ADDEDb875rel/studios-leadership3 min read

Owlchemy CEO: VR hasn't passed the 'cafe test' yet

Owlchemy Labs CEO Andrew Eiche says VR is still an emerging market because it hasn't passed his 'cafe test' — the point where everyone knows the tech without explanation.

Owlchemy CEO: VR is still an emerging market because it hasn't passed the 'cafe test' - Game Developer
Owlchemy CEO: VR is still an emerging market because it hasn't passed the 'cafe test' - Game DeveloperAI-generated

Patch notes

  • Owlchemy Labs CEO Andrew Eiche says VR is still an emerging market

  • He benchmarks maturity with a 'cafe test' — mass familiarity without explanation

  • Eiche says VR has not yet passed that test

  • Owlchemy developed the Job Simulator franchise, a flagship VR title

Owlchemy Labs CEO Andrew Eiche has a simple benchmark for whether VR has arrived: he calls it the "cafe test," and he says the medium hasn't passed it yet. His verdict, delivered in comments reported by Game Developer, is that VR remains an emerging market — a framing that carries real weight given his studio's track record in the space.

Owlchemy is the Austin-based developer behind some of VR's most recognizable titles, including the Job Simulator franchise. When a studio head with that portfolio says the market is still emerging, it's not a hedge. It's an operational judgment about install base, discoverability and how ordinary people actually encounter the technology.

What is the 'cafe test'?

The idea, as Eiche frames it, is straightforward. A technology has truly matured when people can talk about it casually — say, over coffee — and everyone in the conversation knows what it is and how it works. No explanation required. No demo needed.

By that standard, smartphones passed long ago. Mention an app and nobody asks what a touchscreen is. VR, in Eiche's assessment, hasn't reached that point. The average person still needs the concept explained, still needs hardware put on their head, still treats it as a novelty rather than a default.

That gap between enthusiasts and everyone else defines the commercial challenge for studios in the space.

What does this change for VR studios?

For developers budgeting a VR project today, Eiche's framing sharpens the practical question: are you building for a mass market or a frontier market? The distinction affects everything downstream.

It shapes revenue expectations, since emerging markets carry unpredictable attach rates and hardware refresh cycles. It shapes design choices, because onboarding friction still matters when many players are first-time headset users. And it shapes platform strategy, because a studio's bet on storefront visibility depends on how many headsets are actually in homes.

Eiche's position carries credibility precisely because Owlchemy has shipped through multiple hardware generations and watched the market's fits and starts firsthand.

Emerging isn't a death sentence

Worth noting: Eiche isn't writing VR off. Calling a market emerging is a statement about timing, not viability. Studios like Owlchemy continue to invest in the platform, iterating on interaction design and comfort mechanics that only matter in head-mounted play.

The history of game platforms argues for patience, too. Plenty of now-dominant formats spent years on the margins before crossing into everyday use. The cafe test isn't failed permanently — it's simply not passed yet, and the burden of proof sits with hardware makers and developers alike.

The signal to watch

The market's next test comes from hardware adoption and software attach in the coming device cycles. If headsets reach households the way tablets did — casually, cheaply, without ceremony — Eiche's cafe test may finally flip. Until then, studios planning VR projects should size their bets to a market that one of its most experienced developers still considers emerging.

via Google News - GDC Gamescom Game Industry (Source)

Share this article:

More from Marcus Bennett

Marcus Bennett

Show full bio

News editor covering technology and product news in video game industry at Game Dev Wire.

184 articles