Simmetri is a creative toolbench and sandbox for building interactive 3D experiences for VR and screens. It's powerful enough for stadium-filling professional VJ's, while accessible and educational enough for VR-creation-hungry students, designers, artists, programmers, and educators.
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Release Date:
May 21, 2018

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We see Early Access as a way to build a core community of creators and to build up a strong collaboration with them: imagining and developing new content, tools and features as well as establishing our culture, learning our best systems for communicating, sharing, and teaching/learning. We're eager to support you, the creator.”

Approximately how long will this software be in Early Access?

“Approx 6 months. Full-release should take place on or before Dec 1st, 2018.”

How is the full version planned to differ from the Early Access version?

“There are features, refinements and whole tool suites that we expect to bring on-line soon.

Prospective Features:
- Community of trading assets, toys, tools, guides, scripts, and whole worlds/shows.
- Virtual VJ studio features for live tweaking in VR.
- Multi-user simultaneous co-creation: come to my world and build with me.
- Deeper / more simpler integration with other 3D creator tools: we’ve got some obvious ones on our radar or on our workbench presently, Please tell us your favorites you want integrated.
- Tool Suites that integrate via OSC or URL: connecting a universe of compatible apps, websites/services and other platforms like Arduino.
- Expanded script libraries
- Learning worlds and tutorials
- Mac OS support”

What is the current state of the Early Access version?

“Simmetri has been in a process of build and refinement for several years now. It's ready to be enjoyed and fully able to help you create, animate, script, share and present vast worlds of experiences. People use Simmetri to create simple presentations, deep interactive VR experiences, games, shows, VR music videos, art galleries or art pieces.

It's ready for the multi-media artist, the student or educator, the hobbyist, the modder, the memer, or the person just getting started in VR who might be intimidated by the professional tools. It's VR create-and-play ready and has LUA scripting built right in to enable expansive experimentation. We can’t wait to see what people create.”

Will this software be priced differently during and after Early Access?

“We’re not sure. We honestly hope the community of Early Access users can offer guidance here. We believe there’s a world of possibilities for selling valuable add-ons and content: learning materials, tools, toys, assets, services, and so on. Furthermore, we would like to enable a marketplace for creators to sell the same through the workshop.”

How are you planning on involving the Community in your development process?

“We love creativity fueled by community and community fueled by creativity. This creative community is our primary goal at Simmetri. We are fostering a vibrant community of content traders and teachers. Students, educators, artists, designers, VJs, hobbyists and pro’s alike.

We’re passionate about making Simmetri users more creative. What we need from users to accomplish this is simple: tell us what you like about Simmetri and how you want it improved. We will build to solve your needs and unlock more of your creative powers. Participating in early release gives you greater access to the Simmetri creators, influence in the community and culture, and a stronger hand in steering the application with feature requests.

The Early Access community can expect to co-create Simmetri in the following ways:

- High-influence feature requests
- Creation of early definitive guides, lore, badge/achievement concepts
- Leadership in early discussions
- Contributing and trading content in workshop: shows, toys/tools, tutorials/guides.
- Setting up community challenges
- Competing for most imaginative or helpful creator
- Creating and remixing DLC”
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Recent updates View all (6)

September 24

New Featured Content

In this update, we wanted to highlight some awesome user created content. You can find all of these experiences under the Featured section of the content explorer in Simmetri.

"Haunted Houses"
by Pinckney Benedict

This experience depicts a highly atmospheric journey. From the author:

A VR setting of the Henry Wadsworth Longfellow poem "Haunted Houses." Read by Professor Michael Humphries. Created for the Exterior/Interior design exposition at Southern Illinois University Carbondale.

Link to Workshop Item

Solar System Model
by reid

This experience shows a detailed solar system simulation. From the author:

A model of the solar system meant for conveying an overview of the Sun, planets, and asteroid belts. The rotations are roughly accurate, but due to space considerations, the orbits are not accurate. They are modeled as simple circles rather than the complex ellipsoids we actually observe. Also the orbit periods are not accurate for the same reasons. But to introduce the Solar System and its relationships, this can be a good place to start.

Link to Workshop Item

Awkward Dancer VR
by Amo

Time your movements to the beat and awkwardly dance your way into the crowd's heart!

This is an example of a full-game like experience complete with intro/menu space, a proper game mechanic, scoring system and polish around the presentation.

Link to Workshop Item

Twitter Split-Flap Display
by Amo

In this show, a Twitter search is run on a hashtag and an old-timey split-flap display is updated with the search results across different cross-faded camera angle cuts.

Link to Workshop Item

Big Bad Wolf Quality Assurance
by Amo

A mini interactive story that requires a mic for you to blow, blow, blowww the house down.

Link to Workshop Item

Intl Space Station Tour
by Max Simultaneous

A cool fly-through of a detailed model of the International Space Station by Matthew Albright [Google Poly].

Link to Workshop Item

Collision Music Box
by Amo

A simple little experience where different boxes produce different notes of a music box when they are struck by a moving object.

Link to Workshop Item
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August 18

Simmetri v.91 Build 315

For this update, we focused on audio by adding support for external audio sources (microphones, line-in devices), generating audio from signals and implementing better audio visualization features for connecting audio data to properties in your universe.

Sampling External Audio Sources

A big feature introduced in this update is the ability to sample external recording devices, such as a microphone or line-in input, and bring in that audio as either a Sound in the space or for visualization purposes only. To do this, there's a new audio input object called the InputAudioStream. Once created in your library, you can drag-and-drop it into the space to create a Speaker that plays the audio or you can set it as the Source of an AudioSignal (like an AudioPeakSignal). You can bind an InputAudioStream to a specific recording device via the Edit Menu/Preferences/Inputs panel.

Here's an article that shows you how to use the InputAudioStream:
Sampling External Audio Sources

Audio Signal Generators

Another new feature is the ability to generate audio via Signals. For example, you can generate tones via a WaveformSignal. To do this, a new audio input called SignalAudioStream has been added. Once you create a SignalAudioStream, you can set a Signal in its properties then drag and drop it into the space to create a Speaker that outputs the signal's generated audio. Try different signals and wavelengths along with Reverb on the Speaker for interesting results.

Here's an article that shows how to work with SignalAudioStreams:
Make Some Noise: Generating Audio From Signals

Audio Peak Visualization

A new signal and pulse have been introduced to better sample audio for modulating parameters in the space. The AudioPeakSignal will generate a signal from the audio's peak data with a smooth drop-off. By connecting this signal to various properties in the space, you can easily pulse values to peaks in the audio. The AudioPeakPulse is similar to the signal, but can be used wherever pulses are required.

Here's an article on working with AudioPeakSignals:
Pulsing to Audio Peaks

Simplifying Audio Imports

Another big change made is the elimination of AudioStreams when importing audio data from files. Before, if you wanted to import a long audio file (e.g. a song), Simmetri advised you to import it as an AudioStream to ensure the data would efficiently be streamed. However, by doing so, you were restricted to the AudioStream's timeline syncing behavior when playing the audio in the space through a Speaker which might not always have been desirable.

Now, all audio is imported as AudioClips and how and when those AudioClips are played is determined through their Sound nodes. A Sound node now has an "Auto Play" property that can be used to set when (or if) a Sound is automatically played. One of the auto play options is "On Timeline", which emulates the prior functionality of an AudioStream. Other auto play modes introduced include "On Copy" (for node emitters that emit sounds), "On Proximity" (to play when the camera gets close to a sound) and other modes as well.

Note that now (unlike prior versions) a Sound node (created by drag and dropping an AudioClip into the space) will not play by default. An auto-play mode must be chosen to do so or the Sound needs to be played via script.

Other Additions And Bug Fixes
  • AudioSignals (like the AudioPeakSignal or AudioFreqencySignal) can now sample either the output mix or a particular AudioStream
  • AudioWaveformSignal and AudioFrequencySignal can now be sampled through space coordinates to build oscilliscopes and spectrum analyzers out of objects/nodes
  • Increased number of waveform samples for the AudioWaveformSignal
  • Sound looping property moved into AudioClip
  • Sound TransposePitch property now continuous
  • Fixed Reverb Decay Time not working
  • Added a new interactive tutorial for changing the GUI text size
  • Particle effects now inherit velocities of parent RigidBodies
  • A tooltip now appears when dragging a timeline event displaying its current time
  • Fixed bug where Add To Library was not updating the browser correctly
  • Performance and stability improvements
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About This Software

Simmetri is serious about imagination. It's a creative playground and toolbox for building interactive 3D experiences for VR and screens. It's powerful enough for professional VJ's playing to stadium audiences and interactive visual artists working on high-profile exhibitions, yet accessible enough for curious students and educators. It combines the tweaking and editing capabilities of multi-media creative software, the interactivity-design of game-builders and the play-ability of a sandbox game.

  • Quickly create interactive VJ sets, VR experiences, immersive music videos, games and more.
  • Jump right in with our interactive tutorial and learning system and browse and remix a world of 3D and VR content shared by other creators to the Steam workshop.
  • Go deep with hundreds of tweak-able properties and complete scripting capabilities, compose immersive music videos with the timeline feature, audio waveform signals, pulse-based programming and more.
  • Play and experiment using physics and in-built toys without coding.
  • Export your creations directly via the Steam workshop or as your own application (.exe)

We're excited to interact directly with 'Early Access' creators as they share their vision for Simmetri and help us shape the future of the software.

Content Features:

  • Interactive tutorial and learning system to get you creating right away.
  • Instantly browse and play Simmetri shows from creators around the world.
  • Instantly share your Simmetri shows to millions of other Steam users

Creativity Features:

  • Model with numerous geometries, mesh modifiers. Fusing and mesh-editing options.
  • Import 3D models (including Google Blocks, Tiltbrush and Quill, Paint 3D, Tinker CAD)
  • Real-time physics with soft bodies and ropes. Control gravity, slow down or speed up time, or add constant forces to individual objects.
  • Physics tools like impulse emitters, hinges and other constraints.
  • Spatial audio system, in-world sounds and soundtracks.
  • Large-scale terrain modeling
  • Realistic sky and oceans, distant horizon spaces and skybox support
  • Control looks with materials, lights, particle emitters and environmental effects like fog and haze.
  • A full camera system w/ lens models and image filters. Quickly create multiple camera setups.
  • Flexible, extendable UI. Use the Simmetri Steam workshop to find more tools, toys and interactive tutorials.

Animation Features:

  • Timelines allow you to keytrack hundreds of object properties.
  • Live-record object movements for replay.
  • Package up animations with "Unit+Timeline": allows you to trigger them when you want, or clone them hundreds of times over.
  • Signals: sine-waves signals, easing signals control properties
  • Audio-reactive signals connect music to properties or actions you want.
  • Script-tracks: allow timelines to control exactly when scripts fire and events happen.

Interactivity Features:

  • Tools to quickly make objects interactive, so you can interact with them in VR, for instance
  • Simple LUA scripting for adding complex interactivity with drag-and-drop support for accessing objects in script quickly
  • Pre-built interactive actors for quickly creating cars, helicopters, rolling objects and characters.
  • Game controller, mouse and keyboard-driven player controls.
  • MIDI, OSC controllability.


  • VIVE
  • Oculus
  • Windows Mixed Reality headsets


  • Import your 3D objects: OBJ, DAE, FBX, and dozens of other supported file formats. (*Note: not all features of every file format are supported. The early release mainly supports static scene data import).
  • Import and work instantly with your creations from Google Blocks and Tiltbrush
  • 2D images / textures: (JPG, GIF, PNG, TIFF)
  • Sounds/soundtracks: (WAV, MP3, OGG)


  • Share to Steam Users via the Simmetri Steam Workshop "File > Share":
  • "Export as Application": packages your Simmetri show (aka: "universe") as a standalone folder containing your show as an executable file.
  • Share out numerous video options (see "output" below)


  • Line-in and microphones
  • MIDI input support
  • OSC input/output support
  • Spout/NDI input: Works with your favorite VJ or broadcast tool


  • Spout/NDI output: to work with your favorite VJ or broadcast tool
  • Works for both VR and non-VR (screen/projector) setups
  • OBS stream out or use dozens of other screen cap / steaming.
  • Set arbitrary video output formats / resolutions beyond 4K.
  • DomeMaster format
  • Red/blue 3D glasses output
  • 360 video output (dev mode)

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
    • DirectX: Version 10
    • Storage: 500 MB available space
    • Requires a 64-bit processor and operating system
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