Omea by AImmersive
Business Angel round · May 2026

Omea makes you
the protagonist.

A new genre of narrative gaming, powered by an AI we trained ourselves. Post-demo, pre-launch. We're closing the final spots in a business angel round before VCs arrive.

Round statusLargely closed · final spots
Ticket size$50K - $250K
TermsYC-standard SAFE · $12M cap · pro-rata
Next milestoneSteam Next Fest · June 15-22
Omea running on a monitor and Steam Deck - 'Choose Your Story' screen with story tiles, Odin's Trial featured
Scroll to begin
02
Station 02 · The Product

Speak naturally.
Live a story.

Omea is an AI-powered interactive narrative platform. You play through illustrated, fully voiced adventures by saying or typing what your character does. No dialogue wheels. No predetermined options. No invisible walls.

  • 01
    You speak the story.

    Negotiate, lie, run, fight, seduce, betray, try something the writers never anticipated. The AI narrates what happens next - in voice, text, and illustration.

  • 02
    Choices shape unique adventures.

    Persistent memory across the entire session. Betray an ally in chapter one; watch it resurface hours later in ways no one explicitly programmed. Characters stay consistent. Consequences emerge organically.

  • 03
    Stories have real endings.

    Professional storytellers build the worlds, characters, and dramatic stakes. The AI handles what humans can't: tracking every thread, every relationship, every small decision, across hours of play.

The thesis, in one line

Not a chatbot in a costume. A purpose-built narrative engine.

Five steps. Infinite stories.

Pick Your World - story selection screen
Cinematic intro - voice acting, music, illustrated art
Create Your Protagonist - character creation
Live the Story - dialogue, exploration, combat
Speak - voice input in action
Step 01

Pick Your World

Sci-fi. Fantasy. Horror. Slice of life. Ten crafted adventures - each one a full game waiting for you.

Step 02

Watch the Cinematic Intro

Professional voice acting, original music, and hand-painted art set the stage.

Step 03

Create Your Protagonist

Build from scratch or choose an existing character. Their personality, their backstory - your call.

Step 04

Live the Story

Dialogue. Exploration. Combat. Negotiation. Every NPC remembers you. Every choice ripples forward.

Step 05

Speak. The World Listens.

Say anything - naturally. The AI understands intent, not keywords. Your voice is the controller.

03
Station 03 · Traction

66 days.
1,000,000 words spoken.

We ran a 66-day public demo from March 6 to May 11, 2026. Real players, real load, real money on the line. This is what happened.

1.3B
Tokens of story produced
Cumulative AI narrative output
1M+
Words spoken to the narrator
By players, in their own voice
220K+
Total interactions
Voice input, typed instructions, and dice rolls
17.7
Avg interactions / session
Including bouncers
52.8%
Engaged sessions
Crossed 5 actions (voice + text + dice)
1h 40m
Avg time in game
Per player. Story completion ranged from 89s (quick death) to 13.5h (full exploration).

What this number means

Players didn't click - they talked. A million words spoken into a microphone, to a story. That's the entire thesis of Omea, validated by behavior, not by survey.

Under the hood

  • ·
    100K+ AI replies generated

    End-to-end narrative responses, fully voiced, fully illustrated.

  • ·
    1.3B tokens of story produced

    Cumulative output across the demo period.

  • ·
    3.3% average server capacity used

    Massive headroom on our infrastructure - more on this next.

Distribution · interactions per session
0 interactions
17.4%
1 - 5
29.8%
6 - 10
11.7%
11 - 20
13.3%
21 - 50
23.7%
51 +
4.1%
47.2%Low (0-5)
52.8%Engaged (>5)
04
Station 04 · The Moat

Our own model.
No API tax.
Our own margins.

Every other AI gaming company is paying OpenAI or Anthropic per token on every player interaction. We're not. NIA is ours. We rent bare-metal compute to run it - so the per-interaction margin stays inside the business, not with a model provider.

  • 01
    NIA - a 350B+ parameter MoE, trained from scratch.

    Not fine-tuned on top of a general-purpose LLM. Trained. On 155,000+ licensed novels. Built for storytelling, not chat. There is no off-the-shelf substitute.

  • 02
    Liquid Memory across tens of millions of tokens.

    Tracks emotional history, broken promises, character relationships across the entire session - not just the last few exchanges. RAG-class systems can't approach this.

  • 03
    Bare-metal compute. Custom SGLang fork tuned to the bone.

    +23.7% TTFT vs. stock from MoE fusion alone. We pay only for the GPU cycles that run NIA - no third-party model provider taking a cut on top of every player interaction. The per-token margin is ours, not OpenAI's or Anthropic's.

  • 04
    3.3% average server capacity used during the demo.

    That's the operational leverage. We could scale to roughly 30× the demo concurrency on the same hardware before provisioning new GPUs. Cost per concurrent player at this scale is below anything running on rented inference.

When the category floods

Every AI gaming pitch you'll see this year is built on third-party APIs. Their margin gets eaten by OpenAI or Anthropic on every player interaction. We trained our own model. We run it on bare metal. The per-interaction economics are ours. That is the moat.

The moat, written down

If you want the unvarnished technical version of why our solution is this much more optimized than competing AI gaming stacks, the deep-dive below walks the full inference-stack journey - vLLM disaster, FlashInfer bugs, the custom SGLang fork, why FP8 KV cache is slower on Blackwell, and the +23.7% TTFT improvement that made shipping possible. Written by Max Salamonowicz during the rebuild.

Skunkworks · founder write-up · Mar 10, 2026
We Shipped. Finally.
How we pushed 4× B200s to their absolute limits, broke production on launch day, and why FP8 KV cache is actually slower on Blackwell (yes, really).
"Architecture-specific fusions. NIA is a Mixture-of-Experts model with shared experts that run on every token. Stock SGLang runs these as separate operations. The fork fuses shared expert computation into the MoE routing pass - eliminating redundant memory transfers. This alone gave +23.7% TTFT improvement."
Max Salamonowicz · Skunk Works Playbook Read the full deep-dive →
05
Station 05 · Revenue Model

A gamedev among
gamedevs.

Other AI gaming companies have to sell subscriptions - their per-interaction API costs leave them no other option. We don't. Our own model on bare metal gives us the economics of a real game studio. So we sell what gamers actually buy: base game, DLCs, Season Pass.

Consumer · Steam-first

Base game purchase + DLCs + Season Pass. Pivoted from the original iOS subscription model based on demo data: players who finished a story didn't want a subscription, they wanted to own the experience and buy more like it. That's how players have always bought games - we're meeting them where they live.

Steam also gives us discoverability we'd otherwise have to buy: Next Fest, wishlists, organic reviews, Steam Deck visibility. Every signal pointed the same direction.

B2B · NIA licensing (EQ play)

First B2B revenue already earned: $10.2K against our NIA model on an HR project. The customer compared NIA head-to-head against the SOTA frontier LLMs - and chose NIA.

Why: the SOTA players all compete for best-in-class IQ - reasoning, code, math. Storytelling, HR scenarios, and a growing set of human-facing use cases need EQ - emotional intelligence, character continuity, tonal control. NIA was trained for EQ from the start. That's where we win.

What makes this possible

Both revenue streams - the Steam gamedev model and the EQ-driven B2B licensing - exist only because we built our own model and run it on bare metal. Without that, the economics don't work. Game revenue funds the engine. Engine licensing funds the next game. Two flywheels turning a single piece of IP.

06
Station 06 · Why Now

Steam Next Fest,
June 15-22.
The bullseye.

Loading.... Wishlists, livestreams, and Steam Deck discoverability all hinge on this window. This is the wishlist-bonanza moment right before Launch - and we're coming for tens of thousands of them.

Steam Next Fest banner - June 15-22, 2026
  • ·
    Influencer-led push starts in two weeks.

    This is the main course. Matched creators on X, TikTok, YouTube, and Twitch - filtered for the channels where anti-AI sentiment is lowest. The single biggest lever between now and Launch. Paid ads (which gave us 25M impressions and clean buyer personas during the demo) drop to a supporting role.

  • ·
    AAA Polish author IP in negotiation.

    Artur Kurasinski is closing a top-tier author IP licensing deal. Starting cost under $50K. When announced, the named-IP signal lands directly in our target audience.

  • ·
    Bonus: $1M compute grant in flight.

    We don't bet on it. If it lands, runway extends materially and the cash raised goes further into product and team rather than GPU bills. We plan as if it isn't coming.

Early press · two illustrative examples

Picked as representative of how outlets are responding to Omea pre-launch. Volume will multiply once the influencer wave starts.

The next 8 weeks

May 11, 2026
Demo closed
66 days · 1M+ words spoken
Late May
Influencer push
Main marketing course
June 15-22
Steam Next Fest
Wishlist bonanza
Post-Fest
Launch
Steam · Steam Deck · macOS · Windows
07
Station 07 · Who You're Betting On

9 full-time.
7 part-time.
Lean by design.

A small team that has shipped before, knows the playbook, and has aggressively leveraged AI augmentation. Our biggest single staffing bet is the role we don't have on payroll.

Founders

Max Salamonowicz - CEO
Max
CEO · Founder · NIA architect
Michał Pena - CTO
Michał
CTO · DevOps · Backend · Scaling
Artur Kurasinski - CMO
Artur
CMO · Marketing · Licensing

Team

Casey
Creative
Darek
Game Director · Marketing
Justine
Dataset Juggler · Game Designer
Dominika
Game Designer
Jack
Game Designer
Michal
Heavily AI-augmented programmer
Vinita
Fractional CFO · Stanford
+ 7 part-time
Sound · 5× QA · UX/UI

Advisory board

Paweł Morkisz
Deep Learning Leader, NVIDIA
Harald Nuhn, PhD
Product Market Fit, Stanford GSB
Priyank Jain
Innovation Leader, Atlassian
Jack Swigost
Displate Founder · Gamedev Influencer Playbook
Varun Gupta
Bay Area lawyer
Thomas Brady
3× Founder · Consultant

AI-native, all-in

Every single person on this team is heavily AI-augmented - custom tools (NIA, TUL, the alpha art system) and generic tools (Claude, Cursor, and the rest of the ecosystem) alike, daily. This isn't "we use some AI here and there." It's the operating mode of the entire company. No one ships without leverage.

The visible consequence

We have no graphic artist on payroll. The alpha art system replaced that role at the end of March. The next iteration (Michał, in TUL) goes further. $23K/mo burn removed in March - and productivity went up, not just intact.

Track record

BH:Colonies - $400K Kickstarter. Never Ending Dungeon - $400K Kickstarter. Multiple successful Steam launches. Multiple proprietary AI models trained from zero. We're not learning how to ship - we know.

08
Station 08 · The Round

Final spots
before VC.

The round is largely closed already. One of the last commitments closed at $250K and is awaiting wire. The remaining open allocation is small. Same terms across the round.

Terms
  • Minimum ticket$50K
  • Maximum ticket$250K
  • InstrumentYC-standard SAFE
  • Valuation cap$12M pre-money
  • Pro-rata rightsYC-standard, included
  • Round statusFinal spots
  • Use of fundsSteam Next Fest · Launch

Where the money goes

  • ·
    Steam Next Fest visibility

    Marketing push during the June 15-22 window - the single highest-leverage moment between now and Launch.

  • ·
    Influencer-led growth

    The main course after the demo: matched creators on X, TikTok, YouTube, Twitch. Starts in two weeks.

  • ·
    Runway through Launch

    Operating cash from Next Fest through Launch and into the post-Launch wishlist conversion window.

Where it doesn't

  • ·
    Not GPU bills.

    NIA runs on bare-metal we already own. The $1M compute grant in flight (if it lands) would extend serving costs further.

  • ·
    Not headcount inflation.

    9 full-time, 7 part-time. The team is right-sized. We added a fractional CFO and removed three roles via AI augmentation in March.

  • ·
    Not net-new R&D.

    The AI is built. The app ships on Steam Deck, macOS, and Windows. This round is execution capital, not science budget.

Why this round before VC

At this stage, every BA on our cap table is an asset - not just a check. We're deliberately filling the round with people from different backgrounds and experiences: operators, gamers, readers, technologists, executives. Each one brings knowledge, network, and perspective the company will draw on for years. After this round closes, the next conversation is a different one: bigger checks, board seats, longer cycles. This window doesn't reopen.

09
Station 09 · One Email Closes It

If you're in,
hit reply.

No pitch meetings to schedule, no diligence performance, no choreography. I read every message and respond personally - usually within 24 hours.

Max Salamonowicz - CEO and founder of Omea / AImmersive

What happens after you reply

Same-day acknowledgement. Diligence pack (financials, demo metrics, technical write-up) sent within 24 hours. SAFE doc shared on request. If you want a call, I'll book it inside the week.

Not ready to commit, but want to stay close? Wishlist Omea on Steam (link coming on the influencer push in two weeks). Or share this page with someone who'd care.

Thank you for reading

The demo answered the question.
Steam Next Fest will answer the next one.

If you want to be there when it does - hit reply.

- Max Salamonowicz · CEO, Omea / AImmersive · max@aimmersive.ai

This round has closed.

The Omea business angel round closed ahead of Steam Next Fest.

Thank you for your interest. The next time we open a round, it will be on different terms.