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== Full Organizational Timeline == {| class="wikitable" style="width:100%;" |- ! Date !! Event !! Significance |- | 2013 || [[Graham Gaylor]] backs Oculus Kickstarter; builds "VRChatroom" prototype; finds Jesse Joudrey via podcast || Platform origin |- | January 16, 2014 || VRChat v1.0 released for Oculus Rift DK1; single room, single shared avatar "Karl" || Public launch |- | March 16, 2014 || Version 0.3.5 β custom avatar upload introduced (Jesse Joudrey) || The founding decision that shapes all VRChat culture |- | January 14, 2015 || First external funding round || Initial institutional capital |- | October 4, 2016 || Seed round β $1.2M from Rothenberg Ventures || First significant VC backing |- | February 1, 2017 || VRChat launches on Steam Early Access; desktop mode introduced || Opens platform to non-VR users; free-to-play |- | September 21, 2017 || $4M Series A from HTC Corporation || Strategic hardware manufacturer investment |- | January 2018 || [[tupper]] hired as email support agent || Future Head of Community joins during surge demand |- | January 13β14, 2018 || '''[[The January 2018 Viral Surge|Viral Surge peak]] β 20,212 concurrent Steam users''' || First all-time CCU record; mainstream visibility |- | February 15, 2018 || GFR Fund leads Series A round || Direct consequence of surge visibility |- | December 11, 2018 || VRChat launches on Meta Quest store || Standalone VR access; no PC required |- | August 21, 2019 || $10M Series C β Makers Fund joins; HTC, Brightstone VC, GFR Fund participate || Growth-stage capital |- | April 2020 || Udon scripting system launches publicly || Visual node-graph world scripting; SDK3 era begins |- | December 4, 2020 || '''VRC+ subscription launched''' β first recurring revenue; [[VRCat]] mascot introduced || Platform's first monetization product |- | December 31, 2020 || 40,000+ concurrent users (NYE); server outage from security provider misidentifying surge as DDoS || New CCU record at time |- | April 21, 2022 || '''PhysBones launched''' β native physics replacing Dynamic Bones; avatar interactions enabled || Major avatar technical milestone |- | June 11, 2021 || '''$80M Series D β Anthos Capital''' (lead); Makers Fund, GFR Fund participate; ~$343M valuation || Largest funding round; Creator Economy development funded |- | July 25β26, 2022 || '''Easy Anti-Cheat (EAC) implemented''' β triggers Steam review-bombing; accessibility mod loss || Most controversial platform decision in company history |- | August 2022 || VRChat fast-tracks accessibility features in response to EAC community backlash || Fastest accessibility development period in company history |- | February 2023 || SDK2 deprecated; Udon-based SDK3 becomes mandatory for all new content || End of legacy SDK era |- | May 2023 || Creator Economy formally announced || Monetization infrastructure revealed |- | August 22, 2023 || VRChat mobile Early Access (Android) for VRC+ subscribers || First mobile access |- | November 22, 2023 || [[VRChat Creator Economy]] Open Beta || Paid subscriptions and Credits available |- | November 30, 2023 || [[VRChat Creator Economy]] public launch || Full commerce system live |- | June 12, 2024 || '''30% workforce reduction''' β [[Graham Gaylor]]'s full email published publicly || Major organizational restructuring; unredacted email a primary document |- | November 2024 || Age verification (18+) via Persona partnership announced || Adult content gating infrastructure |- | May 14, 2025 || '''Avatar Marketplace launched''' β native in-platform avatar purchasing || Creator Economy major expansion |- | October 24, 2025 || VRChat fully released on iOS App Store and Google Play || Full mobile platform launch |- | March 2026 || '''All-time CCU record: 158,192''' concurrent users || Japanese anime concert event; new platform peak |}
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