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=== Full Timeline === {| class="wikitable" style="width:100%;" |- ! Date !! Milestone |- | 2013 || Graham Gaylor backs the Oculus Kickstarter; creates prototype "VRChatroom"; recruits early testers from Reddit |- | 2013 || Jesse Joudrey founds Jespinage; Gaylor discovers Joudrey via podcast; partnership begins |- | January 16, 2014 || VRChat first released for Oculus Rift DK1; single room, single shared avatar "Karl" |- | March 16, 2014 || Version 0.3.5 β Joudrey's first public contribution; custom avatar upload introduced |- | January 14, 2015 || First funding round |- | October 4, 2016 || Seed round β $1.2 million raised |- | February 1, 2017 || VRChat released on Steam Early Access β opens platform to non-Oculus VR users |- | September 21, 2017 || HTC Corporation invests $4 million |- | January 2018 || Viral surge β content creators including PewDiePie and Dunkey bring mainstream attention; peak of 20,000 concurrent players (January 13, 2018) |- | 2019 || VRChat launched for Oculus Quest (standalone headsets) |- | 2020 || VRC+ subscription service launched; VRCat mascot introduced; COVID-19 drives furry community surge |- | 2021 || Series D β $80 million raised; peak of company growth post-pandemic |- | July 2022 || Easy Anti-Cheat (EAC) introduced β triggers major community backlash and review-bombing |- | 2023 || VRChat mobile (Android) alpha launched for VRC+ subscribers (August 18, 2023) |- | June 12, 2024 || 30% workforce reduction announced; Gaylor's full email published publicly |- | Late 2025 || VRChat mobile full release (iOS and Android) |- | March 2026 || VRChat breaks all-time concurrent user record: '''158,192''' users |}
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