Virtuix launches Omni One for Quest, expands to Meta ecosystem
Virtuix Inc. has launched Omni One for Quest, integrating its full-body VR technology with Meta Quest headsets. Priced at $2,595 USD, the product is part of the 'Made for Meta' program and aims to capture millions of Quest users. The launch includes a limited-time gaming bundle and aligns with Virtuix's strategy to expand in the growing XR market.

*this image is generated using AI for illustrative purposes only.
Virtuix Inc. (NASDAQ: VTIX) has launched Omni One for Quest, a product designed to bring unrestricted physical movement to the Meta Quest ecosystem. This launch expands Virtuix’s addressable market to millions of active Quest users by integrating its omni-directional treadmill technology with the Meta Quest game library. Omni One for Quest is part of the "Made for Meta" program and will be featured in the Meta Store, providing access to the world’s largest XR user base.
Product Features and Compatibility
Omni One for Quest enables users to walk, run, crouch, strafe, and jump in 360 degrees within Meta Quest games and fitness apps. The system is compatible with Meta Quest 2 and Quest 3 headsets. It launches with popular titles such as VAIL, Forefront, The Boys, and Star Trek: Infection, with additional games planned for future release. Users can also play online with other Quest players, including those without an Omni system.
Pricing and Availability
The product is available starting June 23, 2026, through virtuix.com and authorized distribution partners. To celebrate the launch, Virtuix is offering a limited-time Quest gaming package with four bundled games optimized for Omni One movement.
| Region | Price |
|---|---|
| United States | $2,595 USD |
| Europe | €2,995 |
| United Kingdom | £2,795 |
Strategic Impact
"This launch significantly expands Omni One’s addressable market and brings our full-body movement platform to the world’s largest XR ecosystem," said Jan Goetgeluk, CEO of Virtuix. The company positions the Omni One as a "Peloton for Gamers," noting that users can burn up to 700 calories per hour. The product maintains an average customer rating of 4.8 out of 5 stars and received the 2025 Auggie Award for Best VR Interaction Product.
Market Context
The launch builds on Virtuix’s momentum across consumer, enterprise, and defense sectors. The global video game market is projected to exceed $600 billion over the next decade, with XR adoption accelerating due to investments from major technology companies like Meta, Apple, and Google. Virtuix believes full-body movement is a critical component of next-generation immersive computing.
How will the high price point impact adoption rates among the mass market of Quest users compared to enterprise or defense sectors?
What are the long-term plans for expanding the library of compatible titles beyond the initial four bundled games?
Could the 'Peloton for Gamers' model drive recurring revenue through subscription services or premium fitness content?


























