Gravity Engine ↓

Powering real-world
multiplayer games.

200+ countries. Top 1% mobile retention.

Backed by
Investor Investor Investor Investor Investor Investor
The Gravity Engine

Low-latency proximity detection.
No custom
hardware.

The Gravity Engine fuses GPS, inertial measurement units (IMUs), Ultra-Wideband (UWB), and Bluetooth (BLE) to map player proximity in real time. Sub-100ms updates across every device in the session — the same approach used in smart homes, now working outdoors at scale thanks to 5G and modern mobile IMUs.

This is why social, multiplayer real-world games didn't exist before. We solved the infrastructure problem.

Gravity Engine — Live
<100ms
Proximity Detection Latency
GPS + UWB + BLE sensor fusion delivers street-scale accuracy fast enough for fair eliminations. No polling lag.
GPS · UWB · BLE · IMU
Sensor Stack
Four signal types fused in real time. Each compensates for the other's weaknesses — the result is reliable outdoors in any environment.
3 → 3,000
Players per Session
Session orchestration scales automatically from a 3-person match to a city-wide event. No configuration changes needed.
iOS + Android
No Extra Hardware
Runs entirely on smartphones players already own. No beacons, wearables, or special equipment required.
Who We Are

Real life games,
anytime, anywhere,
with anyone

Integrated Reality Labs builds multiplayer games that get people off their phones and into physical spaces with friends.

We're a small team that believes technology should pull people together in the real world. Everything we build serves that.

IRL First. Every feature earns its place by getting people moving.
Build with players. Our community shapes every major product decision.
Ship and learn. Small team, fast cycles, real ownership from day one.
Viral by design. Great play creates great stories. We engineer for both.
Our first title
SLAP

SLAP.

Massively multiplayer real-life tag. Players chase assigned targets on a live GPS map, eliminate them in person, record it automatically, and post it.

SLAP feed
SLAP score
Investors

Interested in the IRL gaming opportunity?

Cases

Games we've shipped
and what happened

Each title we build is a live test of the IRL platform: real players, real cities, real feedback. Here's where we are.

SLAP SLAP
Live Now
SLAP

Massively multiplayer real-life tag, powered by the Gravity Engine. Players chase assigned targets on a live GPS map, eliminate them in person, record it automatically, and post it. 3 friends or 3,000 strangers — same infrastructure.

55%
Day 1 retention
200+
Countries played
Top 1%
Mobile retention
Download iOS
Coming Soon
In Development
[Title TBD]

Next title in development. New mechanics, new format, same Gravity Engine underneath. We'll announce when it's ready to test.

Case Study
× Spice Invaders

A branded campus takeover
powered by real-world gameplay.

Momentum Worldwide and Samyang America partnered with IRL to transform SLAP into "Spice Invaders" — a campus takeover across UCLA and Ohio State. Buldak hot sauce became part of gameplay, and every interaction produced branded UGC.

Multi-round tournaments with $10K grand prizes ran across 2 campuses in October–November 2025.

1,000+
Students joined
20K
Samples distributed
300+
UGC videos
$10K
Prize per campus
Buldak chat
Buldak map
Buldak scoreboard
The Team

Built by people
who love to play

Leadership
Lauren Steidl
Lauren Steidl
CEO

Leader in fundraising, corporate communications, and marketing. First business hire at an app-based digital health startup that scaled to acquisition.

LinkedIn
Ian Andolsek
Ian Andolsek
President

Serial entrepreneur and product expert. Founded a social fitness app that was successfully acquired. Deep experience in consumer mobile and go-to-market.

LinkedIn
M.K. Komins
M.K. Komins
Head of Product & Design

Senior Visual Development artist with credits at Netflix, Starburns Industries, and Universal. Leads product design and visual identity across IRL and SLAP.

LinkedIn
Advisors & Investors
Dr. Marc Ilgen
Dr. Marc Ilgen
Chief Scientist
Dave Rohrl
Dave Rohrl
Chairman, Mobile Game Doctor
Bruce Hack
Bruce Hack
Former Vice Chair, Activision Blizzard
Alex Kozachenko
Alex Kozachenko
CEO, HyperBeard Games
Matt Nutt
Matt Nutt
Former CEO, Big Viking Games
Jake Levin
Jake Levin
Former Head of Marketing, Gopuff
Dan Kaufman
Dan Kaufman
Former Chief Transformation Officer, GameStop
Marie Mejerwall
Marie Mejerwall
Game Director & Esports veteran
Matt Ricchetti
Matt Ricchetti
Sr. Dir. Product Management, Second Dinner
Athena Peters
Athena Peters
Advisor
Lucien Parsons
Lucien Parsons
Advisor
Investors

The IRL gaming
opportunity

The Market

Why now. Why us.

Why now.

$14B → $142B
Real-world game market

The real-world gaming market is at $14B today and projected to reach $142B by 2033 — a 25.9% CAGR. Every major player so far has built singleplayer. No one has cracked multiplayer.

$3.5B
Niantic exit — the only comparable

The closest comparable exit in this space is Pokémon GO creator Niantic at $3.5B — a singleplayer location game. We're building the social, multiplayer version of that platform.

Why us.

Top 1%
Mobile retention — no paid acquisition

SLAP sits in the top 1% of mobile games for retention. Day 1 at 55%, Day 7 at 25%. 81% of players discovered the game through friends. 200+ countries with zero paid ads.

10×
Daily sessions vs industry average

Active SLAP players open the app more than 10 times a day — 5x higher than the mobile gaming industry average. Players don't just install it. They live in it.

Get in Touch

Interested in investing?

We work with investors who believe real-world social gaming is a generational category. Reach out directly to start a conversation.

investors@playslap.com →
Careers

Build the future
of play

Small team, big surface area. If you want your work to get people outside and into the world, this is the place.

Open Roles

We're hiring

Get in Touch

Let's talk

Whether you're an investor, partner, press, or just a fan, we want to hear from you.

Thanks! We'll be in touch shortly.
Our first title
SLAP

SLAP.

Massively multiplayer real-life tag. Chase your target, eliminate them in person, record it automatically.

55%
Day 1 retention
200+
Countries
10×
Daily sessions vs avg
How it works

Tag. Record. Post.

Every player gets an assigned target. You stalk them in real life, close the distance on the live GPS map, tap your phone to their target zone, and the game records the elimination automatically.

The whole session auto-generates shareable content. Every elimination becomes a clip. Every match becomes a story. No editing required.

3 friends in a park or 3,000 strangers across a city — the Gravity Engine handles it the same way.

Gravity Engine

The infrastructure
real-world games
were waiting for.

Sub-100ms proximity detection, multi-sensor fusion, and session orchestration that scales from 3 to 3,000 players. No custom hardware.

Gravity Engine
Upload grav.jpg
How it works

Four signals.
One truth.

The Gravity Engine fuses GPS, inertial measurement units (IMUs), Ultra-Wideband (UWB), and Bluetooth (BLE) to map player proximity in real time. Each signal compensates for the others' weaknesses — the result is reliable, low-latency positioning outdoors in any environment.

Sub-100ms updates across every device in the session. The same sensor-fusion approach used in autonomous vehicles and smart homes, adapted for mobile multiplayer at scale.

Gravity Engine — Live
<100ms
Proximity Detection Latency
GPS + UWB + BLE sensor fusion delivers street-scale accuracy fast enough for fair eliminations.
GPS · UWB · BLE · IMU
Sensor Stack
Four signal types fused in real time. Reliable outdoors in any environment, any weather.
3 → 3,000
Players per Session
Session orchestration scales automatically. No configuration changes needed.
iOS + Android
No Extra Hardware
Runs entirely on smartphones players already own. No beacons, wearables, or special equipment.
Why it matters

The reason social multiplayer real-world games didn't exist before.

Problem solved

Real-world multiplayer requires sub-second proximity updates at city scale. No existing mobile API delivered that reliably. We built the stack that does.

SDK-ready

The Gravity Engine is packaged as a mobile SDK. Any developer can build a real-world game on top of it without rebuilding the proximity infrastructure from scratch.

Proven in production

SLAP has run in 200+ countries with thousands of concurrent sessions. The engine has been stress-tested at scale, not just in a lab.