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Disruptor Beam relaunches as gaming infrastructure-maker Beamable

Disruptor Beam, the mobile gaming startup behind Star Trek Timelines, has a new name and a new business. It’s now calling itself Beamable, and it’s selling a set of tools to help game developers add commerce and social functionality to their titles.
The company’s direction became clear earlier this year when it sold Timelines to Tilting Point so that it could focus on its developer tools. Now Beamable is officially launching its Early Access program for games that are live, or that are scheduled to go live in the next 12 months.
CEO Jon Radoff told me that Disruptor Beam first built this technology for its own games — not just Timelines, but also Game of Thrones Ascent and Walking Dead: March to War.
Radoff suggested that there’s a real need for this as gaming continues shifting towards a “games as a service” model, where developers don’t just release a title and move on, but rather continue adding new features and content, while continuing to make money from players.
Image Credits: Beamable
The largest developers with the most popular games can support this approach, but he said, “For the next 5,000 games on the app stores, any of the things they’ve built are pretty primitive and they really need help.”
He added, “For these developers, 30% or 40% of their effort goes into making a cool game, and all the other money and time goes into things the player doesn’t really see — the store and the commerce … It’s kind of like a tax on their ongoing operation.”
With Beamable, on the other hand, developers can take advantage of the infrastructure that the company has already built for in-game storefronts, merchandising, content management and social interactions. The platform also ties together the company’s backend infrastructure with the Unity 3D editor and the live gameplay experience.
“Other products we’ve investigated are just middleware,” said Tap Slots CEO Markus Weichselbaum in a statement. “Beamable is fully-integrated with Unity, including user interfaces that work in both the Unity 3D editor and game clients. This saves us massive amounts of time we’d otherwise spend in the guts of the technology and rediscovering best practices, instead of doing what we need to do: designing great games.”
In addition to selling Timelines, Disruptor Beam also shifted its business by shutting down Ascent and March to War, and it’s sold an unnamed, still-in-development title to East Side Games.
The Beamable team Image Credits: Beamable
Radoff suggested that when Disruptor Beam started, the market for licensed games tied to major entertainment franchises was still “the Wild, Wild West” providing “a tremendous opportunity” for startups to innovate. Now, however, it’s a “mature market” that’s dominated by larger developers.
Radoff also acknowledged that he spent much of 2019 “trying to figure out how to have my cake and eat it too” — in other words, how the company could turn the game platform into a business while continuing to develop games of its own.
“Ultimately, I concluded that game development is an obsession,” he said. “When you have a company in which any amount of game development is happening, no matter what you do, you’re always going to be obsessed with game development, and that obsession tends to push out your ability to create great technology or a great product for developers.”
Instead, Radoff decided to sell off the company’s games and try to build an organization (now operating remotely via Zoom, like everyone else) that’s equally obsessed with building a development platform — primarily for mobile games, but also for PC and console.

‘Star Trek Timelines’ game maker Disruptor Beam raises $8.5M

Disruptor Beam relaunches as gaming infrastructure-maker Beamable

Clubhouse voice chat leads a wave of spontaneous social apps

Forget the calendar invite. Just jump into a conversation. That’s the idea powering a fresh batch of social startups poised to take advantage of our cleared schedules amidst quarantine. But they could also change the way we work and socialize long after COVID-19 by bringing the free-flowing, ad-hoc communication of parties and open office plans online. While “Live” has become synonymous with performative streaming, these new apps instead spread the limelight across several users as well as the task, game, or discussion at hand.
The most buzzy of these startups is Clubhouse, an audio-based social network where people can spontaneously jump into voice chat rooms together. You see the unlabeled rooms of all the people you follow, and you can join to talk or just listen along, milling around to find what interests you. High-energy rooms attract crowds while slower ones see participants slip out to join other chat circles.
Clubhouse blew up this weekend on VC Twitter as people scrambled for exclusive invites, humblebragged about their membership, or made fun of everyone’s FOMO. For now, there’s no public app or access. The name Clubhouse perfectly captures how people long to be part of the in-crowd.
Clubhouse was built by Paul Davison, who previously founded serendipitous offline people-meeting location app Highlight and reveal-your-whole-camera-roll app Shorts before his team was acquired by Pinterest in 2016. This year he debuted his Alpha Exploration Co startup studio and launched Talkshow for instantly broadcasting radio-style call-in shows. Spontaneity is the thread that ties Davison’s work together, whether its for making new friends, sharing your life, transmitting your thoughts, or having a discussion.
It’s very early days for Clubhouse. It doesn’t even have a website. There’s no telling exactly what it will be like if or when it officially launches, and Davison and his co-founder Rohan Seth declined to comment. But the positive reception shows a desire for a more immediate, multi-media approach to discussion that updates what Twitter did with text.
Sheltered From Surprise
What quarantine has revealed is that when you separate everyone, spontaneity is a big thing you miss. In your office, that could be having a random watercooler chat with a co-worker or commenting aloud about something funny you found on the internet. At a party, it could be wandering up to chat with group of people because you know one of them or overhear something interesting. That’s lacking while we’re stuck home since we’ve stigmatized randomly phoning a friend, differing to asynchronous text despite its lack of urgency.
Clubhouse founder Paul Davison. Image Credit: JD Lasica
Scheduled Zoom calls, utilitarian Slack threads, and endless email chains don’t capture the thrill of surprise or the joy of conversation that giddily revs up as people riff off each other’s ideas. But smart app developers are also realizing that spontaneity doesn’t mean constantly interrupting people’s life or workflow. They give people the power to decide when they are or aren’t available or signal that they’re not to be disturbed so they’re only thrust into social connection when they want it.
Houseparty chart ranks via AppAnnie
Houseparty embodies this spontaneity. It’s become the breakout hit of quarantine by letting people on a whim join group video chat rooms with friends the second they open the app. It saw 50 million downloads in a month, up 70X over its pre-COVID levels in some places. It’s become the #1 social app in 82 countries including the US, and #1 overall in 16 countries.
Originally built for gaming, Discord lets communities spontaneously connect through persistent video, voice, and chat rooms. It’s seen a 50% increase in US daily voice users with spikes in shelter-in-place early adopter states like California, New York, New Jersey, and Washington. Bunch, for video chat overlayed on mobile gaming, is also climbing the charts and going mainstream with its user base shifting to become majority female as they talk for 1.5 million minutes per day. Both apps make it easy to join up with pals and pick something to play together.

The Impromptu Office
Enterprise video chat tools are adapting to spontaneity as an alternative to heavy-handed, pre-meditated Zoom calls. There’s been a backlash as people realize they don’t get anything done by scheduling back-to-back video chats all day.
Loom lets you quickly record and send a video clip to co-workers that they can watch at their leisure, with back-and-forth conversation sped up because videos are uploaded as they’re shot.
Loom
Around overlays small circular video windows atop your screen so you can instantly communicate with colleagues while most of your desktop stays focused on your actual work.
Around
Screen exists as a tiny widget that can launch a collaborative screenshare where everyone gets a cursor to control the shared window so they can improvisationally code, design, write, and annotate.
Screen
Pragli is an avatar-based virtual office where you can see if someone’s in a calendar meeting, away, or in flow listening to music so you know when to instantly open a voice or video chat channel together without having to purposefully find a time everyone’s free. But instead of following you home like Slack, Pragli lets you sign in and out of the virtual office to start and end your day.
Pragli
Raising Our Voice
While visual communication has been the breakout feature of our mobile phones by allowing us to show where we are, shelter-in-place means we don’t have much to show. That’s expanded the opportunity for tools that take a less-is-more approach to spontaneous communication. Whether for remote partying or rapid problem solving, new apps beyond Clubhouse are incorporating voice rather than just video. Voice offers a way to rapidly exchange information and feel present together without dominating our workspace or attention, or forcing people into an uncomfortable spotlight.
High Fidelity is Second Life co-founder Philip Rosedale’s $72 million-funded current startup. After recently pivoting away from building a virtual reality co-working tool, High Fidelity has begun testing a voice and headphones-based online event platform and gathering place. The early beta lets users move their dot around a map and hear the voice of anyone close to them with spatial audio so voices get louder as you get closer to someone, and shift between your ears as you move past them. You can spontaneously approach and depart little clusters of dots to explore different conversations within earshot.
An unofficial mockup of High Fidelity’s early tests. Image Credits: DigitalGlobe (opens in a new window) / Getty Images
High Fidelity is currently using a satellite photo of Burning Man as its test map. It allows DJs to set up in different corners, and listeners to stroll between them or walk off with a friend to chat, similar to the real offline event. Since Burning Man was cancelled this year, High Fidelity could potentially be a candidate for holding the scheduled virtual version the organizers have promised.
Houseparty’s former CEO Ben Rubin and Skype GM of engineering Brian Meek are building a spontaneous teamwork tool called Slashtalk. Rubin sold Houseparty to Fortnite-maker Epic in mid-2019, but the gaming giant largely neglected the app until its recent quarantine-driven success. Rubin left.

His new startup’s site explains that “/talk is an anti-meeting tool for fast, decentralized conversations. We believe most meetings can be eliminated if the right people are connected at the right time to discuss the right topics, for just as long as necessary.” It lets people quickly jump into a voice or video chat to get something sorted without delaying until a calendared collab session.
Slashtalk co-founder Ben Rubin at TechCrunch Disrupt NY 2015
Whether for work or play, these spontaneous apps can conjure times from our more unstructured youth. Whether sifting through the cafeteria or school yard, seeing who else is at the mall, walking through halls of open doors in college dorms, or hanging at the student union or campus square, the pre-adult years offer many opportunities for impromptu social interation.
As we age and move into our separate homes, we literally erect walls that limit our ability to perceive the social cues that signal that someone’s available for unprompted communication. That’s spawned apps like Down To Lunch and Snapchat acquisition Zenly, and Facebook’s upcoming Messenger status feature designed to break through those barriers and make it feel less desperate to ask someone to hang out offline.

Under quarantine, media is actually social

But while socializing or collaborating IRL requires transportation logistics and usually a plan, the new social apps discussed here bring us together instantly, thereby eliminating the need to schedule togetherness ahead of time. Gone too are the geographic limits restraining you to connect only with those within a reasonable commute. Digitally, you can pick from your whole network. And quarantines have further opened our options by emptying parts of our calendars.
Absent those frictions, what shines through is our intention. We can connect with who we want and accomplish what we want. Spontaneous apps open the channel so our impulsive human nature can shine through.

Clubhouse voice chat leads a wave of spontaneous social apps

Replace non-stop Zoom with remote office avatars app Pragli

Could avatars that show what co-workers are up to save work-from-home teams from constant distraction and loneliness? That’s the idea behind Pragli, the Bitmoji for the enterprise. It’s a virtual office app that makes you actually feel like you’re in the same building.
Pragli uses avatars to signal whether co-workers are at their desk, away, in a meeting, in the zone while listening to Spotify, taking a break at a digital virtual water coooler or done for the day. From there, you’ll know whether to do a quick ad hoc audio call, cooperate via screenshare, schedule a deeper video meeting or a send a chat message they can respond to later. Essentially, it translates the real-word presence cues we use to coordinate collaboration into an online workplace for distributed teams.

“What Slack did for email, we want to do for video conferencing,” Pragli co-founder Doug Safreno tells me. “Traditional video conferencing is exclusive by design, whereas Pragli is inclusive. Just like in an office, you can see who is talking to who.” That means less time wasted planning meetings, interrupting colleagues who are in flow or waiting for critical responses. Pragli offers the focus that makes remote work productive with the togetherness that keeps everyone sane and in sync.
The idea is to solve the top three problems that Pragli’s extensive interviews and a Buffer/AngelList study discovered workers hate:
Communication friction
Loneliness
Lack of boundaries

You never have to worry about whether you’re intruding on someone’s meeting, or if it’d be quicker to hash something out on a call instead of vague text. Avatars give remote workers a sense of identity, while the Pragli water cooler provides a temporary place to socialize rather than an endless Slack flood of GIFs. And because you clock in and out of the Pragli office just like a real one, co-workers understand when you’ll reply quickly versus when you’ll respond tomorrow unless there’s an emergency.
“In Pragli, you log into the office in the morning and there’s a clear sense of when I’m working and when I’m not working. Slack doesn’t give you a strong sense if they’re online or offline,” Safreno explains. “Everyone stays online and feels pressured to respond at any time of day.”
Pragli co-founder Doug Safreno
Safreno and his co-founder Vivek Nair know the feeling first-hand. After both graduating in computer science from Stanford, they built StacksWare to help enterprise software customers avoid overpaying by accurately measuring their usage. But when they sold StacksWare to Avi Networks, they spent two years working remotely for the acquirer. The friction and loneliness quickly crept in.
They’d message someone, not hear back for a while, then go back and forth trying to discuss the problem before eventually scheduling a call. Jumping into synchronous communicating would have been much more efficient. “The loneliness was more subtle, but it built up after the first few weeks,” Safreno recalls. “We simply didn’t socially bond while working remotely as well as in the office. Being lonely was de-motivating, and it negatively affected our productivity.”
The founders interviewed 100 remote engineers, and discovered that outside of scheduled meetings, they only had one audio or video call with co-workers per week. That convinced them to start Pragli a year ago to give work-from-home teams a visual, virtual facsimile of a real office. With no other full-time employees, the founders built and released a beta of Pragli last year. Usage grew 6X in March and is up 20X since January 1.

Today Pragli officially launches, and it’s free until June 1. Then it plans to become freemium, with the full experience reserved for companies that pay per user per month. Pragli is also announcing a small pre-seed round today led by K9 Ventures, inspired by the firm’s delight using the product itself.
To get started with Pragi, teammates download the Pragli desktop app and sign in with Google, Microsoft or GitHub. Users then customize their avatar with a wide range of face, hair, skin and clothing options. It can use your mouse and keyboard interaction to show if you’re at your desk or not, or use your webcam to translate occasional snapshots of your facial expressions to your avatar. You can also connect your Spotify and calendar to show you’re listening to music (and might be concentrating), reveal or hide details of your meeting and decide whether people can ask to interrupt you or that you’re totally unavailable.

From there, you can by audio, video or text communicate with any of your available co-workers. Guests can join conversations via the web and mobile too, though the team is working on a full-fledged app for phones and tablets. Tap on someone and you can instantly talk to them, though their mic stays muted until they respond. Alternatively, you can jump into Slack-esque channels for discussing specific topics or holding recurring meetings. And if you need some down time, you can hang out in the water cooler or trivia game channel, or set a manual “away” message.
Pragli has put a remarkable amount of consideration into how the little office social cues about when to interrupt someone translate online, like if someone’s wearing headphones, in a deep convo already or if they’re chilling in the microkitchen. It’s leagues better than having no idea what someone’s doing on the other side of Slack or what’s going on in a Zoom call. It’s a true virtual office without the clunky VR headset.

“Nothing we’ve tried has delivered the natural, water-cooler-style conversations that we get from Pragli,” says Storj Labs VP of engineering JT Olio. “The ability to switch between ‘rooms’ with screen sharing, video and voice in one app is great. It has really helped us improve transparency across teams. Plus, the avatars are quite charming as well.”
With Microsoft’s lack of social experience, Zoom consumed with its scaling challenges and Slack doubling down on text as it prioritizes Zoom integration over its own visual communication features, there’s plenty of room for Pragli to flourish. Meanwhile, COVID-19 quarantines are turning the whole world toward remote work, and it’s likely to stick afterwards as companies de-emphasize office space and hire more abroad.

The biggest challenge will be making comprehensible enough to onboard whole teams such a broad product encompassing every communication medium and tons of new behaviors. “How do you build a product that doesn’t feel distracting like Slack but where people can still have the spontaneous conversations that are so important to companies innovating?,” Safreno asks. The Pragli founders are also debating how to encompass mobile without making people feel like the office stalks them after hours.
“Long-term, [Pragli] should be better than being in the office because you don’t actually have to walk around looking for [co-workers], and you get to decide how you’re presented,” Safreno concludes. “We won’t quit, because we want to work remotely for the rest of our lives.”

Replace non-stop Zoom with remote office avatars app Pragli

$75M weed giant Caliva ditches Eaze, launches delivery

It’s a brutal time for marijuana startups. I’m hearing some are raising at 1/5th of their 2019 valuation amidst rampant competition, tall taxes, and slow legalization. The struggles for marijuana’s best-known startup, delivery service Eaze, continue as today it’s losing one of its top partners. $75 million-funded weed brand empire Caliva has dropped Eaze in favor of launching its own delivery system.
By partnering with Hypur banking to solve the marijuana payments legality issue, Caliva will be able to accept contactless mobile payments unlike Eaze that it claims usually requires customers pay in cash. [Update: Eaze claims the majority of payments come via debit cards]. Caliva buyers won’t have to worry about trips to the ATM, especially now during COVID-19 shelter-in-place orders, which the startup expects will boost their average order volume. Combined with verticalizing delivery in-house plus its retail and wholesale operations, Caliva hopes it can grow its margins and survive this long winter for weed startups.

“Our mission at Caliva has always been to provide safe and easy access to plant-based solutions for health, happiness and healing,” said Caliva CEO Dennis O’Malley. “Together with Hypur, we are proud to offer our customers safe, compliant and convenient cashless payment options to improve and modernize their purchasing experience.” It hasn’t been so easy for Eaze, though.
Back in January, we reported that Eaze was in trouble, having suffered unannounced layoffs and executive departures. It burned cash on billboards, and never launched the services of a startup it acquired. There were questions about data security, and weed brands dropped Eaze due to delayed payments. It was almost out of money and in danger of vaporizing. It luckily managed to secure a $15 million bridge round to keep it alive plus a $20 million Series D in February just before the COVID hit the fan, though I dread to think of the terms of that funding.

Troubled Eaze finally closes $35M funding to sell its own cannabis

The plan for Eaze was to verticalize, buying and developing brands that it could sell through its existing delivery service to up its margins. Now it’s seeing former partner Caliva do the reverse, launching a delivery service to sell its own Fun Uncle, Deli, and Caliva brands as well as distribute other vape, edible, and flower brands like Dosist and Kiva. Its menu breadth to attract customers and in-house brands to drive profits could be a winning combo. After limited pilots in SoCal, Caliva delivery is launching in LA and the Bay Area.
Unfortunately, traditional payment processors usually refuse to work with marijuana companies for fear of legal repercussions. That’s why most delivery services can’t accept credit or debit cards, or do so through sketchy legal workarounds that have led payment providers to be sued. Others like CanPay only offer ACH transfers, while Square only works with CBD sellers. “We spent time researching and evaluating all platforms that accept cannabis payments in the U.S., and found that Hypur has the best security, compliance and consumer experience” O’Malley tells me.

400-person Caliva is now trying to raise a Series B, but may experience tough headwinds with shelter-in-place orders in effect in states where marijuana is legal. Stiff taxes on marijuana have meanwhile helped the black market continue to thrive, as California’s $3.1 billion in legal 2019 sales were overshadowed by an estimated $8.7 billion in illegal sales. Faster delivery and simpler payments could help. But enthusiasm for the industry has dwindled following the initial flood of entrants sought to exploit the end of prohibition. Is the Green Rush over?

$75M weed giant Caliva ditches Eaze, launches delivery

Quibi launches its mobile streaming service in the middle of the quarantine era

Quibi, the much-hyped mobile app promising to deliver “quick bites” of video entertainment, is finally here.
The company has been in the headlines for more than two years, thanks to the involvement of founder Jeffrey Katzenberg (who previously co-founded DreamWorks Animation) and CEO Meg Whitman (previously the CEO of eBay and Hewlett Packard Enterprise).
Plus, it’s raised a whopping $1.75 billion to fund a star-studded content slate from filmmakers like Steven Spielberg, Guillermo del Toro, Lena Waithe and Catherine Hardwick.
Quibi is launching with nearly 50 shows today. The initial lineup includes “Chrissy’s Court” (in which Chrissy Teigen presides over small claims court), “Shape of Pasta” (a food and travel show starring chef Evan Funke), “Most Dangerous Game” (a dystopian thriller starring Liam Hemsworth) and “Survive” (a scripted plane crash drama starring Sophie Turner). All the episodes are less than 10 minutes in length, and can be viewed in either portrait or landscape mode.
Quibi says it will be delivering more than 25 new episodes every day, including segments of what the company is calling Daily Essentials — news and entertainment shows like “Last Night’s Late Night” from Entertainment Weekly and “The Replay” from ESPN.
The service will cost $4.99 with ads or $7.99 per month without ads. Quibi is also offering a 90-day free trial if you sign up before the end of April.
Image Credits: Quibi
In a briefing with reporters last week, CTO Rob Post acknowledged that it’s been a long, expensive road to launch. But he said that given the heavy investment in content, “There was no room for [Chief Product Officer Tom Conrad] and I to deliver a minimum viable product.” Instead, they had to build something that was fully polished.
While Quibi has been building up to this for months, with a big presentation at the Consumer Electronics Show, Super Bowl ads and more, the world has changed, with a global pandemic making this a strange time to launch any product.
People are certainly looking for distraction and escape right now. But the app is designed for viewing while you’re on-the-go, whether that’s walking around, waiting in line or sitting in the backseat of a car — all moments that are happening considerably less often as huge swaths of the population are advised to shelter in place and maintain social distance.
Still, Post argued that there’s a need for the kind of entertainment that Quibi is offering.
“I’m looking to take small breaks more than ever before to stand up, walk around, go outside,” he said. “Our use cases are these in-between moments. Now more than ever, that use case is still present.”

And of course, these restrictions have also created challenges for Quibi’s launch and content production.
“That’s meant all kinds of things,” Conrad said. “Our Daily Essentials, which were all set to be produced in studios in New York and L.A. each day, in most instances are being shot in people’s homes … Everybody from the production team to postproduction houses to the engineering and marketing organizations are trying to adapt to this moment.”
Quibi has already been showing off is Turnstyle technology, which allows for a seamless transition back-and-forth between portrait and landscape modes. (Apparently Quibi’s filmmakers have to deliver two edits of each episode, one optimized for each orientation.) Last week, the company gave reporters access to the full app.
Judging from a few hours of exploration, Quibi is indeed as polished as Post and Conrad promised, making it easy to swipe through and browse the day’s offerings. Turnstyle also works smoothly, with a blink-and-you’ll-miss-it transition every time I rotate my phone.
I quickly noticed, however, that I was torn between the two viewing modes. Portrait mode was more comfortable, particularly when I was watching a full seven- or eight-minute episode, but landscape mode looked much more cinematic, and often included imagery that had been cropped out of the more narrow, vertical footage.
Image Credits: Quibi
In addition, the focus on a smartphone app — rather than an experience for the browser, tablet or connected-TV — made for a clumsy experience anytime I tried to watch with someone else. (The whole point is to focus on the mobile viewing experience, but Conrad said, “If there’s appetite for Quibi in the living room or on tablets, we certainly will follow that interest as the data reveals.”)
As for the content itself, my favorite show was probably “Most Dangerous Game,” which kicks off with a tantalizingly bleak introduction (the premise will be familiar to viewers of the classic film of the same name). I also enjoyed “Shape of Pasta,” which includes plenty of mouth-watering pasta footage, and”Chrissy’s Court” — Teigen is always delightful, and I liked seeing a courtroom reality show that leans more into humor than drama.
At CES, Whitman positioned Quibi as the first platform to truly take advantage of the new creative opportunities that mobile phones offer to filmmakers. She also emphasized that in contrast to free video platforms like YouTube, Quibi will offer “Hollywood-quality content.”
“[YouTube] is the most ubiquitous, democratized, incredibly creative platform,” Whitman told us. “But they make content for hundreds of dollars a minute. We make it for $100,000 a minute.”
The production value is certainly evident — most of the shows I watched look significantly more expensive that what you’ll find on YouTube. What’s missing so far, however, is any real sense of the creative breakthrough that Whitman was hinting at. Instead, Quibi delivers well-produced, moderately entertaining shows that can be watched when you’ve got a few minutes to spare. They’re fine, but rarely more than that.
Maybe that will be enough for most viewers, particularly during the trial period. The challenge will be convincing those viewers to stick around and pay a subscription fee. To do that, I suspect Quibi will need a breakout show, or something that really takes advantage of the phone in a new way. We’ll see if that arrives in the months to come.

Quibi execs Jeffrey Katzenberg and Meg Whitman explain their big vision

 

Quibi launches its mobile streaming service in the middle of the quarantine era