
The pocket
dance revolution
Okto Technologies AS

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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
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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
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17 yrs in games with Rovio, Ubisoft & GREE.
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Expert in design, live ops, monetization & economy.



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Taken three companies from 0 to €500K ARR, with 2 exits.
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Expert in funding, scaling teams, and execution. Former pro cyclist.
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18 years as developer, artist, and animator — expert in Unity, 3D, CV, and UX.
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Father of three dancers, merging tech skill with dance passion.
Yiannis Alexopoulos
COO & CMO
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13+ years as CMO/COO scaling mobile games through marketing, branding, and analytics.
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Proven record in user growth and profitability.







Rheo Violense
Lead Dev

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20+ years in games leading teams at Avalanche, Starbreeze, and FEO Media (Quizkampen)
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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
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We’re building a new business model where labels can test frontline music and activate the massive dance market.
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Labels earn from shared revenue as songs gain traction.
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Artists get exposure and trend data from real player interaction.
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Influencers create new dance trends on both frontline and catalog tracks.
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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
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We deliver big results, with a lean team
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Built for influencers, powered by fans
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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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