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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 effort sets the pace and your stride sets the heading. As far as the game is concerned, you're on a thumbstick.

Steam Playtest 20–30 August · Full release planned for November 2026

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. A slow walk registers, and so does a sprint.

  2. 02

    VR StrideS reads the motion

    It runs on your PC alongside the game, sampling your headset and controllers 90 times a second to work out your pace and the direction you're stepping.

  3. 03

    The game moves you

    That comes out as ordinary thumbstick input, delivered through the runtime the game already uses. Ease off and the game eases off with you.

Stepping forward, back or to the side moves you that way, so you can look one direction and travel another.

How hard you work sets how fast you travel, along a response curve you set yourself.

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

One slider sets how much of your own effort it takes to reach full speed. Turn it down for a long session, or up if you want a workout.

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 speedHigh

What full speed asks of you

~160 spm · 9 cm rise

One matching cadence × vertical-rise pair. More bounce can offset fewer steps.

Drag the marker, or focus it and use the arrow keys.

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.

17 supported · 12 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 VR2Through the PC adapterSupported
  • 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

How the headset reaches the PC doesn't change how VR StrideS reads your motion.

  • 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
  • LinuxSteamVR and OpenXR pathsSupported

Compatibility varies by game, control scheme, headset, and PC VR configuration. The playtest exists to widen and verify this list.

Watch the trailer

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

20–30 AUGUST 2026

Help decide how this ships

Motion detection is only as good as the range of bodies, rooms and hardware it has seen. The playtest is how we widen it.

The playtest runs 20–30 August 2026. Places are limited by how much feedback we can actually read, so wishlisting on Steam is the fastest way to hear when the next wave opens.

  • 01

    Cover more hardware

    Test different headsets, streaming setups and PCs across more room layouts.

  • 02

    Sharpen the detection

    Every gait is a little different. More gaits mean fewer missed starts and softer stops.

  • 03

    Find the awkward games

    Some games handle stick input in unusual ways. We'd rather find those now.

  • 04

    Shape the defaults

    Where the effort curve sits out of the box should reflect how people actually play.

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. We 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, we 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.

The playtest opens ahead of the full release. Wishlist on Steam and you'll hear about it first.

Full release planned for November 2026