AltspaceVR, the virtual reality communication platform, has announced it’s to receive an additional $10M of funds to help accelerate the company’s product development.

AltspaceVR is a social communications platform which allows networked VR participants to meet, share, present and talk in virtual reality. Founded in 2013, the company has ridden the wave of VR’s growth and now plans to expand its team as it sets its sights on delivering a final product.

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The platform has already passed several beta milestones, allowing users from over 50 countries to share virtual spaces with one another. AltspaceVR has been in open beta as of May this year.

See Also: Hands-on: AltspaceVR’s Launch Update Enhances Social Features and Adds All-important Selfie Cam

“We’re working hard to make AltspaceVR the most natural and fulfilling way to communicate online, and our new capital will help us get there faster,” said Eric Romo, Founder and CEO of AltspaceVR. “We can’t wait to show our community some of the exciting new things we are building.”

Including last year’s $5.7M funds this latest investment brings the company’s total capital to $15.7M. A clear indicator that the company is successfully illustrating the potential of VR telepresence platforms have in the near future, with consumer virtual reality hardware due to arrive from late this year.

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Based in the UK, Paul has been immersed in interactive entertainment for the best part of 27 years and has followed advances in gaming with a passionate fervour. His obsession with graphical fidelity over the years has had him branded a ‘graphics whore’ (which he views as the highest compliment) more than once and he holds a particular candle for the dream of the ultimate immersive gaming experience. Having followed and been disappointed by the original VR explosion of the 90s, he then founded RiftVR.com to follow the new and exciting prospect of the rebirth of VR in products like the Oculus Rift. Paul joined forces with Ben to help build the new Road to VR in preparation for what he sees as VR’s coming of age over the next few years.