According to a report from Polygon, augmented reality company CastAR is heading for a shutdown, laying off staff from the Palo Alto headquarters and its internal AR software development studio in Salt Lake City. CastAR’s consumer hardware was due to launch this year.

Concept render of the CastAR headset and controller | Image courtesy CastAR

When Valve shelved an internal AR project in 2013, former employees Jeri Ellsworth and Rick Johnson were allowed to take their research with them and spun out the company Technical Illusions— eventually renamed CastAR—initially running a successful Kickstarter campaign which raised over $1 million, followed by landing a $15 million Series A investment from VC Playground Global in 2015. Polygon reports that according to former employees, the venture firm declined to invest any more in the company last week, and that CastAR had “failed to land any Series B funding from other potential investors.”

Following the initial article revealing CastAR’s woes, Polygon has since updated their report to clarify that a “core group of employees are working to try and sell the existing technology.”

This unfortunate news comes during a wealth of positive developments in the field of AR technology. The recent screen-based AR solutions (such as Google Tango and Apple’s phone and tablet AR) and a number of AR headsets.

A prototype development kit of the CastAR headset, circa 2015 | Photo by Road to VR

CastAR’s tech was initially based on the novel use of dual projectors, which required a retro-reflective mat on which the images appear.

CastAR’s VR clip-on concept art | Image courtesy CastAR

Despite its advantages (particularly the ease of supporting multiple viewers), the approach required a number of tradeoffs, including portability (as you’d need to take one of the display mats with you in order to use the headset at another location—and seemed best suited for more niche tabletop gaming-like functionality (as the company has demonstrated on several occasions). The company had long claimed that an optical add-on would allow the device to double as a VR headset, though we never did get a chance to see the functionality demonstrated.

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The trial version of Microsoft’s Monster Truck Madness probably had something to do with it. And certainly the original Super Mario Kart and Gran Turismo. A car nut from an early age, Dominic was always drawn to racing games above all other genres. Now a seasoned driving simulation enthusiast, and former editor of Sim Racer magazine, Dominic has followed virtual reality developments with keen interest, as cockpit-based simulation is a perfect match for the technology. Conditions could hardly be more ideal, a scientist once said. Writing about simulators lead him to Road to VR, whose broad coverage of the industry revealed the bigger picture and limitless potential of the medium. Passionate about technology and a lifelong PC gamer, Dominic suffers from the ‘tweak for days’ PC gaming condition, where he plays the same section over and over at every possible combination of visual settings to find the right balance between fidelity and performance. Based within The Fens of Lincolnshire (it’s very flat), Dominic can sometimes be found marvelling at the real world’s ‘draw distance’, wishing virtual technologies would catch up.