Program

🕥 10:30 – 11:00 — Ole Martin Ølmheim, CEO & Founder //
 
Johan Tengå, Executive Producer
🕚 11:00 – 11:10 — Marcus Lewold, Ex-King, Head of Candy Crush Franchise
🕚 11:10 – 11:20 — Nino & Julia, Dancing Influencers (2M+ followers)
💬 11:20 – 11:30 Q&A Session

The pocket
dance revolution

Okto Technologies AS

 

  • Console-quality dance, social virality and customizable avatars 
    --> all on your phone

  • Mobile-first at launch, with plans to expand to larger screens once we reach critical mass

  • Connect influencers with players trough game

MISSIoN

Vision

 

Genre defining dancing game for mobile, where your body is the controller

Our lean expert team

Ole Martin Ølmheim 
CEO and Founder
 

Atle Mæland
Tech Lead

Nick Murray
CPO

  • 17 yrs in games with Rovio, Ubisoft & GREE.

  • Expert in design, live ops, monetization & economy.

  • Taken three companies from 0 to €500K ARR, with 2 exits.

  • Expert in funding, scaling teams, and execution. Former pro cyclist.

 

  • 18 years as developer, artist, and animator — expert in Unity, 3D, CV, and UX.

  • Father of three dancers, merging tech skill with dance passion.

  • 13+ years as CMO/COO scaling mobile games through marketing, branding, and analytics.

  • Proven record in user growth and profitability.

 

Rheo Violense
Lead Dev

  • 20+ years in games leading teams at Avalanche, Starbreeze, and FEO Media (Quizkampen)

  • Blends AAA production experience with mobile startup grit.

Johan Tengå
Executive Producer

  • +10 years Game Dev
  • Experience on taking games from 0, to viral games

 

The problem

Lack of approachable, engaging dance games on mobile, connecting influencers to their fans
 

Limited creative expression in existing dance games / apps
 

Disconnection between social media dance trends and gaming

The problem

Bluet Ocean 
Market Opportunity


Huge Adressable Market

1B+ monthly TikTok users + 200M Just Dance players

 

Engaged Target Audience

Dance challenges dominate global social trends,
driving massive organic engagement.

Primary target: Teens mobile users (13 - 25),
majority females

 

Untapped Gaming Potential

No dedicated mobile game capitalizes on this massive trend

First to bridge viral dance trends with mobile gaming

Perfect timing: AI motion tracking + dance virality + mobile reach

1. Become your avatar – Step in front of the camera and see yourself instantly turned into an on-screen avatar that mirrors your moves in real time.
 

2. Follow the instructor – Learn trending choreographies from virtual dance instructors and master routines step by step

 

3. Instant feedback - Based on Real Time tracking players get feedback / Scoring

1. Shuffle Mode

Just Dance Now Stats

 

  • Just Dance made dancing mainstream in 2009 using motion controllers on Wii and Kinect — establishing one of the most successful gaming IPs of all time.

  • Just Dance Now brought the franchise to mobile, but still required a large external screen and relied only on phone gyroscope tracking.

Statistics from AppMagic

Our business model

Main revenue

Free to Play Model with In-App Purchases

Our free to play model ensures wide accessibility while offering compelling premium content driving both user growth and revenue.

 

Battle Pass

Exclusive dance choreography packs

Extended music library with trending songs

Premium avatar customizations (outfits, accessories)

Special effects and dance studios

Future proprietary avatar content

Free features

Core gameplay

Basic avatar outfits

Popular dance choreography

Popular music tracks

Social sharing

 

Building a Organic growth machine

Why is the technology Important

1️⃣ LONG TERM RETENTION GAMEPLAY
2️⃣ HYPER - COST EFFECTIVE SCALING
3️⃣ Players love it

 

 

WHAT HAPPENS WHEN WE CONNECT OUR MOBILE-FIRST DESIGN DIRECTLY TO BIGGER SCREENS — WITHOUT THE NEED FOR A CONSOLE?

We Grow Together with Labels

 

  • We’re building a new business model where labels can test frontline music and activate the massive dance market.

  • Labels earn from shared revenue as songs gain traction.

  • Artists get exposure and trend data from real player interaction.

  • Influencers create new dance trends on both frontline and catalog tracks.

  • Players discover new music and earn rewards through dancing.

Vickie neumann - Advisor
former Beatsaber, before aquisition

 

Traction

 

- Market leading proprietary real-time motion technology - Oktovision

- Stong investors
- Strong Mobile Game Experience
- Tax Credits + Soft Funding 2025 - 2027 ≈ 1,2M$

400K$ Confirmed

Building a Local Team

4 → 7 → 11 team members

 

Office in Stockholm – creativity through collaboration
 

Strong local talent base across art, design, and tech

Operations - how we build

2026 March -
Vertical Slice

 

Alfa - August

 

Beta - October

 

 2027 - Launch January

Become #1 dancing game globally

 

We’ll validate the core game loop through both focus groups and external playtesting  

Budget & Use of Funds

Category

Share

SEK (approx)

Team & Salaries

68%

11.2 M

Office & Equipment

7%

1.1 M

Marketing & UA

10%

1.5 M (first 100k day 1 players)

Outsourcing

7%

1 M

Operations & Admin

4%

0.6 M

Contingency

4%

0.7 M

Total

100%

≈16.1 M SEK

Marcus Lewold

1. WHY MARCUS INVESTED – THE OPPORTUNITY HE SEES IN OUR VISION AND TECHNOLOGY.

 

2. Innovation in Games – What makes DanceIt a category-defining experience.

 

3. MUSIC RIGHTS – HOW WE’RE RETHINKING LICENSING THROUGH GAMEPLAY AND COMMUNITY.

 

 

Nino & Julia 

1. Dance on Social Media Today

 

2. Gaming & Culture Influence

 

3. The DanceIt Opportunity

The ask -
Angel Round

300K$

Interested in Learning more?

Ticket size 25.000$

 


 

OLE MARTIN ØLMHEIM

Questions?

Full 12.11 Investor deck // DanceIt

By Ole Martin Ølmheim

Full 12.11 Investor deck // DanceIt

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