Sandbox VR, the location-based VR destination, announced that its most popular experience has generated $23 million in ticket sales in the last 12 months.

Launched in the summer of 2022, Deadwood Valley is said to be the company’s most cinematic game, letting players defend against a horde of zombies as a squad.

It’s been so successful, Sandbox VR says the experience has now surpassed $23 million in ticket sales across 30 locations, and is projected to make $100 million in lifetime sales.

All of the company’s multiplayer VR experiences have been developed by in-house gaming studios, allowing teams of up to six players to tackle a host of missions in games such as Star Trek Discovery: Away Mission, Curse of Davy Jones, Deadwood Mansion, and Unbound Fighting League. An experience based on Squid Game is also set to launch sometime in late 2023.

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In addition to recently opening its second in-house gaming studio in Vancouver, the company says it will also start letting third-party game developers to create titles for its location-based platform starting in 2024.

Billing itself as the world’s fastest growing location-based VR company, Sandbox VR is now operating in 43 locations spanning major cities in North America, Europe, and Asia, a dozen of which launched in the last 12 months.

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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.
  • Foreign Devil

    Really glad to this is showing success! Most of the early entrepreneurs in this space got wiped out financially because they opened just before the pandemic.

  • Bernard Cozier

    that framerate is severely lacking. If they are mostly just standing and not moving, they should be outfitted with Pimax 8KX’s for best FOV and minimal SDE. But that would require wired headsets to as many computers, but the VR experience would be 10x times better.