Fibrum
Fibrum is a technology company.
Financial History
Fibrum has raised $1.0M across 1 funding round.
Frequently Asked Questions
How much funding has Fibrum raised?
Fibrum has raised $1.0M in total across 1 funding round.
Fibrum is a technology company.
Fibrum has raised $1.0M across 1 funding round.
Fibrum has raised $1.0M in total across 1 funding round.
Fibrum has raised $1.0M in total across 1 funding round.
Fibrum's investors include Flyer One Ventures, FunCubator.
Fibrum is a VR software and hardware developer founded in 2014, specializing in immersive mobile virtual reality experiences, games, and platforms.[1][3][4] The company builds products like the Fibrum Pro VR headset, over 36 VR applications across platforms such as Steam, Meta Quest, PlayStation VR, VIVEPORT, and Pico, and the Desirium platform, which connects VR content providers with users.[1][3] It serves gamers, end-users seeking accessible VR, and specialized markets like autism therapy via HIPAA-compliant platforms, solving accessibility barriers in VR by focusing on mobile-first, high-quality software ecosystems.[1][3] With around 21 employees and $4 million in revenue, Fibrum demonstrates steady growth through self-publishing and major projects like Cyberfit Arena (a sports VR IP) and Dance Loop (a rhythm game).[2][3]
Fibrum emerged in 2013-2014 as a Russian startup when Ilya Flaks, the CEO and founder, launched it after building expertise in game development.[1][5] Flaks brought over 15 years of experience, including co-founding IMMO games in 2011 (reaching 65 million users) and Fibstone in 2013 for mobile games and apps.[1] Headquartered in Moscow, the company quickly pivoted to mobile VR amid early headset booms, developing the Fibrum Pro headset and cardboard VR ecosystems that became the largest of their kind for initial mobile devices.[1][3][5] Pivotal early traction included publishing dozens of apps and gaining global recognition, with games amassing over 20 million organic YouTube views and becoming VR memes.[3]
Fibrum rides the mobile and standalone VR resurgence, capitalizing on accessible headsets like Meta Quest and Pico amid growing demand for immersive gaming, therapy, and enterprise VR.[3] Timing aligns with VR market maturation post-2014 mobile VR hype, where Fibrum's early cardboard solutions laid groundwork for today's ecosystems, influencing adoption by proving low-barrier entry.[1][3] Favorable forces include platform expansions (e.g., PlayStation VR) and VR's shift to social/practical apps like autism training, where Fibrum's compliant platforms address real-world needs.[3] It shapes the ecosystem by mentoring indie devs, self-publishing globally, and innovating IPs that meme-ify VR, boosting organic discovery in a crowded space.[3]
Fibrum's trajectory points to expanded IP launches like Cyberfit Arena, potentially transforming VR sports, alongside therapy platforms scaling via partnerships.[3] Trends like affordable standalone VR hardware, AI-enhanced immersion, and therapeutic applications will propel growth, especially as VR views hit billions on YouTube.[3] Its influence may evolve from mobile pioneer to full-stack VR builder, leveraging 9 years of expertise for cross-platform dominance—positioning it to make "new universes" accessible worldwide, echoing its founding mission.[1][3]
Fibrum has raised $1.0M across 1 funding round. Most recently, it raised $1.0M Seed in September 2018.
| Date | Round | Lead Investors | Other Investors |
|---|---|---|---|
| Sep 1, 2018 | $1.0M Seed | Flyer One Ventures, FunCubator |