In Virtual Reality News
February 2, 2024 – GLYDR, a Texas-based independent hardware company, has recently announced that it surpassed its Kickstarter fundraising goal for its VR and video game foot controller in just 40 minutes this week.
The company’s innovative analog foot controller is aimed at enhancing user interaction across entire PC and MacOS game libraries, including some console titles and seated virtual reality experiences, by reducing hand and finger strain.
GLYDR’s self-titled foot controller consists of a bipedal/multidirectional design, which offers gamers analog control over their video game and immersive experiences. The design of the controller allows for a broad range of actions, including mapping up to 16 different combinations simultaneously, and even configuring multiple button presses into a single action.
According to the company, the device promises compatibility right out of the box with a vast array of games and includes pre-built configuration profiles for easy setup. Additionally, GLYDR allows for extensive customization with new profiles, featuring adjustable dead zones and sensitivity for each footpad, and offers both USB and Bluetooth connectivity options.
Beyond its gaming capabilities, GLYDR is also positioning the controller as a tool for enhancing productivity in other computer-based activities, such as video editing, transcription, music production, and live streaming. The company also noted that its controller is suited to users with adaptive setups or accessibility needs.
In response to a surge in demand, GLYDR also announced plans to offer full international shipping, expanding its reach to gamers and users worldwide. The Kickstarter campaign for the GLYDR foot controller will be open until February 29, 2024. to support the campaign, click here
For further information on GLYDR and its foot controller for gaming and VR, please visit the company’s website.
Image / video credit: GLYDR / YouTube
About the author
Sam is the Founder and Managing Editor of Auganix. With a background in research and report writing, he has been covering XR industry news for the past seven years.