Valkyrie Industries Ltd Pitch Deck (2018): Seed Breakdown

See all 19 slides of the Valkyrie Industries Ltd pitch deck, with a slide-by-slide teardown of what the deck does well and where it falls short.

Valkyrie Industries is developing a wearable, modular haptic interface designed to provide tactile and force feedback in virtual reality environments. The deck identifies a gap in current VR technology, specifically that existing interfaces are insufficient for high-stakes industries like medicine and engineering. By offering sensations of texture and weight, Valkyrie aims to enable more realistic simulations for trainee doctors, heavy industry engineers, and physical rehabilitation. The company projects breaking even in three years, supported by a team with strong ties to Imperial College Lo…

Key takeaways

Valkyrie Industries: Bridging the Haptic Gap in VR

Valkyrie Industries enters the market with a clear thesis: virtual reality is currently limited by its input methods. While visual and auditory immersion have advanced rapidly, the physical sensation of interacting with objects—haptics—remains a significant barrier to professional adoption. This deck, labeled as the 'Seed Edition' from September 2018, outlines a path toward modular, wearable haptics for industrial and medical applications.

Slide 1: Title and Partnerships

The cover slide establishes immediate credibility through a dense list of partners and funders at the bottom. It notes the company is 'Stage 1 Funded' by Innovate UK and lists technical partners including Imperial College London, University of Southampton, and London South Bank University. The presence of 'Augmentor' and 'Eagle Labs' as collaboration partners suggests the company has been through accelerator or incubator programs. The 'Seed Edition' branding indicates this deck is intended for early-stage equity investors.

Slide 2: The Problem Statement

Slide 2 uses a minimalist approach to define the problem. It features an image of standard HTC VIVE controllers with the quote: "Current VR interfaces are just not good enough to adopt in meaningful industries such as medical, engineering and retail." This positions the company not as a competitor to VR headset manufacturers, but as an essential peripheral provider that unlocks the 'meaningful' (high-value) use cases that standard controllers cannot handle.

Slide 3: The Valkyrie Alpha Product

This slide introduces the hardware, labeled 'Valkyrie Alpha.' It shows a schematic of a wearable device with several key callouts. Tactile Feedback is described as sensations on fingertips to provide the feeling of textures. Force Feedback is described as sensations on muscles to provide the feeling of weight. The slide also notes the technology is 'Wearable & Modular,' capable of being applied to the hand, arm, or full body. A 'Patent Pending' stamp is prominently displayed on the main control unit, signaling intellectual property protection.

Slide 4: Market Opportunity and Growth

Slide 4, titled 'Immersive Growth,' provides market sizing. It estimates 2018 VR revenue at $9.1B , representing a 250% increase over 2017. It breaks down the market by sector: Entertainment ($18.9B), Health & Education ($5.8B), Engineering ($4.7B), Retail ($4.2B), and Military ($1.4B). Note that the total of these sub-sectors exceeds the $9.1B figure, suggesting these are long-term projections or addressable market caps rather than current revenue. The slide also cites a 2015 figure of 125 million active Steam users to illustrate the potential scale of the gaming/entertainment side of the market.

Slide 5: Business Vision

This slide moves from abstract market sizes to specific use cases. It lists four primary visions:

Trainee doctors practicing diagnostics without liability conflicts. · Simulating hazardous scenarios by feeling inertia and G-force. · Heavy industry training, such as for unbuilt windfarms. · Cognitive dextrous skill regeneration for rehabilitation.

The inclusion of rehabilitation and medical diagnostics suggests a high-margin, specialized focus beyond simple gaming.

Slide 6: The Competitive Landscape

Valkyrie uses a feature-comparison matrix to position itself against competitors like Dexmo, HaptX, and Teslasuit. The matrix tracks seven variables: Tactile, Force Feedback, Spatially Free, Finger Tracking, AI, Low Cost, and Realistic Haptics. According to the chart, Valkyrie is the only company that checks every box. Most competitors are marked as lacking 'Low Cost' and 'Realistic Haptics,' which Valkyrie identifies as its primary competitive advantages.

Slide 7: Customer Focus

Slide 7 reinforces the 'Heavy Industries' focus with a collage of images showing users in various industrial settings—operating valves, inspecting 3D models, and sitting in vehicle simulators. This slide is intended to prove that the product has a clear home in the enterprise sector, specifically in training environments where physical muscle memory is critical.

Slide 8: Financial Projections and Funding History

The financial slide is detailed, showing a five-year forecast. The company projects breaking even in 3 years . The 'Financial Forecast' table shows revenue growing from £0 in 2018 to £100,000 in 2019, then scaling to £4,473,000 by 2022 . Net income is projected to turn positive in 2022 at £538,586. The bottom of the slide lists a robust funding history for an early-stage startup, including Innovate UK, Deep Science Ventures, and the European Regional Development Fund in 2017 and 2018.

Slide 9: The Team and Advisory Board

The team slide highlights three founders: Kourosh Atefipour (CEO), Dr. Ivan Isakov (CTO), and Oliver Cleveley-Jones (Lead Developer). Their credentials include Imperial College London, UCL, and the Royal College of Art. The advisory board is particularly strong, featuring Raymond Pao, VP of HTC VIVE , alongside serial entrepreneurs and academics from Imperial and London South Bank University. This suggests strong industry ties to the hardware ecosystem they are building for.

Slide 10: Contact and Closing

The final slide provides contact information, including a London address at 101 Euston Road. It repeats the partner logos from the first slide, reinforcing the institutional support the company has gathered.

What Works in the Valkyrie Industries Deck

The deck excels at credibility through association . By listing numerous technical partners, universities, and a VP from HTC VIVE on the advisory board, the founders mitigate the perceived risk of a hardware startup. The problem statement is also highly effective; it doesn't just say 'VR is cool,' it identifies a specific technical bottleneck (lack of haptics) that prevents VR from being used in high-value industries like medicine and heavy engineering. The distinction between tactile feedback (texture) and force feedback (weight) is a crucial technical detail that shows the founders understand the nuances of their field.

What is Missing from the Valkyrie Industries Deck

The most glaring omission is a specific funding ask . While the deck is labeled 'Seed Edition,' it does not state how much money is being raised, the valuation, or how the funds will be spent (e.g., R&D vs. manufacturing vs. sales). Furthermore, for a hardware company, there is a lack of unit economics . Investors would want to know the estimated cost to manufacture one unit versus the intended retail or enterprise lease price. The 'Low Cost' claim on the competition slide is not backed up by specific price points. Finally, the 'Go-to-Market' strategy is implied through use cases but lacks a concrete plan for how they will acquire their first ten enterprise customers.

Founder Takeaways: What to Copy

Founders building in deep tech or hardware should emulate Valkyrie's competitive matrix (Slide 6). Instead of just listing names, they categorized competitors by specific technical capabilities, making it easy for an investor to see where the market gap lies. Additionally, the Business Vision slide (Slide 5) is an excellent example of how to translate complex technology into real-world utility. By showing a doctor, a driver, and an engineer, they make the 'why' of the product immediately clear. Finally, the use of institutional logos (Slide 1 and 8) is a masterclass in building early-stage 'social proof' before the company has significant commercial traction.

Frequently asked questions

What is the primary technical differentiator for Valkyrie Industries?
According to Slide 3, the differentiator is the combination of tactile feedback (sensations on fingertips for textures) and force feedback (sensations on muscles for weight). The deck emphasizes that this technology is 'wearable and modular,' allowing it to be applied to the hand, arm, or full body, which distinguishes it from stationary or bulky haptic systems.
Which industries is Valkyrie targeting for its initial rollout?
Slide 5 and Slide 7 highlight 'Heavy Industries' and 'Immersive Training' as the primary focus. Specific use cases mentioned include trainee doctors practicing diagnostics, simulating G-forces in hazardous driving scenarios, training engineers for unbuilt windfarms, and cognitive dextrous skill regeneration for rehabilitation.
How does Valkyrie view its competition in the haptics space?
Slide 6 provides a competitive matrix against eight companies, including HaptX, Teslasuit, and UltraHaptics. Valkyrie claims to be the only solution that satisfies all seven criteria: Tactile, Force Feedback, Spatially Free, Finger Tracking, AI, Low Cost, and Realistic Haptics. Most competitors are shown lacking in 'Low Cost' and 'Realistic Haptics'.
What are the company's financial expectations for the next few years?
Slide 8 projects a break-even point in 2021. The forecast shows revenue growing from £0 in 2018 to £4,473,000 in 2022. During this same period, costs are expected to rise from £126,330 to £3,714,478, resulting in a projected net income of £538,586 by year five.
What is missing from this pitch deck that an investor might need?
The deck lacks a specific 'Ask' slide detailing how much capital is being raised and how it will be allocated. Additionally, there is no mention of unit economics (COGS, per-unit price) or a detailed go-to-market strategy beyond general industry categories. The 'Seed Edition' tag on the cover suggests an early-stage raise, but the specific terms are omitted.
Cover slide of the Valkyrie Industries Ltd pitch deck — Seed 2018
Valkyrie Industries Ltd pitch deck, slide 1 (2018)

Valkyrie Industries Ltd pitch deck: the facts

Company
Valkyrie Industries Ltd
Year
2018
Stage
Seed
Slides
19
Sector
Haptic VR / Wearable Technology
Deck type
Pitch Deck
Headquarters
London, UK

Valkyrie Industries Ltd pitch deck PDF

The full Valkyrie Industries Ltd deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the Valkyrie Industries Ltd pitch deck was used for

This deck is a 2018 seed-stage presentation by Valkyrie Industries Ltd for their early haptic wearable concept, then focused on industrial training and medical simulation use cases. The product in the deck—"Valkyrie Alpha"—promises tactile feedback at the fingertips and force feedback on muscles to simulate texture, weight, and resistance during VR interactions, aligning with later descriptions of their EMS-based motion haptics wearables. The fundraise appears aimed at building out the full-body or arm-based haptic suit and associated software platform for enterprise training and simulation, prior to the company’s later pivot toward VR fitness and the EIR armbands.

Business model: Valkyrie Industries develops and commercializes haptic wearables and XR software that use electrical muscle stimulation to provide resistance and tactile sensations for VR fitness, industrial training, and muscle recovery.

Year
2023
Lead investor
ASICS Ventures Corporation
Investors
ASICS Ventures Corporation (investment subsidiary of ASICS Corporation)
Founded
2017
Founders
Ivan Isakov, Kourosh Atefipour, Oliver Cleveley-Jones
Headquarters
46–54 High Street, Ingatestone, Essex, United Kingdom, CM4 9DW
Industry
Haptics / XR hardware and software for VR fitness and training

Round: Strategic/venture investment (post-seed; specific round label not disclosed in sources).

Use of funds as presented: To accelerate growth and bring to market the EIR Armbands, Valkyrie’s EMS-based wearable muscle haptics for immersive sports and VR fitness experiences.

What happened after the Valkyrie Industries Ltd deck

Following its 2018 seed-stage pitch around Valkyrie Alpha for industrial and medical training, Valkyrie Industries evolved its EMS-based haptic technology into the EIR armbands and related XR fitness platform, secured strategic investment from ASICS Ventures in 2023, and continues to operate as a haptic wearables and XR company focused on VR fitness and muscle recovery applications.

What the Valkyrie Industries Ltd deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the Valkyrie Industries Ltd deck

Valkyrie Industries Ltd pitch deck: common questions

What does Valkyrie Industries Ltd do?

Valkyrie Industries Ltd is a UK-based startup that develops haptic wearables and XR software using electrical muscle stimulation to give users realistic resistance and tactile sensations in virtual reality, initially for industrial training and later for VR fitness.

What product is featured in Valkyrie Industries’ 2018 pitch deck?

The 2018 seed deck showcases "Valkyrie Alpha," a modular haptic wearable providing fingertip tactile feedback and muscle-based force feedback to simulate textures, weight, and resistance in VR, pitched for industrial training and medical simulation applications.

Who founded Valkyrie Industries and when?

Valkyrie Industries was founded in 2017 by Ivan Isakov, Kourosh Atefipour, and Oliver Cleveley-Jones as a spin-out associated with Imperial College London, focusing on haptic wearables for XR.

How has Valkyrie Industries’ focus evolved since the 2018 deck?

Later public information shows Valkyrie targeting VR fitness with its EIR armbands and EMS-based resistance sensations, while the 2018 deck is centered on industrial training and medical simulation; this indicates an evolution from enterprise training use cases toward consumer and fitness-focused experiences.

Has Valkyrie Industries raised funding after the 2018 seed pitch deck?

Yes. In June 2023, ASICS Ventures announced an investment in Valkyrie Industries Limited to support bringing the company’s EIR Armbands—wearable EMS-based haptics for VR fitness—to market, confirming at least one institutional funding event after the 2018 seed deck.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

Valkyrie Industries Ltd pitch deck slides

Valkyrie Industries Ltd pitch deck slide 1 of 19
Valkyrie Industries Ltd pitch deck — slide 1 of 19
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Valkyrie Industries Ltd pitch deck — slide 2 of 19
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Valkyrie Industries Ltd pitch deck — slide 3 of 19
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Valkyrie Industries Ltd pitch deck — slide 4 of 19
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Valkyrie Industries Ltd pitch deck — slide 5 of 19
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Valkyrie Industries Ltd pitch deck — slide 6 of 19

What each slide of the Valkyrie Industries Ltd pitch deck says

Slide 2

VALKYRIE CREATES TOUCH TECHNOLOGY IN VR TO MAKE IMPACTFUL EXPERIENCES

Slide 3

“Current VR interfaces are just not good enough to adopt in meaningful industries such as medical, engineering and retail”

Slide 4

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Slide 5

VALKYRIE ALPHA TACTILE FEEDBACK Sensations on finger tips to provide feeling of textures. WEARABLE & MODULAR FORCE FEEDBACK Our technology can be applied to Sensations on muscles to provide hand, arm or full body feeling of weight. \Z Company con

Slide 6

VALCONNECT SOFTWARE Sn fo : 7 VJ juropesk & unity @ " MACHINE LEARNING GESTURAL LIBRARY VALKYRIE ; PACKAGED INTO API PLUGIN DEVELOPMENT TOOLS : PATENT PENDING Vv ) {

Slide text above is read directly from the Valkyrie Industries Ltd deck PDF embedded on this page.

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