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

The Solution

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

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

 

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.

Roadmap - 2026

2026 March -
Vertical Slice

 

Alfa - August

 

Beta - October

 

 2027 - Launch Januar

Become #1 dancing game globally

 

Staffing

 

MVP 4 people
Vertical Slice  7 people 
Launch  11 people 
Base Monthly ARPPU (months 1-3) $10.00
Base Monthly ARPPU (months 4-12) $10.00
Base Monthly ARPPU (months 13+) $10.00
Subscription % of Revenue 85%
All other IAPs % of Revenue 15%
Avg DAU 16500
ARPDAU $0.10 
eCPI $0,73 
DanceIt JDN Beatstar
GROSS REVENUE Y1 $1,1M $1,5M $29,7M
Installs Y1 1,5M 8,0M 38,6M
Retention DanceIt JDN BeatStar
D1 45% 44.9% 42.7%
D7 16% 15.1% 14.2%
D30 7% 3.6% 3.2%

Metrics

GOALS FOR Y1 DANCEIT

Y1 Benchmark

The ask 

2,2M$

The reasons
to invest 

  • We deliver big results, with a lean team

  • Built for influencers, powered by fans

  • Proven tech, ready to scale

SPEND 
Oktovision  200K$
Launch -  Game Production 1,000K$ 
User Acquisition, Branding and Product Positioning 900K$
Operations  100K$
ASK 2,200$

Inc Marketing
 

Traction

 

- Market leading proprietary real-time motion technology - Oktovision
- Strong Mobile Game Experience
- Tax Credits + Soft Funding 2025 - 2027 ≈ 1,2M$

400K$ Confirmed

MVP DanceIt // DanceIt

By Ole Martin Ølmheim

MVP DanceIt // DanceIt

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