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Financial Snapshot

Revenue
TTM
$2.981M
Gross Margin
TTM
29.49%
Net Income
TTM
-$6.892M
Current Assets
2025 Q4
Current Liabilities
2025 Q4
Current Ratio
2025 Q4
38.96%
Total Assets
2025 Q4
Total Liabilities
2025 Q4
Book Value
2025 Q4
-$2.953M
Cash
2025 Q4
P/E
Last 4 Quarters
N/A
Free Cash Flow
TTM
-$5.623M

Stock Price

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Market Cap: $121.4 Million

About Virtuix Holdings Inc

Virtuix Holdings Inc. (NASDAQ: VTIX) is a consumer electronics and virtual reality hardware company that designs, manufactures, and sells omni-directional treadmills enabling natural locomotion within VR games, digital twins, and other applications. Revenue comes from direct hardware sales across three product lines targeting consumer, enterprise, and defense markets. Founded in 2013, Virtuix has generated over $20 million in cumulative sales across three product generations as of the 10-Q filed March 6, 2026. Net sales for the nine months ended December 31, 2025 were $2,980,765, a 41% increase from $2,110,889 in the same period of 2024, driven by new Omni One sales including holiday season demand and fulfillment of legacy preorders. The company operates a vertically integrated model spanning product design, game development, manufacturing, and distribution. Net loss for the nine months ended December 31, 2025 was $6,892,302. The company carries unsecured promissory notes with outstanding principal of $1,967,500 due March 31, 2026, secured notes issued to Streeterville Capital, LLC, and an EIDL loan maturing August 2050.

Revenue model
Transactional hardware sales of omni-directional treadmill systems across consumer (Omni One), commercial entertainment (Omni Arena), enterprise (Omni One enterprise version), and defense (VTW system in development) markets. Preorder fulfillment also contributed $405,656 in net revenues during the nine months ended December 31, 2025, of which $264,990 came from investors using a discount. Cost of goods sold consists primarily of material and shipping costs.
Products and services
Omni One: home consumer omni-directional treadmill for VR gaming and fitness, supporting crouching, kneeling, and jumping. Omni One enterprise: commercial version of Omni One. Omni Pro: enterprise omni-directional treadmill system, with over 4,000 units sold as of the 10-Q filed March 6, 2026. Omni Arena: multi-player VR entertainment system installed at 80 venues in the U.S. with over 500,000 registered players as of the same filing. VTW: multi-user mission planning system in development targeting the defense market.
Customers and end markets
Three end markets: consumer (home VR gaming and fitness via Omni One), enterprise (commercial VR installations, over 4,000 Omni Pro systems sold), and entertainment venues (80 Omni Arena installations in the U.S. with over 500,000 registered players). Defense market targeted via VTW system currently in development. Investor-discounted preorders represented a distinct customer segment, contributing $264,990 of the $405,656 in preorder revenues during the nine months ended December 31, 2025.
Value-chain role
Vertically integrated across product design, game development, manufacturing, and distribution. The company develops its own hardware, supports its own software/game ecosystem, and handles direct sales and fulfillment.
Geographic exposure
Primary sales and operations in the United States, with overseas operations referenced in G&A cost commentary for the three months ended December 31, 2025. Omni Arena installations are specifically noted as U.S.-based (80 venues).

Source: SEC 10-Q, filed 2026-03-06

Industry: Computer Peripheral Equipment, NEC

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