NeosVR is a versatile metaverse engine based on a novel architecture that allows you to do anything in multiplayer VR: explore, socialize, learn, create, build, develop and share all in one virtual universe.
All Reviews:
Positive (15) - 93% of the 15 user reviews for this software are positive.
Release Date:
May 4, 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?

“NeosVR is a project with high ambitions and currently being developed by a single developer with the help of a business partner to handle the runnings of our startup and all the things around it.

As such, many of its features aren’t yet fully developed, others are still in prototyping stage and difficult to use and many of its subsystems aren’t yet accessible at all. A good chunk of the time is currently being devoted to creating some content for the system as well.”

Approximately how long will this software be in Early Access?

“We expect the project to continue maturing within the following year, especially with the help of the community. As we continue to work on it, it'll gradually keep becoming more stable and well rounded, usable for more and more applications.

Once we feel that a newcomers don't need the "This might have some basic usability issues that I need to be aware of" mentality when working with Neos, we'll put it out of the Early Access. However we expect this to be a very gradual process.”

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

“While Neos doesn't have a well defined "Full Version", as there will always be more features, content and systems to add, there are several major features that will be added to the system.

The primary one is powerful dynamic loading and synchronization of assemblies, instead of preloading them explicitly as mods. However due to security reasons, we have postponed this feature until we integrate Chromium’s sandbox.

We're also working on many other subsystems that will make Neos usable as a VR art and music studio, such as editing audio, animation, integration with more hardware, as well as interfacing with external languages, scripts and devices to widen the possible applications of the system.

There will also be many more performance and bandwidth optimizations and extensions to Neos' novel data model, which will make it easier to build a wider variety of networking applications with ease, increase their potential complexity and run them on wider variety of hardware.”

What is the current state of the Early Access version?

“Neos is already a very powerful system, allowing users to build, edit and experience in implicit multiplayer VR with a wide range of features (see the description section) that make it applicable to many scenarios, from entertainment to professional use.

The core has also been stabilized over the years, being able to run for hours without a crashes or synchronization errors, with only a few rare bugs remaining to hunt down.”

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

“Neos itself will remain free for non-commercial use in the future, however the pricing of the extra cloud services (like storage, networking or data processing) will be subject to change, as we figure out the usage patterns and how much these services cost on our end.”

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

“Community involvement is crucial to Neos. While we try to provide a variety of features and content ourselves, it is ultimately made to enable you to build new VR worlds, virtual tools and applications and share them with other users.

Whether you are an artist, casual user, scientist, hobbyist builder or seasoned developer, your experience with the system and feedback will help us shape its features, improve ease of use and set priorities for further development.

We want to support and feature your creations and contributions to Neos and use whatever resources we'll have at our disposal to reward the best and most promising creators among you.”
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Use NeosVR

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Recent updates View all (3)

June 8

NeosVR Beta 0.6.1 update

Hey guys,

Frooxius, the developer of NeosVR here. It’s been roughly a month since the launch of the public beta and we’ve gotten tons of great feedback from you, seen our core community grow (especially on our Discord server) and begin building awesome content in NeosVR.

Today I’m happy to announce the public release of Neos Beta 0.6.1, which contains dozens of usability improvements, small features, bugfixes and tweaks, many of them based on the feedback from you and requests from our Patrons (who also get to enjoy these new features right after they’re added). You can get it for free on Steam.

You can see the full list of changes below. One of the bigger changes was a complete redesign of the cloud asset management infrastructure, which is now based on reference counting, rather than original intended garbage collection.

This means that your cloud storage will update nearly immediately after removing assets and your existing usage has been recalculated to exclude “official” assets (such as in the Scratchspace template). This should make it easier to manage your cloud usage.

Other than that, there’s dozens of smaller additions, such as Discord integration, new materials, Standalone 360 mode. However because of no big major features, I’m keeping the 0.6.x version number, but I hope that you’ll enjoy it regardless!

Community highlights

This probably deserves its own post, but over the past month and half, I’ve seen so many amazing things done with Neos, that I just have to mention them, because there's nothing that makes me more happy than seeing people build cool things.

0utsider and Nexulan have built a playable three player chess that they bring anywhere with Neos’ item panels. They have also made a beautiful animated 3D version of Neos logo, which you can now find in the content hub or a controllable plane (the first vehicle in Neos!)

People have also built great environments. I recommend checking out the Klub Karel by sirkitree or the disco club (with awesome lasers!) by 0utsider. Sirkitree also found an ingenious trick to implement basic tool inventory – he put a toggleable panel with all the tools on the hand model of his avatar!

The SHFR group at the University of Sydney has also recently used NeosVR for their presentation at the science forum. Needless to say it was really awesome and I found it ingenious the way they have utilized many of Neos’ features. You can see the video from the event here.

To my surprise people have already started experimenting with the C# plugin programming to add new behaviors (like extending the keyboard). I’ve published some more code examples on GitHub and started a new Discord channel for plugin development, come check it out if you’re interested!

What’s coming in Beta 0.7

With the cloud update out of the way, the focus of the next major version will be on social features that will make it easier to interact and connect with your friends and make it easier to build and share things in Neos.

This will include a friends list as well as user profiles, so you can see what your friends are up to directly from within Neos and visit them directly, invite them to your worlds or send them items.

Another major feature will be a personal inventory in which you can store arbitrary items, tools or even entire worlds and bring them up anywhere you go, without having to pick them up every time from your home or other places.

There’s also going to be more work on the UI friendliness and exposing more options in a clear way, for example giving you control over who can join your active sessions.

And last, based on our last Patreon poll, I’ll be working on the Undo/Redo feature, which was the most popular choice. Not to mention that there were many times I wished I had it too!

Other than these major features I’ll be continuing to work on many other small additions, improvements and tweaks, so keep tuned! If you’d like to use these new features before the next public release, consider becoming our Patron and getting early access to new builds.

Changes and additions from Beta 0.6

New features
  • New cloud asset management infrastructure based on reference counting for quick storage usage updates and better responsiveness
  • Discord Integration – features rich presence (shows what public world are you in on your profile), allows ask for join or sending an invitation to channels
  • Support for live stream video playback – for example you can now watch Twitch live streams in VR
  • Standalone 360 mode – allows to interactively use Neos with equirectangular 360° rendering mode (useful for using in domes)
  • Folder import support – includes two new batch importers and support for importing multiple models, images and videos with the same settings
  • Import images/photos referenced by name in the 3D model hiearchy
  • Vertex color PBS materials (automatically used on 3D model import if it has vertex colors)
  • Double sided PBS materials (including transparent ones)
  • Triplanar PBS materials
  • Cookie support for spot lights
  • Material gun can now extract/apply skybox materials
  • Added “Edit Reference” button to bring up inspector for any reference
  • Basic controls for 360 camera mode
  • Basic support for permissions in the world – CommonAvatarBuilder can now be configured to restrict locomotion methods, saving worlds or transferring objects to/from particular world
  • Added DateTime LogiX nodes
  • Added RawDataTooltip component for interfacing LogiX with the tooltip system and allowing to more easily build new tooltips from scratch within Neos.
  • Added option to auto-join and auto-follow LAN sessions only by specific user
  • Added GrabbableUserVoiceModifier component, which allows modifying the voice setting upon grabbing an object (such as a microphone)


  • Significant compatibility improvements to biped rig detection and setup of IK for variety of rigged models, but still needs further improvements
  • Refactored rigged model metadata into separate “Rig” component to support for multi-mesh rigs
  • Improved locomotion and controller mapping for Touch controllers, Windows MR Controllers and Vive as well
  • Implemented asset cleanup for the world hierarchy, removing no-longer used asset providers and running this automatically on save – this can offer significant performance improvements for some worlds
  • Locomotion method is now synchronized between worlds
  • The material list when creating a new material orb is now built using reflection and automatically contains all available materials
  • Switched to a different MP3 decoder with better compatibility, but still has issues. Will switch to native decoding library in the future
  • “Official” Neos assets no longer get counted against user cloud quota
  • Changed dynamic world orb spawners so only the root is marked as non-persistent, rather than the world orbs themselves (this made them disappear if they were taken elsewhere)
  • Fixed up importer clogging the hierarchy with “Import” objects
  • Touch events outside the user’s field of view are now ignored
  • Opening login dialog automatically switches to a private world, so secure information cannot be potentially inferred by watching the user’s controller motions
  • Created new login and registration dialog, also with support for lost password recovery
  • Added ability to show/hide keyboard
  • World switcher, logo menu and keyboard positions are now persistent
  • Added new presets for the DroneCamera script, including a manual mode which allows to fly around with mouse + keyboard
  • Added ability to save/load current position of the DroneCamera by pressing numbers on the numpad (hold shift to save)
  • Rotation transform operations now work correctly when there’s negative scaling within the hierarchy
  • Added blank video player to the “Create New” dialog
  • LogiX tooltip now shows names of inputs and outputs when hovering over them
  • All sync references now return null for destroyed elements in the data model, ensuring better behavior consistency
  • Refactored sync lists so derived classes can unambiguously implement IEnumerable<T> to iterate over their elements, rather than container nodes
  • Reduced the size of grab references for the Grab World locomotion mode
  • Included Slices2VolumeTex utility for converting series of image layers into a volumetric texture that can be imported into Neos
  • Included NeosDataTreeConvert (and GUI version) for converting from Neos’ compressed serialized worlds/objects to JSON and back
  • Fixed resetting of object’s scale when equipped as an avatar
  • Added -ForceNoVoice command line option to globally disable voice in all hosted worlds
  • Added -ForceLANOnly command line option to globally set hosted worlds to allow only LAN connections
  • Added support for Patreon only worlds
  • Added notification message when trying to open world without permission to do so
  • Added sample options when spawning a new NeosHorizontalChoiceBar
  • Added exception guard to Coroutines
  • Added ability to call MarkChangeDirty() from within OnChanges() functions to schedule object for the next update cycle and avoid an infinite loop in some cases
  • Fixed DPI scaling on the Neos Launcher
  • Added version info to the Logo Menu
  • Destroying a bone of a rigged 3D model now destroys the whole model
  • Destroy/Duplicate options are now grayed out when not holding any item

    Bug Fixes

  • Assets under non-persistent hierarchies now get saved if they’re used by persistent components in the world
  • Fixed race condition in the particle collision worker which broke all subsequent collisions
  • Fixed Patreon supporter names spawning for each user in the session
  • Fixed perpendicular distance meter going through the same mesh collider it was placed on
  • Fixed crash importing unsupported JSON files
  • Fixed Neos not saving homes when exited via the SteamVR menu
  • Fixed file orbs getting duplicated when placed on the item shelves
  • Disabled FixInFacingNormals postprocessing step on import, which incorrectly flipped faces on some models
  • Fixed LogiX nodes keeping connections to inputs when duplicated
  • Fixed duplication of UI items in the scene hierarchy explorer
  • Fixed import error where a texture in the model was set to null
  • Optimized stack usage when doing a raycast query against a mesh collider acceleration structure, which caused stack overflow exception for highly suboptimal meshes
  • Fixed exceptions in the session asset gatherer on invalid requests
  • Fixed duplicate loading of unsynced records for records that were currently in the synchronization queue
  • Fixed developer tooltip opening inspector for deselected object
  • Fixed incorrect texture offset in UVAtlasAnimator component
  • Fixed saved world becoming inaccessible when the saved world asset had exact same hash as the one already in the database
  • Fixed generating incorrect LogiX cast node variant for Uri datatype
  • Fixed incorrect input on the Substring LogiX node
  • Fixed crash to the matchmaker server on early termination of the connection
  • And many more…
  • Fixed the 360 realtime camera stopping rendering in some cases
  • Fixed incorrect triangle index in RaycastHit against a MeshCollider (this fixes material gun applying/extracting materials to the wrong submesh)
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May 4

NeosVR open beta now free for everyone!

Hello guys!

I am happy to announce that NeosVR beta is now open and available for everyone for free! You can get it here on Steam, visit the content hub and some experiences that we (and some of the early testers) built within NeosVR itself, meet people and even get creative yourself!

That said, expect some bugs, counter-intuitive behaviors and other issues as we’re still in beta. We’re improving Neos every day though and thanks to the help of early testers on Patreon we managed to squash many bugs and improve the usability in many areas within the last two weeks.

Beta marks a big milestone for us. While we spent three years in the alpha stage, working on the fundamentals and building a solid foundation for a new kind of metaverse from the ground up in relative silence, in the beta you, the community, will be crucial to us.

With your help we’ll push this into a well-rounded solution for many different scenarios and build a lot of cool content. Currently Neos is probably mostly interesting to artists, creators, tinkerers and developers, but as we go on and expand on the content and user-friendly functionality, it’ll be more relevant to everyone.

We hope that you’ll join us on this journey and find Neos to be a useful and fun tool, no matter what you do.

Here are also some useful links:

Patreon - support the development and get builds and content early!

Official website

Video Tutorials - Learn how to do all kinds of things in NeosVR!

Wiki - Work in progress, but may answer some questions

GitHub - Report bugs and request new features

How can you help?

There are a few ways in which you can help!
  • Feedback - simply start using Neos and tell us what you think! What you like? What you don't like?
  • Word of mouth - like Neos? Tell your friends! Make YouTube videos or Tweet. help us reach more people. Don't like Neos? Share that too, maybe we can improve :)
  • Financial support - we need to eat! Also run some servers and our computers. We have launched a Patreon page where you can support us and get some nice perks
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About This Software

Neos is an innovative metaverse engine designed to accelerate the development of social VR applications. It is built on top of a novel scripting engine that integrates engine logic, synchronization and asynchronous job and asset processing into a seamless whole.

This gives creators, engineers, developers or scientists the ability to focus on the behavior of their creations and what makes them unique, with automatic support for a wide variety of VR devices, online collaboration/multiplayer and cloud functionality, both for the development and the project.

As an end user you can explore a rich virtual universe full of diverse creations with your friends, colleagues or classmates and use the virtual tools and devices you find for fun, art, education or content production.

What can you do with Neos?

Neos is designed to be a highly flexible and universal system that can give you a head start for wide variety of social VR activities. Here are examples of some things you can do with it and some key features it offers right now:
  • Dynamic multiplayer VR worlds - explore with your friends and edit/modify anything you see in real time
  • Explore a hub of rich and diverse experiences and things created in Neos by us and other users
  • Run multiple VR worlds at once - both hosted and joined sessions and switch between them like tabs in web-browser

  • Play with your friends or communicate with your colleagues
  • Meet random people in the virtual environments
  • Have fun with a wide variety of silly things that you can do thanks to Neos’ flexible system - like mapping your voice to the size of someone’s head
  • Use drawing and measuring tools or any other form of visualization to help you communicate your ideas to others
  • Build a virtual presentation of your company or product and communicate with your customers in real time

  • Grab anything in any of the worlds and seamlessly transfer it to others - want to bring a paintbrush into an MRI visualization? Why not.
  • Integrated cloud service - save your worlds and creations to your personal cloud home or share them publicly
  • Render and record/stream real time perspective, 360 or mixed reality video from your worlds and sessions using another machine
  • Export 3D models and images (including 360 captures) from Neos
  • Everything works with everything

  • Neos has its roots as an educational software and building educational experiences is still a priority for us - check them out in the content hub!
  • Bring a variety of educational models and visualizations from various sources and create interactive, social learning environments
  • Learn to build VR multiplayer experiences with Neos with video tutorials and example experiences right within Neos
  • Project from VR onto a projector or dome in real time using one of the camera client modes

  • Import 40+ 3D model formats, including rigged and animated (based on Assimp)
  • Import 5+ audio formats
  • Import 30+ image formats (based on FreeImage)
  • Import 20+ video formats (based on VLC)
  • Import 3D volumetric textures (such as MRI scans)
  • Project videos with depth map in 3D space to create holograms
  • Project images and videos as stereo, 360 panoramas (or lower) or combination of both

  • Use a wide variety of brush tools prepared by us or other users (or build your own!) to create art and beautiful environments in VR
  • Create new materials at runtime, apply them to objects with the material gun or dip the brushes into them
  • Create avatars from absolutely anything
  • Import 3D models and add descriptive labels
  • Glue things together

  • Visual content building and editing tools
  • Use Neos to build your own VR home experience, using all the available features of the system and sync it to the cloud
  • Advanced, highly configurable, extensible and programmable brush system that allows you to make new kinds of brushes right within VR
  • Inverse kinematics for arbitrary rigged models. Optimized setup for full body biped rigs.
  • Use particle systems to create a wide variety of effects

  • Advanced Implicit networking model
  • Our in-house Visual programming system (LogiX) for everything
  • Scene and component inspector that gives access to the entire raw data model and scene hierarchy right within VR
  • Create and load CLR (C#, VB .Net…) assemblies to add new functionality (not dynamically right now for security reasons, see Early Access section for more info)
  • First class procedural generation - easily generate meshes, textures or sounds
  • Heavily multithreaded architecture to utilize all your CPU cores and prevent hiccups
  • Asynchronous texture uploading for any texture - continuously regenerate 8K RGBA textures without a single hiccup

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7
    • Processor: Intel Core i5-4590 AMD FX 8350 (equivalent or better)
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 970 AMD Radeon R9 290 (equivalent or better)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Additional Notes: Requirements vary depending on content. In on-screen mode they can be lower.
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1060 AMD RX 570 (equivalent or better)
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space

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