Shift
No-camera Motion Controller for Mobile VR
Each set includes: two controllers (joystick and upper-arm sensor for each hand), two Bluetooth adapters and charging cables
Shift
No-camera Motion Controller for Mobile VR
Each set includes: two controllers (joystick and upper-arm sensor for each hand), Bluetooth adapter and charging cables

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Meet our Team

The company was officially founded in September of 2015 and since then, has grown to the team of 14 people
Our team of virtual reality enthusiasts was born in September of 2013. It all started from the Oculus Rift DK1. We were very excited about the new opportunities this technology has opened. After experimenting a lot and creating a bunch of apps, we realized that virtual reality has had a huge problem – the absence of standard input devices. We used a mouse with a keyboard, gaming joysticks, a number of special controllers. None of them have satisfied our need for a simple, lightweight, reliable device.

We began experimenting with optical technologies such as Kinect and conventional stereo cameras, as well as mounted on the body sensors. One of the projects that we wanted to develop was the Omni – a locomotion simulator, which allows users to walk or run within the virtual reality environment.

We made a special motion capture suit for it. But the problem remained: there were no hand devices for intuitive input and gesture control. It seems to be natural for virtual reality, but none of the major industry players have been able to come up with a solution. So, we had to step up and design it ourselves. After more than a hundred of experiments, Finch was born.

We needed to grow from a student initiative into a real business. It happened when the team got a new leader, Alexey Kartashov, who has brought an expertise in international business, product development, and financing. The company was officially founded in September of 2015 and since then, has grown to the team of 14 people. We also actively collaborate with other experts from around the globe.

Our first product was a VR amusement stage. It used VR goggles, an active mobility platform to transmit the movements of a virtual dragon figure, and a game controller. We tested the prototype in a number of public places and received an overwhelmingly positive feedback.
That experiment has allowed us to better understand consumer demand, to test different features, and led to new ideas regarding the controller for mobile VR.