Skip to content
Remote Desk
The signature floor

An interactive office you navigate, not a menu of rooms

Pan across the floor, zoom into a corner, and walk your avatar over to a colleague. The office is a living, navigable space — built to stay smooth whether your team is twelve people or two hundred.

HQ FLOOR · 12 ONLINELOUNGESTANDUPFOCUS DESKSWAR ROOM
The flowMeetCaptureAct

Pan, zoom, move

Move through the floor like it's a real place

The whole office is one continuous canvas you can pan and zoom, with your avatar walking between seats. Crossing the room to join a conversation is a movement, not a modal — which is exactly why it feels less like software and more like a place.

  • Smooth pan and zoom across the entire floor
  • Move your avatar seat to seat to change conversations
  • Spatial layout you read at a glance, like a real office
HQ FLOOR · 12 ONLINELOUNGESTANDUPFOCUS DESKSWAR ROOM

Built for big layouts

Stays smooth when the floor gets large

Large maps are where most spatial tools fall over. The canvas is tuned for it — the static world renders once, only what's on screen is drawn, and gestures stay fluid even with a packed floor. Two hundred avatars shouldn't drop your frame rate.

  • Viewport-culled rendering — only what you see is drawn
  • Capped pixel ratio and cached gestures for steady performance
  • Designed for hundreds of seats, not a demo of a dozen
LOUNGEVOICE · STANDUPVIDEO · DESIGN SYNCFOCUS DESKS

Spatial conversation

Where you stand decides who you're with

Walk into a voice room and you're in the conversation; drift toward the edge and you fade out of it. The 3D floor isn't decoration — it's the interface for audio, video, and presence all at once.

  • Distance-based audio tied to where your avatar is
  • Video tiles appear over the seats in video rooms
  • Walk away to leave — no hang-up button required
How proximity audio works
SPATIAL AUDIO · DISTANCE = VOLUMEYOUMAYA · LOUDLEO · FAINT
I've tried every spatial app, and they all choke once you've got more than a room of people. This one didn't. I can pan across a floor of sixty and it's still buttery — that's the difference between a toy and somewhere we actually work.
Daniel OkaforHead of Platform, Cartwheel

FAQ

Questions, answered

Is this a full 3D game engine?
It's an interactive, navigable floor — pan, zoom, and move — built to feel like a living space while staying fast and accessible in a browser. The focus is on a workspace you can read and move through, not on photorealistic graphics.
Will it stay smooth with a big team?
That's exactly what it's tuned for. The static world renders once, only on-screen elements are drawn, and gestures are cached during pan and zoom. It's designed for hundreds of seats, not just a tidy demo floor.
Can we customise the floor layout?
Yes. Admins design floors in a visual editor — placing rooms, seats, desks, and decor — and define which areas are silent, voice, or video. The layout is yours to shape around how your team actually works.
Does the interactive office work self-hosted?
Fully. The floor, presence, and the LiveKit media server behind audio and video can all run on your own infrastructure, with no dependency on our cloud.
Does it need a powerful machine?
No. The rendering is deliberately lightweight — capped resolution and aggressive culling keep it fluid on ordinary laptops, even on large floors.

Walk into your office

Build a floor, drop in your team, and move through a workspace that scales with you — free to start.