Virtuix (VTIX)
Market Price (2/4/2026): $5.07 | Market Cap: $-Sector: Information Technology | Industry: Technology Hardware, Storage & Peripherals
Virtuix (VTIX)
Market Price (2/4/2026): $5.07Market Cap: $-Sector: Information TechnologyIndustry: Technology Hardware, Storage & Peripherals
Investment Highlights Why It Matters Detailed financial logic regarding cash flow yields vs trend-riding momentum.
| Megatrend and thematic driversMegatrends include Immersive Technologies. Themes include Virtual Reality Hardware, and Location-Based VR Entertainment. | Weak multi-year price returns2Y Excs Rtn is -119%, 3Y Excs Rtn is -148% | High stock price volatilityVol 12M is 296% |
| Key risksVTIX key risks include [1] a precarious financial position marked by an excessive valuation and significant near-term debt, Show more. |
| Megatrend and thematic driversMegatrends include Immersive Technologies. Themes include Virtual Reality Hardware, and Location-Based VR Entertainment. |
| Weak multi-year price returns2Y Excs Rtn is -119%, 3Y Excs Rtn is -148% |
| High stock price volatilityVol 12M is 296% |
| Key risksVTIX key risks include [1] a precarious financial position marked by an excessive valuation and significant near-term debt, Show more. |
Qualitative Assessment
AI Analysis | Feedback
1. Market Volatility and Speculative Trading in a High-Risk Environment
Virtuix (VTIX) experienced significant market volatility and speculative trading following its Nasdaq debut on January 27, 2026. After an initial surge of 21.65% on its first day, the stock plummeted dramatically, reflecting a high-risk environment common for newly listed technology stocks and subsequent massive selling.
2. High Valuation and Concerns Over Scalability and Revenue
The stock's sharp decline was driven by concerns over its valuation being excessive relative to its fundamentals, including approximately $20 million in cumulative sales and an unproven scalability for its business model. Analysts noted the company had generated limited revenue, exhibited highly variable results, and was seeking an elevated valuation at the time of its listing.
Show more
Stock Movement Drivers
Fundamental Drivers
nullnull
Market Drivers
10/31/2025 to 2/3/2026| Return | Correlation | |
|---|---|---|
| VTIX | ||
| Market (SPY) | 1.1% | -13.9% |
| Sector (XLK) | -5.5% | -44.3% |
Fundamental Drivers
nullnull
Market Drivers
7/31/2025 to 2/3/2026| Return | Correlation | |
|---|---|---|
| VTIX | ||
| Market (SPY) | 9.4% | -13.9% |
| Sector (XLK) | 8.3% | -44.3% |
Fundamental Drivers
nullnull
Market Drivers
1/31/2025 to 2/3/2026| Return | Correlation | |
|---|---|---|
| VTIX | ||
| Market (SPY) | 15.6% | -13.9% |
| Sector (XLK) | 23.7% | -44.3% |
Fundamental Drivers
nullnull
Market Drivers
1/31/2023 to 2/3/2026| Return | Correlation | |
|---|---|---|
| VTIX | ||
| Market (SPY) | 75.9% | -13.9% |
| Sector (XLK) | 113.3% | -44.3% |
Price Returns Compared
| 2021 | 2022 | 2023 | 2024 | 2025 | 2026 | Total [1] | |
|---|---|---|---|---|---|---|---|
| Returns | |||||||
| VTIX Return | - | - | - | - | - | -75% | -75% |
| Peers Return | 24% | -50% | 100% | 75% | 6% | 0% | 134% |
| S&P 500 Return | 27% | -19% | 24% | 23% | 16% | 2% | 86% |
Monthly Win Rates [3] | |||||||
| VTIX Win Rate | - | - | - | - | - | 0% | |
| Peers Win Rate | 57% | 35% | 70% | 62% | 55% | 50% | |
| S&P 500 Win Rate | 75% | 42% | 67% | 75% | 67% | 100% | |
Max Drawdowns [4] | |||||||
| VTIX Max Drawdown | - | - | - | - | - | -75% | |
| Peers Max Drawdown | -23% | -57% | -10% | -16% | -27% | -7% | |
| S&P 500 Max Drawdown | -1% | -25% | -1% | -2% | -15% | -1% | |
[1] Cumulative total returns since the beginning of 2021
[2] Peers: META, AAPL, PTON, GRMN, NVDA.
[3] Win Rate = % of calendar months in which monthly returns were positive
[4] Max drawdown represents maximum peak-to-trough decline within a year
[5] 2026 data is for the year up to 2/3/2026 (YTD)
How Low Can It Go
VTIX has limited trading history. Below is the Information Technology sector ETF (XLK) in its place.
| Event | XLK | S&P 500 |
|---|---|---|
| 2022 Inflation Shock | ||
| % Loss | -34.0% | -25.4% |
| % Gain to Breakeven | 51.6% | 34.1% |
| Time to Breakeven | 278 days | 464 days |
| 2020 Covid Pandemic | ||
| % Loss | -31.5% | -33.9% |
| % Gain to Breakeven | 46.0% | 51.3% |
| Time to Breakeven | 79 days | 148 days |
| 2018 Correction | ||
| % Loss | -24.1% | -19.8% |
| % Gain to Breakeven | 31.8% | 24.7% |
| Time to Breakeven | 105 days | 120 days |
| 2008 Global Financial Crisis | ||
| % Loss | -53.6% | -56.8% |
| % Gain to Breakeven | 115.3% | 131.3% |
| Time to Breakeven | 1,183 days | 1,480 days |
Compare to META, AAPL, PTON, GRMN, NVDA
In The Past
SPDR Select Sector Fund's stock fell -34.0% during the 2022 Inflation Shock from a high on 12/27/2021. A -34.0% loss requires a 51.6% gain to breakeven.
Preserve Wealth
Limiting losses and compounding gains is essential to preserving wealth.
Asset Allocation
Actively managed asset allocation strategies protect wealth. Learn more.
About Virtuix (VTIX)
AI Analysis | Feedback
- The Peloton for full-body VR movement.
- The IMAX for premium, location-based VR entertainment.
- The Nintendo Wii for full-body VR locomotion.
AI Analysis | Feedback
- Omni One: A consumer virtual reality treadmill system designed for active, immersive VR gaming at home.
- Omni Arena: A commercial virtual reality esports platform featuring multiple Omni treadmills for out-of-home entertainment venues.
- Omniverse: A curated content platform offering a library of virtual reality games optimized for the Omni treadmills.
AI Analysis | Feedback
Virtuix (VTIX) primarily sells its products to **other companies**. The company's main product, the Omni Arena, is a virtual reality esports attraction designed for out-of-home entertainment. Virtuix targets businesses in the location-based entertainment (LBE) sector. Its major customers are typically businesses that operate: * Family entertainment centers (FECs) * Arcades * Bowling alleys * Trampoline parks * Other entertainment venues Based on publicly available information and announced installations, the following public companies are examples of customers or partners for Virtuix's products:- Bowlero Corp (BOWL)
- Dave & Buster's Entertainment, Inc. (PLAY)
AI Analysis | Feedback
Virtuix (VTIX) has a lean management team, with key members bringing diverse expertise to the virtual reality company. Jan Goetgeluk, Founder & CEO Jan Goetgeluk is the founder and CEO of Virtuix, having started the company in February 2013. Before founding Virtuix, Goetgeluk worked as an Investment Banking Associate at J.P. Morgan in Houston and New York. He also held a position as a project engineer at Katoen Natie, a Belgian logistics conglomerate. Goetgeluk holds a Bachelor of Science and a Master of Science degree in Mechanical Engineering from the University of Ghent in Belgium, and an MBA from Rice University in Houston, Texas. He launched the Omni Kickstarter campaign in June 2013, which raised over $1.1 million. Virtuix has received over $40 million in funding from private and institutional investors, including Mark Cuban and various venture capital funds. David Allan, President & COO David Allan serves as the President and Chief Operating Officer of Virtuix, a role he has held since August 2013. His responsibilities include hardware engineering and worldwide operations. Allan has over twenty years of experience launching complex electrical, optical, and mechanical products in Taiwan and China. Prior to joining Virtuix, he was the Vice President of ERP Power, an electronics startup where he established a Chinese manufacturing subsidiary with over 200 employees. From 2006 to 2008, Allan was a senior manager at Flextronics, a Fortune 500 manufacturing company, and also co-owned a Taiwan-based OEM hardware business for twelve years. He holds a Bachelor of Applied Science in Systems Design Engineering from the University of Waterloo in Canada. Lauren Premo, Head of Marketing Lauren Premo is the Head of Marketing at Virtuix. Her professional background emphasizes her role in empowering the team to innovate and taking ownership, contributing to a culture that values excellence. Cameron Slayter, Creative Director Cameron Slayter is the Creative Director at Virtuix, having joined the company in 2014. He received an education in Visualization from Texas A&M University and specialized in Game Design and Game Production at the University of Abertay in Dundee, Scotland. Slayter began his career at Virtuix as a Game Designer, creating demos for the hardware, and later led the game development team to create multiple successful games. He also led the development of visual design for products and UI/UX design for software platforms. Virtuix currently lists "T. M." as Chief Financial Officer. Further details on this individual's full name or professional background were not readily available in the public information reviewed.AI Analysis | Feedback
The key risks to Virtuix's (VTIX) business are primarily centered around its financial viability, market adoption challenges, and operational execution.
- Financial Instability and Overvaluation: Virtuix exhibits highly volatile financials, negative free cash flow, and minimal cash reserves. The company is pursuing an excessive valuation, with reported EV/revenue multiples as high as 72x or 83.5x, despite a small revenue base (approximately $5 million for the 12 months ended September 30, 2025) and substantial losses (a net loss of $14.6 million for the year ended March 31, 2025). This valuation is seen as optimistic and potentially overvalued given its current financial performance and lack of scalable revenue streams. Furthermore, Virtuix has significant short-term debt, with most maturing by June 2025, and offering materials do not clearly explain how this debt will be repaid.
- Market Adoption and Intense Competition: Virtuix faces significant challenges in achieving broad market adoption for its VR treadmills, particularly with its risky strategic shift towards consumer markets (B2C). The high price point of its Omni One VR treadmill (ranging from $1,499 to $2,595) creates an accessibility barrier for many consumers. The company also operates in a market with deep-pocketed competitors such as Meta Platforms, Inc. and Peloton, which possess greater resources and market recognition. Additionally, the Omni One suffers from a limited ecosystem of compatible apps and games, as it does not run on the same platforms as major competitors, potentially limiting its appeal to a niche audience.
- Operational and Execution Challenges: Virtuix has a history of pivoting its business narrative in response to market setbacks, which could indicate underlying strategic instability. Concerns have also been raised regarding the misleading presentation of revenue growth, which appears to be driven by the fulfillment of long-standing preorders rather than new, sustained demand. As a "smaller reporting company" and "emerging growth company," Virtuix is permitted to provide substantially less financial and other information to public market investors, a factor that has often correlated with poor stock performance in similar companies. The physical nature of the Omni One treadmill also presents a learning curve for users and a potential for physical injury if instructions are not followed, requiring integrated safety mechanisms and careful use.
AI Analysis | Feedback
nullAI Analysis | Feedback
Virtuix (VTIX) operates within several addressable markets related to virtual reality hardware and immersive entertainment.
For its main products, the Omni series of VR treadmills, the global virtual reality treadmill market was valued at USD 1.2 billion in 2023 and is projected to reach USD 4.7 billion by 2032, growing at a Compound Annual Growth Rate (CAGR) of 16.5%. Another estimate places the global VR treadmill market at USD 136.0 million in 2023, with a projection to reach USD 382.7 million by 2033, demonstrating a CAGR of 10.9%. A further report indicates the global VR treadmill market was valued at $1 billion in 2025, with a projected CAGR of 13.5% to exceed $1 billion by 2033. North America holds a significant share of this market, particularly the United States, driven by high adoption rates of advanced technologies. Europe also represents a substantial market, with the Asia Pacific region expected to experience the highest growth rate.
Specifically for the Virtuix Omni One consumer system, the addressable market in the U.S. is estimated at 17 million households. This segment includes households with an income of $75,000 or more and a gaming device.
More broadly, Virtuix operates within the larger global VR headset market, which is projected to grow from $10.3 billion in 2025 to $51.9 billion by 2034. The global market for augmented reality (AR), virtual reality (VR), and mixed reality (MR) combined is expected to surpass $252 billion by 2028. Furthermore, the U.S. immersive entertainment market was estimated at $40 billion in 2024 and is forecasted to exceed $281 billion by 2033, with a projected CAGR of 24.9%.
AI Analysis | Feedback
Expected Drivers of Future Revenue Growth for Virtuix (VTIX)
- Expansion into the Consumer Market with Omni One: Virtuix recently launched its consumer-focused virtual reality treadmill, Omni One, in September 2024, accumulating 3,000 preorders. This product targets individual users seeking immersive fitness experiences at home. The company anticipates increased hardware revenues driven by scaling production of Omni One.
- Growth in Recurring Revenue from Subscriptions and Content Sales: Virtuix generates recurring revenue through monthly subscriptions for its Omni Online service and sales of game credits. This strategy, which mirrors successful Software-as-a-Service (SaaS) models, is expected to provide high-margin potential. The company aims for a 40% gross margin on hardware, supplemented by these recurring software and subscription revenues.
- Penetration of the Defense and Enterprise Sectors with Omni Mission Trainer: Virtuix has introduced the Omni Mission Trainer (OMT), a system designed for training infantry and special forces, with the U.S. Air Force already purchasing two stations for testing. This diversification into defense markets adds a layer of strategic resilience and represents a new avenue for revenue growth beyond consumer and entertainment markets.
- Leveraging the Expanding VR Market: The U.S. virtual reality market is projected to grow at a Compound Annual Growth Rate (CAGR) of 26.9% annually, driven by increasing consumer and enterprise adoption of VR applications. Virtuix's unique omni-directional treadmill technology positions it to capitalize on this substantial market growth for immersive experiences in gaming, entertainment, and training.
- Continued Revenue from Existing Commercial Installations: While Virtuix has shifted its primary focus to Omni One, it continues to service existing commercial customers who utilize Omni Pro and Omni Arena systems in entertainment venues. The company earns recurring revenues through Omni Care maintenance services, Omniverse game credits, and replacement parts for these established installations.
AI Analysis | Feedback
Share Issuance
- Virtuix Holdings Inc. filed for a direct listing on Nasdaq, registering 34,213,618 Class A shares for resale by existing shareholders.
- The company previously issued 3,750,000 shares of Series Seed Preferred Stock, 3,601,709 shares of Series 2 Seed Preferred Stock, and 4,622,024 shares of Series A-1 Preferred Stock.
- Virtuix conducted crowd-based investment campaigns, including a Series B-2 round that raised over $3 million from more than 1,300 investors, contributing to over $18 million raised in its entire Series B round.
Inbound Investments
- Virtuix booked $65.7 million in fair market value investment through September 30, 2025, from investors including Streeterville Capital.
- The company has raised over $40 million in funding from major investors such as Mark Cuban, Maveron, and Scout Ventures.
- Virtuix successfully completed a Series B-2 crowd-based investment campaign, securing over $3 million in additional funding.
Capital Expenditures
- Virtuix has engaged in minimal capital expenditures over the trailing twelve-month period, despite operating with negative cash flow.
- Previous capital allocation focused on developing the Omni One product and continuing to develop in-house game content.
- The company's production facility is capable of shipping up to 3,000 Omni One units per month, indicating investment in manufacturing capacity.
Research & Analysis
Invest in Strategies
Wealth Management
Peer Comparisons
| Peers to compare with: |
Financials
| Median | |
|---|---|
| Name | |
| Mkt Price | 190.78 |
| Mkt Cap | 1,745.9 |
| Rev LTM | 187,142 |
| Op Inc LTM | 83,276 |
| FCF LTM | 46,109 |
| FCF 3Y Avg | 48,083 |
| CFO LTM | 83,159 |
| CFO 3Y Avg | 53,652 |
Growth & Margins
| Median | |
|---|---|
| Name | |
| Rev Chg LTM | 16.6% |
| Rev Chg 3Y Avg | 12.2% |
| Rev Chg Q | 15.7% |
| QoQ Delta Rev Chg LTM | 4.7% |
| Op Mgn LTM | 32.4% |
| Op Mgn 3Y Avg | 31.6% |
| QoQ Delta Op Mgn LTM | 0.4% |
| CFO/Rev LTM | 31.1% |
| CFO/Rev 3Y Avg | 29.5% |
| FCF/Rev LTM | 22.9% |
| FCF/Rev 3Y Avg | 27.0% |
Valuation
| Median | |
|---|---|
| Name | |
| Mkt Cap | 1,745.9 |
| P/S | 8.7 |
| P/EBIT | 28.2 |
| P/E | 28.9 |
| P/CFO | 24.8 |
| Total Yield | 3.4% |
| Dividend Yield | 0.3% |
| FCF Yield 3Y Avg | 3.1% |
| D/E | 0.0 |
| Net D/E | 0.0 |
Returns
| Median | |
|---|---|
| Name | |
| 1M Rtn | -2.6% |
| 3M Rtn | -5.4% |
| 6M Rtn | -10.2% |
| 12M Rtn | -2.8% |
| 3Y Rtn | 93.8% |
| 1M Excs Rtn | -3.4% |
| 3M Excs Rtn | -9.4% |
| 6M Excs Rtn | -19.7% |
| 12M Excs Rtn | -16.8% |
| 3Y Excs Rtn | 32.1% |
Industry Resources
| Technology Hardware, Storage & Peripherals Resources |
| The Verge |
| TechRadar |
| Tom’s Hardware |
| PCMag |
| CNET |
External Quote Links
| Y Finance | Barrons |
| TradingView | Morningstar |
| SeekingAlpha | ValueLine |
| Motley Fool | Robinhood |
| CNBC | Etrade |
| MarketWatch | Unusual Whales |
| YCharts | Perplexity Finance |
| FinViz |
Prefer one of these to Trefis? Tell us why.