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Boss fight from our soulslike VR game

VR withoutmotion sickness

Games, training simulations, and more, like you've never experienced them. Immersive VR without motion sickness.

Funded by Business Finland and Aalto University · R2B project

How does it work?

01 · Technology

Motion sickness caps the market.We solved it.

The problem
Up to
70%

of people suffer from VR motion sickness.

Up to 70% of people suffer from VR motion sickness.

Our solution
−94%

less motion sickness with our comfort tech.

−54%
in Souls-like combat1
Research
2 peer-reviewed papers
Invention
2 patents pending
02 · Projects

Making the impossibleplayable in VR

Factory floor
Studio visit
XR Spaces · Live now

Ukemi XR Spaces

For business

Make any space available in immersive VR, without motion sickness. Tours, exhibitions, training and more, right in the browser.

Game 01

Souls-like combat

Proof-of-concept prototype

The first true Souls-like boss fight experience in VR, with dodge rolls and cinematic visceral attacks. All without motion sickness.

Souls-likeMelee combat
Game 02

Immersive gunplay

Proof-of-concept prototype

Exploration and gunplay with telekinetic powers.
No cumbersome teleporting or nauseating locomotion.

GunplayHand-gesture & controllersMade for Meta VR Glasses ↗
Training · Live now

City rebuild & evacuation training

Dual-use prototype

We rebuild real streets for VR by fusing four sources: city registers, the elevation model, the aerial survey and street photos. On this Helsinki street, practice the way to the nearest civil-defence shelter, without motion sickness.

Hybrid reconstructionEvacuationOpen city data

3D city model © City of Helsinki, CC BY 4.0

Launch list

Experience it yourself

Playtest invites, demo updates and releases. That's all we send.

03 · AI-native production

Funded. Protected.AI‑native.

Backed by Business Finland and Aalto University, patents pending, built with our own AI tools.

Business Finland × UkemiXR × Aalto University
2025 · FundingBusiness Finland R2B funding

Research-to-business project building on 10 years of research into motion sickness reduction and novel VR interaction.

R2B project
2026 · IPPatents as the licensable moat

The comfort methods behind our games, covered by patent applications and licensable to XR studios and platforms.

2 patents pending
DECIDEHUMANSBUILDAGENTSPLAYTESTUKEMI AGENTVERIFYCI CHECKSOUR HARNESSshared contextlocal models · token saver
May 2026 · PipelineAI-native dev pipeline

Humans decide, agents build. Our own harness keeps them in sync and token-efficient.

10+ small PoCs · 2 production-scale games
Akashi Soul, then called Don't Stop Rolling, demoed on stage at Supercell Games First
The Games First hall during the demo
May 2026 · ShowcaseSupercell Games First

Our Souls-like prototype took the stage at Supercell's Games First demo session.

One of the demos on stage
Aug 2026 · TestingUkemi Agent playtesting

A vision model plus a fast decision model: reflexes to play, reasoning to judge. Every code change gets a playtest, closing the AI game-dev loop.

Playtest on every change
Exhibitions
Training
Home tours
Experiences
Oct 2026 · For businessUkemi XR Spaces for Business

New proof-of-concept prototype: make any space explorable in immersive VR, without motion sickness. Tours, exhibitions, training and more, right in the browser.

Live now · try it above
Custom XR

Have a space or an idea?

Send us a scan, a model or just a brief. We build the XR experience, ready for anyone from a link or a headset.

Build yours with us →
Research100+ publications

Ten years of XR research.

2026[1] CHI PLAYElden VR: Reducing Motion Sickness in Virtual Reality Melee Combat Best paper honorable mention
2026[2] EurographicsRobo-Saber: Generating and Simulating Virtual Reality Players
2025[3] FDGSouls-VR: Dodge-Rolling in Virtual Reality ↗
2024[4] CHIWAVE: Anticipatory Movement Visualization for VR Dancing
2024[5] UISTSIM2VR: Towards Automated Biomechanical Testing in VR ↗ 2020[6] CHI PLAY3PP-R: Natural Movement in 3rd Person VR ↗
2016[7] Academic MindtrekVirtual ball catching performance in different camera views
TeamAalto University · Espoo, Finland

Games veterans meet VR scientists.

Perttu Hämäläinen
Perttu Hämäläinen
Research lead

Games professor at Aalto University. 25 years of games and XR research, 100+ papers. 6 years in the game industry. Co-founded two companies.

Jyri Partanen
Jyri Partanen
Business lead

20+ years at Sulake, Rovio and Ubisoft. Founded five companies.

Markus Laattala
Markus Laattala
Tech & design lead

PhD on VR gameplay and movement.

Markus Kirjonen
Markus Kirjonen
Researcher · LIT-VR inventor

VR researcher. Finalizing PhD on VR motion sickness.

Hedieh Abdolvahabi
Hedieh Abdolvahabi
Visual & UX

Game artist and 3D generalist.

Jinda Li
Jinda Li
AI · Creative technologist

AI development, game and product design.

Yu-Jung Liu
Yu-Jung Liu
Researcher · Sound & media

Leads yet unreleased "Project V" development. Sound designer and media editor.

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Looking around

Desktop / mobile

WASD move · Shift run

QE turn · drag to look

[] walking speed

Mobile: left half joystick, right half look

VR headset

Left stick: walk

Right stick: turn

A steady cuts / first person

X/Y menu · trigger to select