept working on layer after layer, I began thinking if it all would really be worth the effort and if anybody would ever use it. I would watch other companies get more funding and attention, while very few knew about my project and nobody used it regularly. I would wonder if my approach would ever pay off.

And now with the year 2018 over, I can happily say that it did thanks to you, our community.

Despite all the ambitious ideas and visions, I never imagined we’d have community this amazing and diverse. Just as our strength was fading, you came in and brought life to this project.

Your amazing creations have inspired me and others and shown all the different things you can do with Neos (many of which I didn’t even think of!). Your feedback and ideas helped shape the project and bring more new people with every update as I could focus on improving what mattered the most.

Your financial support on Patreon helped us stay afloat and pay the bills, while also giving us a great deal of motivation. Your guidance of newcomers and tutorials have made it easier for new people to get started and excited. And your evangelism and word of mouth helped grow the community even more.

You’re truly the best community that we could’ve ever wished for. Many of you became my friends and some we even brought onto the official team. As creator of Neos, nothing makes me more proud than seeing what others create with it and how it helps you in your life, regardless of what you do.

But what I’m particularly proud of is the diversity of people and creations that I’ve seen. We got everyone from casual users, hobbyist builders, developers, to business professionals and university teachers/researchers, all within the same universe, naturally working and interacting together.

It was one of the main goals of Neos, but the level of creative amplification this brought blew me away. For example several of our hobbyist creators would help the university researchers build their virtual experiments for science conferences. Or our younger users would help a professional with his UI design for particle systems and operate the camera for his tutorials, live in VR, despite being thousands of kilometers apart.

We could be working on a new world and discussing serious matters one moment and whip out a game of three player chess to play together the next. And then the university researcher would make himself into a chess piece, shrink himself down and run on our board.

I never expected work and fun to coexist so naturally inside of VR or for any of these things to happen so soon. But they did and they made the year 2018 the happiest one in my life so far.

All the things I experienced with you in VR gave me so much energy and motivation to continue this project for years ahead and brought joy to my life that I never had before. I want you to know that I appreciate it greatly.

We might not have big financial and promotional support like some other projects do right now, or a big team working on this (it’s still just me for the programming), but we do have a strong technical foundation for building inside of multiplayer VR that nothing else can rival and more importantly an incredible passionate community that can utilize this to create the most amazing things. And I believe that’s a lot more valuable going forward.

There’s still a lot of hard work ahead of us, but I believe the spark of Neos has been lit and next year is going to be even more amazing as a result. I can’t wait to see what will it bring and I can’t wait to show you what I have in store.

So thank you everyone very much for your support and lighting that spark. Let’s make it into a full flame this year. Let’s make 2019 the year of Neos.

Your Frooxius

P.S.: Also as a small thank you, everyone who joined Neos in 2018 (or earlier!) now gets a unique spark badge for their early support.