Reality Crisis · Helsinki · est. 2018 · co-founded by Rodney Mullen
The real world is the platform.
Most software simulates worlds. Ours answers to the real one.
The game
Skatrix turns your room into a skatepark.
Point a phone at any space — a room, a street — and the game reads it. What's there is what you skate. AI skaters drop in beside you.
Six years of shipping in public: 200,000+ players in soft launch, all organic. A day-one Vision Pro launch title. An AUREA Award. The next generation builds on all of it — because everything the game learns, the company keeps.
Worked with
In partnership with
Backed by
The systems
The game built the systems. Now the systems build the game.
- Skatrix reads real places — rooms, streets, whatever's actually there.
- Every place it reads makes the next one faster to read.
- Every product starts further up the stack than the last.
Story is a grammar; so is movement — and two grammars have come out of that loop so far: SAGE, the movement engine, which knows what a real place allows and refuses what physics forbids, and brAIn, the story engine, which keeps a world true to itself.
Models are rentals. The grammar is the asset. No one can rent six years of a game teaching software what the real world is for.
Proof
What's actually happened.
- Platform R&D, funded by Business Finland and the EU.2019–26
- 200,000+ players in soft launch, all organic.2021–22
- Day-one Apple Vision Pro launch title.2024
- Publishing and technology partnership with Niantic Spatial — announced 2024, active today.2024–
- AUREA Award winner.2025
- Commissioned work for Meta — the details stay with Meta.2025
- brAIn, the story engine, emerges inside our own productions — on the record with Business Finland.2026
And what they don't show: the too-early bets, the thrown-away builds — the years the understanding was earned. That story is here →
The story engine
Everyone can make media now. Almost no one can finish a story.
brAIn ran our own productions before it had a name. It keeps a world's meaning straight and proposes what should happen next; a human signs off on every step. In development now.
The same idea as Skatrix, pointed at a different problem — and it started further up the stack, because the game had already paid for the climb.
Why skateboarding
We didn't choose it. It's where we're from.
Skateboarding is a four-decade negotiation between the human body and physics — and it produced a language: tricks as words, physics as grammar, style as voice. Everything this company knows about real places, it learned there: that a ledge is a question, that consequence is the teacher, that landing it is the only proof that counts.
Machines that want to understand real places have to learn what skaters already know. That's the work.
Skateboarding isn't the theme. It's the mother tongue.
People
Built by people who spent their lives learning the grammars.
Kasimir Lehto spent three decades turning story craft into systems — features, hundreds of commercials, Hollywood stereoscopic 3D, perception research, XR.
Rodney Mullen — co-founder and investor — spent four decades turning skateboarding into a language precise enough for machines to learn.
Why now
The industry has a name for this now: physical AI.
We were founded on this in 2018, before the name existed — play, in real places, under real physics, as the way machines come to understand the world. There was no shortcut. The systems took six years because the understanding did.
Anyone starting now starts at 2018.
Direction
If the world can become skateable, it can become anything.
The same foundation that lets a street become a skatepark lets a story become a film, a game, a place. One system of meaning, many kinds of experience.
Contact
Every door is one email — the founder's.
If you're an investor or a partner: the receipts are on this site, in order — the systems, the game, the story so far. Ask for a live demo of the systems; that email reaches the founder, and the conversation starts from what's already public here.