The Story

The story so far

Driving the technology forward since 2018.

Eight years, one loop

We started as a spatial gaming and technology company, with the dream of making real places playable. Teaching machines to understand those places was the problem from the start, and the years we spent solving it made us a physical AI company.

2018

Reality Crisis is founded in Helsinki.

2019

Rodney Mullen joins as co-founder and investor. His insight anchors everything after: skateboarding is a physics-constrained language.

Skateboarding is a four-decade negotiation between the human body and physics, a language built one failed attempt at a time. A ledge isn't an obstacle to a skater; it's a question the body has to answer, over and over, until it lands.

Machines that want to understand real places have to learn what skaters already know. That's the work we started from.

2019–2020

The first mobile AR version of Skatrix. Heavy computer-vision and machine learning research working behind a simple loop: scan, skate, and share.

2021–2022

Soft launch. 200,000+ players sign up across the App Store and Play Store, and feeds fill with player clips nobody asked them to make. Apple reaches out. Niantic starts paying attention.

None of it moved in a straight line. Bets went on platforms before their audiences arrived. Builds got thrown away as the game outgrew three versions of its own technology.

Skaters know this loop already: try, slam, adjust, land. Every landing becomes the floor for the next try.

2024

Skatrix Pro ships as a day-one Apple Vision Pro launch title. The same year, Niantic Spatial and Reality Crisis announce a publishing and technology partnership.

2025

The AUREA Award, Interaction category. And commissioned mixed-reality work for Meta.

2026

The Gen-XR R&D project, backed by Business Finland, closes with an outcome nobody planned for: brAIn, the story engine. The same movement engine starts its first test in a real industrial setting.

Next

The next generation of Skatrix is in development. brAIn opens to creators chapter by chapter, starting with the closed beta. The rest gets built the way everything here was, one landed trick at a time.

Who's behind it

Rodney Mullen, the European Union, the European Media and Immersion Lab, and Business Finland all stand behind the company, alongside a group of Finnish and U.S. investors: gaming veterans, award-winning artists, biotech founders, open-source contributors. We are united by our passion for immersive technology and the skateboarding culture.

  • Business Finland
  • EMIL
  • European Union
  • Niantic

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