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We produce the coolest brain-controlled games ever*
First market-ready mind-controlled VR-games
* according to our company's internal research studies
Analyzing the current global entertainment market makes it clear that the market is overwhelmed with different types of game genres, mostly the shooter games, racing games and the quest or adventure games. But they are all alike because players are using only controllers or joysticks and other types of technical equipment in these games. The market needs a new kind of entertainment - a disruptor which would blow up the usual gaming approach.
How does it work?
Our AAA game designers, neurophysiologists, programmers, data-scientists and engineers came up with something unique. We produced the first ever VR games controlled by the power of thought! Our BCI reads the impulses from the cerebral cortex and transforms them into real actions of the players in the game.
Our goal was to create a new kind of games using the brain-computer interface. For this purpose, we have developed brain wave analysis methods that have never been used in the gaming industry. Most of the existing brain-computer interfaces are based on brain rhythms analysis. This approach is easy to implement, but its main disadvantages are the control complexity, and lack of speed and accuracy.

The brain-computer interface of "Mind Fighters" and "Raccoons VS Demons" is based on the analysis of event-related potentials. Event-related potentials are small changes in the electrical activity of the human brain generated in response to events or objects in the game. This method allows detecting the direction
of the player's attention highly accurately. Thus, we develop dynamic games that are truly driven
by the power of thought. Through our tailored neural network with a two-layer architecture consisting of an autoencoder and EEGNet-based convolution aggregator, we have been able to reduce the number of errors dramatically.

We are developing our new games using different technology. The one underlying in "Ready to fly" is based on the analysis and isolation of the rhythmic activity from the "mix" with the alpha rhythm when motor imagery. It allows us to train players to use virtual limbs with reasonable accuracy or, for example, control their avatar.
For our games we've developed a neuro interface for the most popular VR headsets on the LBE market: HTC Vive Pro, HTC Focus, Pico G2.

The neuro-kit consists of a modern encephalographic hardware and software system designed to record brain activity bioelectric potentials with high efficiency, analyse them and synchronize with the game process.

Game control is carried out with software supplied with the neuro-kit. To run neuro games we recommend using a PC with the following specifications.
CPU: Core i5 8400 (or AMD equivalent)
RAM: 16 GB
Free hard disk space: 50 GB
OS: Windows 8.1/10
An amplifier and six passive dry electrodes connected by elastic legs to the parieto-occipital part of the VR headset carcass, all additional wires are assembled into a single braid with the main cable. Solid electrode hydrogel tips providing maximum contact which is used as the electrodes contact. They do not leave any marks on the head, there is no need for saline, and they look just like some translucent silicone pads.
What's included in the kit:
State-of-the-art Pico headset that does not require any additional space - you can use it wherever convenient, sitting or standing. (set with HTC Vive Pro is optional)
A standard set includes:
Advanced EEG* device with dry electrodes that does not mess up your hair, which is comfortable for prolong wearing.
USB-C charging kit.
Everything is packed in a stylish individual box, which is just perfect as a gift.
* is not a medical device and cannot be used for any medical purpose.
Our games are specified for those who have good sense of high-quality games, like to try new things and are not satisfied with mass market products.
For whom we produce games?
We are glad to cooperate with professional entertainment market participants who are open to new technologies and do not want to miss the chance to pamper their customers with new high-quality games.
Home gamers
Professional LBE
Integration with attractions
The headset can be integrated into any attraction or simply used with an ergonomic chair that allows rotation of at least 180 degrees.
Below is our core team.
Tatiana Aleksandrova
Chief Commercial Officer
Yi Er Law
Business Development manager
Alex Chicherov
US Sales manager
Alex Khalezov
Product manager, systems engineer
Eugene Savitskiy
System architect
Alex Panov
Founder & CEO
Our games and headsets are designed by several talented engineers, neurophysiologists and data scientists. The whole project is supervised by the most famous scientists in the field of neurophysiology and experts in creating brain-computer interfaces.
Michael Lebedev
PhD, neurophysiologist, neuro computer interface developer, author of more than 100 scientific projects, chief science officer of HSE University, Professor, Center for Neurobiology and Brain Restoration.
Natalia Galkina
Founder and CEO of NeuroChat and NeuroTrend
Leader of "Neurocommunication and marketing" section of NeuroNet branch union
Supervisor of more than 100 research projects based on neurophysiological methods and tools
Сергей Шишкин
Кандидат биологических наук, заведующий лабораторией нейроэргономики и интерфейсов мозг-компьютер НИЦ «Курчатовский институт»
20+ investment deals /$94M
Former Head of Fintech Investment Finstar
Former Partner at Life.SREDA VC
Studied at Harvard and London Business Schools
Advisers and experts
The research company that is utilizing neuromarketing technologies in the analysis of consumer choice and perception
Contact us
The research is carried out by Neiry LLC with the grant support of the Skolkovo Foundation.