STRIKE
STRIKE is an AI-powered, robotics-driven multi-sport skill-training arena - the first fully automated venue where anyone walks in, trains real physical skills through dynamic gamified sessions, and walks out having burned 500-800 calories while feeling like they just played a sport. This portal contains the complete investor materials for STRIKE.
Taxes, Depreciation & Amortization)
Business Plan
Financial Model
Competitive Analysis
Team
Capital Raise
Go-To-Market
Why Now
Investment Thesis
Investor FAQ
Market Research
One-Pager
Room Concepts
Four interactive room concepts designed for 30-minute solo or duo sessions. Each room combines physical activity with gaming mechanics, adaptive difficulty, and real-time scoring. Click any room to explore the full design.
BLITZ — Interactive Ball Sports
Core Gameplay
Players kick, throw, and hit balls at illuminated targets projected across three walls. Piezoelectric impact sensors cross-validated against computer vision confirm every hit.
- BLITZ RUSH (Solo): 3 rounds × 5 min. Soccer kick, dodgeball throw, foam mallet hit. Timed target sequences with combo multipliers up to 3x.
- BLITZ DUEL (2-Player): Mirrored halves with a center “steal zone.” Power targets appear every 90s for 5x points. Final 90s sudden death.
- BLITZ GAUNTLET (Advanced): AI-generated never-repeating sequences. Ghost silhouettes of your own previous best run appear at 15 min.
Key Stats
Technology Stack
| Component | Hardware |
|---|---|
| Projectors | 3x Christie Mirage 1DLP laser (20K lumens, 4K/120Hz) |
| Cameras | 5x Basler ace2 Pro GigE (5MP, 120fps) ceiling-mounted |
| Impact Sensors | 48x PCB Piezotronics 208C01 in wall panels |
| Game Server | i9-14900K, 64GB RAM, RTX 4090 + hot standby |
| Audio | L-Acoustics X Series (8x X8 + 2x SB10i subs) |
| CV Pipeline | Python + OpenCV + YOLO-v8 fine-tuned model |
| Game Engine | Unreal Engine 5 with STRIKE SDK overlay |
Session Flow (30 min)
Difficulty Scaling
10 levels, AI-calibrated from first 3 minutes. Above 75% accuracy for 90s → system escalates. Below 50% → stabilizes. Targets scale from 50–60cm / 5s display (beginner) to 15–20cm / 1.2s with moving arcs (elite).
Risks & Considerations
- Projection surface degradation under ball impact — mitigated by HDPE lower wall protection + 18-month fabric cycle
- Sensor-camera latency sync — 200ms buffer with visible confirmation flash
- Ball hygiene — antimicrobial Spandex, every-third-session deep clean
- CV pipeline variance — graceful degradation to sensor-only scoring
THE GAUNTLET — Combat Reaction
Core Gameplay
Players punch illuminated pads, dodge projected opponents, and compete in head-to-head scoring duels. Dark dojo meets cyberpunk arena — every punch feels cinematic.
- ASSAULT PROTOCOL (Solo): Wave-based targets across 3 walls. Color-coded hits (red=right, blue=left, green=kick, white=dodge). Combo streaks up to 5x multiplier.
- SHADOW STRIKER (Solo): Projected digital opponent throws attacks with wind-up animations. Dodge, block, counter-strike. 5 rounds × 2 min with character progression.
- DUEL (2-Player): Mirrored halves, simultaneous targets. Gold “steal” targets slow the opponent. Final 5 min Showdown with doubled density.
Key Stats
Technology Stack
| Component | Hardware |
|---|---|
| Impact Pads | EVA foam panels with FSR arrays (Tekscan / Velostat) |
| Body Tracking | 2x Microsoft Azure Kinect DK (ceiling-mounted) |
| Wrist Sensors | Hykso IMU punch trackers (speed, force, type) |
| Projection | Christie M 4K25 RGB laser + Optoma ZU850 floor projector |
| LED Targets | WLED LED matrix panels (5mm pitch) behind polycarbonate |
| Audio | 4x QSC CP12 + KS118 sub, Q-SYS spatial routing |
| Game Engine | Unity 2022 LTS with C# sensor plugins |
Session Flow (30 min)
Difficulty Scaling
Continuous 0–100 Difficulty Score based on hit accuracy, reaction time, and fatigue detection. Recalibrates every 60s. Target windows range from 2.5s (beginner) to 0.8s (elite). First-timer calibration auto-runs first 90 seconds.
Risks & Considerations
- Custom software is the largest cost uncertainty (12–18 month dev cycle)
- Custom FSR pad fabrication — modular swap design mitigates failure modes
- Azure Kinect may struggle with atypical body types — fallback to pad-only scoring
- Injury liability — mandatory gloves, non-skippable warmup, wrist overextension alerts
- 18-month payback at 70% occupancy in fitness-active urban markets
PULSE — Rhythm & Movement
Core Gameplay
DDR meets immersive room. LED floor tiles and wall targets light up in rhythm with music. Full-body movement tracked by depth cameras scores posture accuracy, not just position.
- BEATSTRIKE: Floor tiles and wall targets light in sync with the beat. Hit, stomp, reach in rhythm. “Fever Mode” transforms the room for 15-second bursts — the shareable social moment.
- SHADOW MATCH: Depth camera tracks your skeleton against a projected ghost silhouette. Scores posture accuracy in real time. Functions as stealth fitness coaching.
- DUEL: 2-player head-to-head. Cross into opponent’s tile zone to steal territory. Deliberately chaotic and social.
Key Stats
Technology Stack
| Component | Hardware |
|---|---|
| Floor Tiles | LED tiles with load cell pressure sensors under tempered glass |
| Depth Cameras | 3x Intel RealSense D455 running MediaPipe Pose |
| Processing | NVIDIA Jetson AGX Orin for real-time pose estimation |
| Projectors | Epson Pro L1060W (floor) + BenQ LK935 short-throw (walls) |
| Media Server | Disguise GX1 (industry standard for permanent installs) |
| Audio | QSC spatial audio — 8 speakers + 2 subs |
| Game Engine | Unity with Python sensor middleware |
Session Flow (30 min)
Risks & Considerations
- Tile-to-game latency must stay under 30–50ms for rhythm gameplay — achievable but requires low-latency architecture expertise
- Music sync licensing (not just background blanket) is a non-obvious legal cost
- LED floor tiles under tempered glass need robust waterproofing for sweat
- Slower ramp to profitability — Year 1 at 55% utilization, Year 3 target 75%
GAUNTLET — Agility Obstacle Course
Core Gameplay
A dynamically reconfiguring agility course — laser barriers, motorized swing arms, pneumatic jump platforms, rotating balance beams, and pressure-pad sequences that never repeat.
- Solo Time Trial: 3 runs per session. Course reconfigures between each run. Run 1 is orientation, Run 2 is improvement (typically 8–15% better), Run 3 adds a Challenge Round modifier.
- DUEL Race: Parallel lanes with 3-second advance warnings. Random disruptor events prevent course memorization advantages.
- Endurance Mode: Single continuous run where obstacles progressively speed up until you fail. Leaderboard-focused.
Key Stats
Technology Stack
| Component | Hardware |
|---|---|
| Safety PLC | Siemens S7-1200 + Pilz safety relays |
| Laser Barriers | Class 1 visible laser emitters with photoelectric receivers |
| Motorized Arms | Servo-driven swing arms with torque-limited safety stops |
| Pneumatic Platforms | Air cylinder jump platforms with pressure-relief valves |
| Tracking | Overhead camera array + RFID wristband timing |
| Lighting | Addressable LED strips + moving head fixtures |
| Game Engine | Custom PLC integration layer + Unity visualization |
Session Flow (30 min)
Risks & Considerations
- Most expensive buildout at ~$685K — highest revenue potential offsets this
- Regulatory permitting for motorized obstacles is the wildcard — industrial PLC safety architecture (Siemens + Pilz) provides the audit trail
- 10–12 month software timeline for real-time systems integration
- ~3 year payback per room as standalone; faster as part of full venue economics
- Requires more maintenance staff attention than other rooms
Side-by-Side Comparison
| Metric | BLITZ | GAUNTLET (Combat) | PULSE | GAUNTLET (Agility) |
|---|---|---|---|---|
| Buildout Cost | ~$515K | ~$190K | ~$445K | ~$685K |
| Room Size | 12m × 8m | 20′ × 25′ | 22′ × 22′ | 30′ × 40′ |
| Calories / 30 min | 220–380 | 280–450 | 220–280 | Highest |
| Fitness Level | Casual–Moderate | Moderate–High | Casual–Moderate | High |
| Price / Session | $28–$48 | $35–$60 | $30–$52 | $40–$55 |
| Annual Revenue | ~$323K (3 rooms) | ~$165K / room | ~$189K (Year 3) | ~$245K / room |
| Feasibility | 8/10 | 7.5/10 | 7/10 | 7.5/10 |
| Key Risk | Projection surface wear | Custom software dev | Latency <50ms | Regulatory permitting |
| Best For | Broad appeal, re-visits | Fitness seekers, dates | Music lovers, social | Thrill seekers, athletes |