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.

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
No treadmill, no body trackers, nothing to set up per game. The motion you already make becomes stick input.
Stay where you are and move like you would on a trail. A slow walk registers, and so does a sprint.
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.
That comes out as ordinary thumbstick input, delivered through the runtime the game already uses. Ease off and the game eases off with you.
Heading
Stepping forward, back or to the side moves you that way, so you can look one direction and travel another.
Speed
How hard you work sets how fast you travel, along a response curve you set yourself.
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.

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.
Big worlds feel big again. Crossing one takes something out of you.
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.
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.
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.
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.
Controls how much physical movement is required to move in-game.
The default. Reaching full speed takes real, sustained effort.
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.

17 supported · 12 in testing · 1 planned · 2 not supported
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.

Tuning is centred on Quest 3 over PC VR. Other headsets use the same signals.
Three delivery paths ship together, and the app picks one at startup.
How the headset reaches the PC doesn't change how VR StrideS reads your motion.
The deciding factor is how a game handles movement, not which engine it uses.
A sample rather than a whitelist. If the left stick moves you, VR StrideS should too.
Compatibility varies by game, control scheme, headset, and PC VR configuration. The playtest exists to widen and verify this list.
Just over a minute of VR StrideS driving movement in a range of PC VR games.
20–30 AUGUST 2026
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.
Test different headsets, streaming setups and PCs across more room layouts.
Every gait is a little different. More gaits mean fewer missed starts and softer stops.
Some games handle stick input in unusual ways. We'd rather find those now.
Where the effort curve sits out of the box should reflect how people actually play.

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.
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.
No. It works with the headset and controllers you already own. There's no treadmill and no foot tracker, and nothing beyond the base stations your headset already uses.
Tuning is centred on Meta Quest 3 used with a PC, but VR StrideS isn't tied to one headset. It works through the runtime rather than the hardware, so most headsets that run PC VR games should work. The compatibility section on this page lists current status, and the playtest exists partly to widen it.
No. VR StrideS substitutes the thumbstick input a game already reads, at the runtime level. Nothing is installed into the game, so there's nothing to patch after a game update.
Yes. Conventional controls stay available, and VR StrideS can be switched off at any time without closing the game. For movement that needs precision, like lining up a jump, just use the stick.
Roughly the space you already need to stand and turn safely. You stay on the same spot, so the footprint is about the same as any seated-to-standing VR setup. Check your guardian or play-area boundary before a long session.
Yes. A treadmill solves the same problem with hardware: a platform, a harness, a permanent square of floor and a four-figure price. VR StrideS does it in software, using the headset and controllers you already own.
Anything that moves you with the left thumbstick, which is most of PC VR. Blade & Sorcery, Half-Life: Alyx, VRChat, BONELAB and BONEWORKS are confirmed working, as are flat games brought into VR through UEVR. Skyrim VR, No Man's Sky, Pavlov and Phasmophobia all use smooth stick locomotion and are expected to work. Teleport-only games are the exception, because there is no stick movement to drive.
Both, with jogging in between. The Effort setting decides what a given in-game speed asks of you. Turn it down and a relaxed walk in place is enough; turn it up and top speed needs a real run in place.
It can, and it's adjustable. Jogging in place for a long session takes real effort, which is why some players use it for VR fitness. A lower Effort setting keeps movement lighter, so you choose how physical the session gets. Take breaks as you would with any standing VR game.
The full release is planned for November 2026. A Steam Playtest runs 20–30 August 2026 ahead of it. Dates can move; wishlisting on Steam is the reliable way to hear about changes.
The playtest runs 20–30 August 2026. Request access from the Steam page, then join the Discord if you want to send feedback directly. Waves are sized to how much feedback we can actually read, so places open in batches.
The playtest opens ahead of the full release. Wishlist on Steam and you'll hear about it first.
Full release planned for November 2026