An UploadVR Journalist Covers Sinespace

Sinespace 27 June 2018.png

David Jagneaux of the UploadVR website has written a very complimentary article about Sinespace and how it might become “the Second Life of VR”:

We recently got the chance to talk with Adam Frisby, co-founder and Chief Product Officer for Sinespace, about their VR app and the name that it’s made for itself. The UK-based company quietly launched in 2017 and has since gone on to be immediately generate revenue for not only the company itself, but for users as well. He’s describing Sinespace as a “virtual world platform built for developers” and it shows.

They’re currently sitting at approximately 10,000 monthly active users across all Unity-enabled devices (that means PC, Mac, Linux, browsers, and viewing capabilities on mobile) with about 10% of those users being in VR, primarily Rift and Vive. Sinespace is mostly a third-person experience, but if you’re in VR, the view shifts to first-person.

That isn’t a lot of VR users right now, but it still puts them just below VRChat and Rec Room in terms of sheer reach and size. Considering they’ve barely made a peep in North America and aren’t even on Steam yet, that’s pretty impressive.

That figure of “10,000 monthly active users” sounds suspiciously high (maybe that’s the figure for the total number of Sinespace accounts created so far?).

David writes how Sinespace, like Second Life before it, is focusing on how creators can earn money from their work:

All of the content you see inside of Sinespace is more than likely created by a user. On top of that, all of that content that developers spend hours making isn’t locked to just Sinespace. It can be used in engines like Unreal and Unity as well — they don’t force people to sign any exclusivity agreements or rights waivers to the content. They’ve just got a straight-forward 70/30 split on all revenue with 70% going to creators and only 30% going to Sinespace, the company also makes money by selling in-game currency (Gold) to users. But the real meat of it all is the internal user-to-user economy.

Currently there are over 2,500 virtual goods for sale that range from clothing and animations for characters all the way up to vehicles and entire buildings. This is how Second Life started cultivating its economy and Sinespace is following a similar path. According to company representatives, the top creators are already earning hundreds of dollars per month in sales and that’s expected to continue growing as the user base expands.

2,500 is still smaller than the over 12,000 items already listed for sale in the Sansar Store, but it’s still impressive for a newer virtual world platform. (High Fidelity has nowhere near that number of items for sale in its High Fidelity Marketplace, as far as I can tell.)

It’s a good article and I would encourage you to go over to the UploadVR website and read it. The article also talks about the avatar facial driver software I had blogged about earlier, which I still think is a really cool feature!

Sinespace webcam facial capture - June 2018  (1).png

UPDATE 12:20 p.m.: Adam Frisby has gotten right back to me about the accuracy of the 10,000 monthly active users figure, saying:

Hey the user count is actually accurate — it’s the 30 days to June 15th… It’s been growing all year.

…[A] lot of that is just first time visitors (we get a lot of them); but the core user group is growing as well.

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