$3 Million in Sales and 250 Million Views for Job Simulator!

After launching Job Simulator on three major VR platforms in 2016, we’re humbled by the overwhelmingly positive response from fans — thank you all for jobbing with us! With that, we have some sales numbers to announce. We want to share these numbers because we think they’re important to show that even in these early days of VR, if you build a quality piece of content, there’s potential for a large audience and solid sales. See below for the full press release!

-Owlchemy Owls

Job Simulator Surpasses $3 Million in Sales and 250 Million YouTube Views

Owlchemy Labs Inc.
January 6, 2017

Austin, TX – Virtual reality industry leader Owlchemy Labs today announced that its flagship multi-platform virtual reality game, Job Simulator, has earned over $3 million in sales. Owlchemy also announced that Job Simulator has received over 250 million YouTube views. These achievements mark a new milestone for virtual reality (VR), establishing Job Simulator as the most popular VR title to date.

“When we started development of Job Simulator, it was a massive risk to bet it all on a project that could ONLY work in VR, especially with consumer VR hardware productization so far off and ambiguous” says Owlchemy Labs CEO Alex Schwartz. “It’s great to finally see the numbers show that even in such an early market, success can already be found. We’re incredibly proud of the fact that our game has struck a chord with so many players across the globe, both young and old.”

Since 2010, Owlchemy Labs has combined its deep love of game design, user experience, narrative, and humor to create compelling experiences for current and next-generation VR platforms. Their original title “Job Simulator” has been hailed as one of the defining VR experiences, debuting as a bundled game with the HTC Vive, as a launch title for Oculus Touch, and as a launch title for PlayStation VR, where it debuted as the best-selling PlayStation VR game in North America for both October and November on the PlayStation Store (CORRECTION: for all of 2016, October, November, and December!).

“I think a huge part of Job Simulator’s success comes from how fun it is to just watch someone play around and be silly in VR” says Schwartz. “Tons of people have seen their favorite YouTuber play around in the physics sandbox that is our game, and that’s great for showing everyone how interactive and magical VR can be. These earliest attempts at mixing real-life video footage with virtual reality are the best way to show people what it truly feels like to be inside of a virtual space so we’re letting streamers and content creators easily share VR footage that’s clear, understandable, and ready for mainstream viewers.

Owlchemy continues to leverage their success in VR to innovate both top tier content and tools. Besides expanding Job Simulator, the company is bringing the hit animated series “Rick & Morty” into virtual reality with Adult Swim Games, and working on new unannounced titles. In addition, Owlchemy is beta testing their OwlchemyVR Mixed Reality system, a new way to let developers and content creators capture and share virtual content.

About Owlchemy Labs:
Founded in 2010 with the mission to build absurd and polished games, Owlchemy Labs has developed and published multiple original titles spanning over 20 desktop and mobile platforms, including one of the first VR-enabled games on Steam. Their titles include Job Simulator, the Adult Swim published Rick and Morty Simulator: Virtual Rick-ality, as well as numerous desktop and mobile titles. In addition to innovating in the content space, Owlchemy pioneered OwlchemyVR, a tool suite that facilitates VR development and allows for creating and sharing mixed reality footage of VR/AR content.

Owlchemy continues to share VR knowledge with the community as the founders of the 2000+ member strong VR Austin group and as speakers on VR around the world. More information about Owlchemy Labs can be found at http://owlchemylabs.com

Job Simulator out on Oculus Touch!

Owlchemy believes that getting your hands into VR is the most important facet of a VR experience. We’re happy to announce that Job Simulator is now available as a launch title Oculus Touch! Unbox those Touch controllers and grab your copy of Job Simulator on the Oculus Store:


Finger guns!
We made sure to support all types of gestures on Touch, including the ever-famous Finger Gun, the Thumbs Up, and more. Your collision geometry even updates based on hand pose, letting you flick objects with your index finger!

Finger guns! New hands! Thumbs ups galore!

Multiple room sizes!
We’ve been spending a ton of time over the past year ensuring the Job Simulator experience feels fantastic on Touch. Our philosophy when it comes to the out-of-box experience for VR is that Job Simulator should “just work” for any room setup, so we have advanced Guardian support to automatically determine the best playspace size and arrangement for players on startup of the game.

The team at Owlchemy went above and beyond to include room-scale support at launch, making it one of the first at launch to support Oculus’ experimental 3-camera room-scale mode. Plug in an optional third camera and calibrate your room size and we will automagically detect it and auto-select the room-scale arrangement to maximize your job-iness (if that’s not a word, it is now!)

Min-spec madness!
We’ve optimized Job Simulator beyond what we thought originally possible. We now officially support Oculus’ new minimum spec of Nvidia 960 or greater and an intel i3-6100 but instead of the game falling back to 45hz through ASW (Asynchronous Spacewarp), players will get the full native 90hz on that min-spec! Our dedication to optimization and quality consumer experiences has resulted in a performant and smooth game on the widest set of hardware imaginable!

So much Touch!!

It’s been a ridiculously cool year for us. Consumer VR has now officially launched and we’ve been able to be there through every step! We’re so happy to be able to close out the year with this launch, bringing the joy, discovery, delight, and wild chaotic donut-filled fun of Job Simulator to everyone!

Check out the new trailer featuring Oculus Touch hardware!

Vending machines are stocked. Sandwiches have achieved maximum stackability. Stapler-trajectories are optimized. PREPARE TO JOB. Grab the Oculus Touch version of Job Simulator here!

OwlchemyVR Mixed Reality Update 2

We have an update on our new mixed reality tech! We’ve been adding features since we first announced the OwlchemyVR Mixed Reality tools on our blog:

If you didn’t read the first announcement, read that first for some background on our mixed reality solution.

Showing virtual reality is a huge challenge and with OwlchemyVR’s mixed reality solution, you can combine live video footage with complex virtual reality gameplay in real-time — resulting in the best way to show off the magic of VR.

So, what new features have we been cooking up?



We’re now able to utilize real-time per-pixel lighting with our mixed reality tech! See below:

Per-pixel lighting on mixed reality footage in real-time!

  • Using the same lights you’re using in your game to light mixed reality footage allows for a seamless blend of both realities. From muzzle flashes to exploring dark caves to casting magic spells, we’re excited to see what interesting effects can be accomplished!
  • Prior attempts to simulate lighting in mixed reality footage have relied on heavy post production in After Effects or using physical lights on sticks held by people in green screen suits with heavily choreographed shots. Real time lighting solves many issues — now the content can drive all of the lighting effects dynamically.


Now less green screen area is needed to get fantastic shots with our new green screen bounding solution!

Ceilings, walls, clamps, and lights always seem to enter frame at the worst time — we have a solution!

  • Shooting mixed reality footage generally results in shots where mounts, lights, and non-green-screened areas come into the shot, ruining the footage. Our tech uses a new smart green screen bounding technique to reduce the required green screen coverage so you don’t need to worry about pointing the camera away from the green screen!
  • This enables new types of shots to be pulled off without worrying about panning out of the green screen area, such as wide pans or 360 turnarounds. Now the camera can be pointed in all directions without needing a green screen in view!
  • This also means that very small green screen setups can be utilized much more effectively! Supporting lower end setups will help immensely with wider adoption of mixed reality so that bedroom Youtuber and Twitch streamers will be able to produce quality content at very low cost without high end screens or professional lighting rigs.


Yes, properly sorted transparency in mixed reality is 100% possible! See below:

Translucent blending in mixed reality!

  • This is the first time transparencies have been able to be drawn and sorted at proper depth in mixed reality. It finally just works how it should.
  • The limitations of prior implementations of mixed reality have prevented transparencies from functioning but now that we’re in-engine, we can tackle this issue (anyone who has tried this before will tell you it is extremely complex to pull this off, let alone real-time).
  • With proper alpha blending, we can also achieve amazing effects with particles such as having someone stand behind a wall of smoke, in the rain, snow, or any complicated transparent scene.


We have a ton of features and innovations on the way and this just scratches the surface of what’s possible with real-time in-engine mixed reality. We can’t wait to get this into everyone’s hands.

We are working towards the first private beta with a small group of developers and content creators. If that sounds like something you’d be interested in, sign up here:

Signup for the Owlchemy VR Mixed Reality beta here!



P.S. We’re looking for additional computer vision experts at Owlchemy Labs. Reach out to us if you want to help us build the future of VR.