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VR StrideS
A lone runner on a glowing trail through a dark misty forest, mountains rising in the distance.

Your body is
the joystick.

Jog in place to move naturally in PC VR. No trackers. No treadmill. No mods.

VR StrideS reads your headset and controllers and turns those signals into movement in compatible games. Your headset cadence helps estimate speed, while headset and controller tilt and motion help signal direction. As far as the game is concerned, you're on a thumbstick.

Launches 5 November 2026 · Public playtest ended

Three steps from walking in place to moving in VR

No treadmill, no body trackers, nothing to set up per game. The motion you already make becomes stick input.

  1. 01

    Walk or jog in place

    Stay where you are and move like you would on a trail. VR StrideS is currently most reliable with a clear jogging rhythm; very slow walking in place can produce too little headset movement to register consistently.

  2. 02

    VR StrideS estimates speed and direction separately

    It runs on your PC alongside the game, sampling your headset and controllers 90 times a second to estimate your speed and intended movement direction separately.

  3. 03

    The game moves you

    VR StrideS combines those estimates into the same two-dimensional signal normally produced by a thumbstick, delivered through the runtime the game already uses. Ease off and the game eases off with you.

Tilt your headset and controllers toward the direction you want to travel. You can keep moving one way while looking somewhere else.

Headset cadence and movement help estimate how fast you want to travel. The Effort setting controls how much real movement is needed to reach a given in-game speed.

The same run, from both sides

Left is the room. Right is the same moment inside the demo arena, running the gate course. It's one recording, so the trace underneath has a single playhead.

Real world
First-person view of the demo arena gate course at night, passing a lit archway with the next gate ahead on the trail. Motion is paused because reduced motion is enabled.Footage of a run through the demo arena gate course, weaving between lit archways on a night trail.
In VR
Head travel · one signal136 spm · 15 cm
Captured from the VR StrideS demo arena, with the headset and controller telemetry recorded alongside it. Every bit of movement through the gates came from jogging on the spot.

VR locomotion built for hours at a time

01

Move naturally

You stop holding a thumbstick forward for twenty minutes at a time. Settle into a pace, then push when you actually want to get somewhere.

02

Explore actively

Big worlds feel big again. Crossing one takes something out of you.

03

Works across games

VR StrideS substitutes the thumbstick input a game already reads, so there's no mod to install per game and nothing to redo when a game updates.

04

Tune the effort

Effort sets how much movement it takes to reach speed. Freedom of Movement lets you narrow the direction cone while learning, then open it up to the full 360°.

05

Built for PC VR

Three delivery paths ship together and the app picks the right one on its own: SteamVR, native OpenXR, and the native Meta runtime used over Link.

Big worlds feel big again.

One dial for how hard you want to work

Effort sets how much of your own movement it takes to reach full speed in game. Turn it down and top pace arrives early. Turn it up and the cost rises from the middle of the range onwards, all the way to top speed. It's the same control that ships in the app.

Effort

Controls how much physical movement is required to move in-game.

EasierMore physical

The default. Reaching full speed takes real, sustained effort.

Effort for full speedModerate

Example jogging rhythm

~147 spm · 9 cm rise

Illustrative replay, not a required cadence or bounce height. Speed response varies with your movement and settings.

The VR StrideS in-headset menu, showing the Effort scale from 1 to 10 with 7 selected.
The same setting, chosen without leaving VR. The panel beside it is the desktop app’s own control, rebuilt here with the same label, the same sentence and the same 0–10 scale.

15 supported · 14 in testing · 1 planned · 2 not supported

Headsets, runtimes and games it works with

VR StrideS is a companion application, not a mod, so it works at the runtime level. That covers a lot of games, but not all of them.

The VR StrideS desktop window, showing runtime, connection and headset status alongside the Effort slider.
The desktop app reports which runtime it found and which path it is driving. You do not choose one; it is decided at startup.

Headsets

Tuning is centred on Quest 3 over PC VR. Other headsets use the same signals.

  • Meta Quest 3Primary tuning targetSupported
  • Meta Quest 3SSupported
  • Meta Quest ProSupported
  • PlayStation VR2PC adapter; recentering issues reportedIn testing
  • Meta Quest 2In testing
  • Tethered PC VR headsetsThrough SteamVRIn testing
  • Other standalone headsets over PC VRIn testing

VR runtimes

Three delivery paths ship together, and the app picks one at startup.

  • SteamVRDriver-level inputSupported
  • Native OpenXRAPI layer, used when SteamVR is offSupported
  • Meta native runtimeWindows onlyIn testing

PC connection

Connection method can affect setup. Use the app’s diagnostics if your headset or runtime is not detected.

  • Virtual DesktopSupported
  • Steam LinkSupported
  • ALVRSupported
  • Meta Link and Air LinkIn testing
  • Direct cable (tethered)In testing

Movement types

The deciding factor is how a game handles movement, not which engine it uses.

  • Smooth stick locomotionThe common caseSupported
  • Games with custom input handlingVaries by titleIn testing
  • Teleport-only movementNothing to driveNot supported
  • Per-title tuning profilesPlanned

Popular titles

A sample rather than a whitelist. If the left stick moves you, VR StrideS should too.

  • Blade & SorceryConfirmed workingSupported
  • Half-Life: AlyxSet movement to continuousSupported
  • VRChatConfirmed workingSupported
  • BONELAB and BONEWORKSConfirmed workingSupported
  • Flat games through UEVRWhere the mod maps stick movementSupported
  • The Elder Scrolls V: Skyrim VRIn testing
  • No Man's SkyIn testing
  • PavlovIn testing
  • PhasmophobiaIn testing
  • Fallout 4 VRIn testing
  • Beat Saber, Gorilla Tag, VTOL VRNo stick movement to driveNot supported

Operating systems

  • Windows 10 and 11Supported
  • LinuxBuild available; launch and connection issues reportedIn testing

Compatibility varies by game, control scheme, headset, and PC VR configuration. Reports from the public playtest are helping me verify this list; some setups still have connection or movement issues.

Watch the trailer

Just over a minute of VR StrideS driving movement in a range of PC VR games.

PUBLIC PLAYTEST ENDED

Help decide how this ships

The public playtest has ended. Your reports helped me improve gun handling, direction control and setup guidance. I’m still working on gentle walking, and feedback from different headsets and games remains useful.

VR StrideS launches 5 November 2026. The free demos teach movement inside their own tutorials; the PC companion app is what adds locomotion to compatible games.

  • 01

    Cover more hardware

    Tell me your headset, PC connection, operating system and app version. On Linux, include your distribution and any launch or connection problem.

  • 02

    Sharpen the detection

    Report missed steps, unwanted movement or direction changes while aiming. Your Effort and Freedom of Movement settings help me reproduce them.

  • 03

    Find the awkward games

    Some games handle stick input in unusual ways. Tell me which game you tried, its movement mode, and whether it worked on your setup.

  • 04

    Shape the defaults

    Try the free tutorial to learn the movement. VR Central’s guide shows setup, strafing and moving backwards; the subreddit has a pinned support thread.

Glowing arch gates along a dark forest trail in the VR StrideS demo arena.

We became very good at going somewhere.

Long before cities, roads or written language, our ancestors stood up and began moving through the world on two legs. It changed us.

Our pelvis changed. Our legs changed. Our feet changed. And our hands were no longer occupied with getting us from one place to another. They could carry. Manipulate. Make.

Much later came the human body we know today: remarkably well suited to covering distance on foot.

We were never the fastest animal. We became very good at going somewhere.

For most of human history, a place on the horizon meant a journey. Getting there took steps. Distance had weight. Exploration happened at the pace of the body.

Then we built virtual worlds filled with mountains, forests and roads stretching to the horizon. And put the journey under a thumb.

There’s nothing wrong with that. I just thought your legs could be part of it too.

VR StrideS turns walking or jogging in place into movement through compatible VR games. Use a little effort or a lot. Your game still works like a game. Your body simply gets a say in where you go.

After millions of years of getting places with our legs, I thought they deserved a role in virtual worlds too.

Before you ask

  • A companion application for PC VR. It runs on your PC alongside a game, reads how you walk or jog in place, and turns that into the movement input the game already understands. The game itself is untouched.

Walk the game.

VR StrideS launches 5 November 2026. Wishlist on Steam for launch news, or learn the movement in the free demo.

Launches 5 November 2026