VR Fitness Is Where Mobile Apps Were in 2010
When Nick Skoberne joined FitXR as product lead, he walked into a market that felt eerily familiar. VR fitness was in the same stage as the App Store circa 2010—no proven playbooks, limited A/B testing infrastructure, and a handful of early movers racing to crack the code before the crowd arrived.
The advantage? Zero competition for attention. The disadvantage? Building anything in 3D virtual reality requires a 60-person team where half are engineers. Mobile apps can be no-code. VR demands serious technical firepower from day one.
Think about where smartphones were before Apple launched the iPhone, or even like the first 2 or 3 generations of the iPhone. That's kind of where the VR hardware is, I would say right now.
— Nick Skoberne
FitXR made a deliberate bet: stay platform agnostic across Oculus, PlayStation VR, and Steam. When one platform explodes—and Skoberne believes it will—they'll be positioned everywhere. The parallel to Evernote's early platform strategy is hard to miss.
Community Beats Performance Marketing When the Market Is Tiny
Performance marketing playbooks assume scale. When your total addressable market is measured in millions of headsets, not billions of smartphones, you need a different growth engine. FitXR found it in their Facebook community.
The group became more than a support forum. Users challenge each other, share weight loss tips, coordinate multiplayer boxing sessions, and push each other through daily workout streaks. In January, FitXR ran a challenge requiring users to complete a workout every single day. The community turned it into a movement.
We figured out why do people like to go to the gym. One, I like the workout that I'm doing. Two, I get really attached to my instructor, and I would actually follow my instructor if that instructor changes gyms. And then three is I like working out in a class because there's people around me and I feel challenged.
— Nick Skoberne
FitXR reverse-engineered those three insights: gamification for the workout itself, instructor-led content (still a work in progress), and community for the class dynamic. Peloton proved instructors can become bigger than the brand. FitXR wants that same attachment in VR.
Platform Constraints Force Creative Monetization
Oculus only supports one business model today: one-time purchases. No subscriptions. No trials. No recurring revenue.
For a fitness app competing against $40/month Mirror subscriptions and Peloton's ongoing fees, this became an unexpected competitive advantage. A $29 one-time purchase removes all friction. Users commit once and own the product forever.
Could FitXR build an off-platform subscription flow? Technically yes. But forcing users to remove their headset mid-onboarding to enter credit card details on a phone destroys the immersive experience. Skoberne refused to break the flow.
We would rather give you a better experience and keep you in the VR world from the time you start the app to when you're finishing your workout.
— Nick Skoberne
The tradeoff is clear: lower lifetime value per user, but faster adoption and zero churn once someone buys. When platforms eventually support subscriptions—and they will—FitXR will already own the relationship.
COVID Became a Permanent Step Function, Not a Spike
March 2020 changed everything. Gyms closed. Oculus sold out for months. FitXR saw astronomical growth that forced the team to restructure operations on the fly.
The real test came in summer 2020 when lockdowns lifted. Would users disappear back to physical gyms? They didn't. Retention held. The convenience of at-home workouts—no commute, no locker room time, just pure exercise—stuck even when gyms reopened.
Skoberne's insight mirrors what Peloton and Mirror discovered: once you experience a high-quality at-home workout, the 90 minutes you used to spend driving to a gym, working out, showering, and driving home shrinks to 30 minutes of pure movement. That efficiency is hard to give up.
The demographic shift surprised the team most. They expected young male gamers. They got 40% female users and a user base skewing older and more fitness-focused than anticipated. That data now drives every content decision—choreography, music selection, workout intensity—all informed by community feedback and in-game performance data tracked down to which hand users favor.
The Playbook Doesn't Exist Yet—And That's the Opportunity
There's no VR growth playbook because the market is too new. Beat Saber proved the concept, but it's a game, not a service. FitXR is building something scalable, repeatable, and designed to evolve as hardware improves.
Skoberne uses Amplitude for analytics and runs SQL queries against a Redshift database to understand user behavior. The data advantage over physical gyms is massive: FitXR knows exactly how accurate your left hand is versus your right, whether you prefer a southpaw stance, and how long you maintain streaks.
The challenge is knowing when to apply proven growth tactics from other industries. Launch performance marketing too early with a small addressable market and you're just spraying budget. Wait too long and competitors figure it out first. FitXR is navigating that tension daily, placing bets on community and retention while the hardware market catches up.
As VR headsets approach iPhone-level ubiquity—and Skoberne believes that moment is visible on the horizon—the early movers who built sustainable growth engines will own the category. FitXR is racing to be that company.
Source Episode
AllTrails: Accelerating Growth Post-COVID
Breakout Growth Podcast · 61 min
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