Explore Viveport, HTC’s VR store and Infinity subscription. Supports PC VR & standalone headsets with high dev revenue share.
Viveport is a VR application store and platform created by HTC, originally to serve owners of HTC Vive headsets but now broadened to multiple devices. It’s distinct from the hardware itself – think of Viveport as HTC’s equivalent of an app store for VR, available on PC and on HTC’s standalone headsets.
Viveport offers two models to consumers: direct purchase of apps (like any store) and a unique subscription service called Viveport Infinity, which for a monthly fee gives users access to a large library of VR titles. From a developer’s perspective, Viveport is yet another channel to sell (or distribute) a VR game, primarily targeting the PC VR user base and HTC’s own customers.
Viveport on PC supports all major PC VR headsets that can run SteamVR. In fact, the Viveport PC client piggybacks on SteamVR – if a user launches a Viveport game, it opens SteamVR in the background. This means headsets like the HTC Vive, Valve Index, Oculus Rift, Windows MR, or Meta Quest (via Link) all work with Viveport content. HTC also ensures compatibility with their latest devices; for instance, the Vive XR Elite (a standalone headset released in 2023) can connect to a PC or run apps natively, and Viveport covers both modes.
On the standalone side, HTC’s Vive Focus 3 and XR Elite have their own version of Viveport for Android-based VR apps. Developers can publish to the PC side, the mobile side, or both (with separate build APKs). HTC provides an SDK (Vive Wave for standalone, OpenVR/OpenXR for PC) but generally if you have a Unity/Unreal project running on SteamVR, minimal changes are needed to list it on Viveport for PC. For Viveport on standalone, an OpenXR build targeted at Wave runtime is used. HTC’s developer console manages the submission for these different platforms (PC and mobile VR).
Getting on Viveport is relatively straightforward – more akin to Steam’s openness than Quest’s curation.
Developers register on HTC’s developer portal, submit their game build, screenshots, etc., and select pricing. HTC does vet submissions for functionality and content guidelines, but they actively encourage developers to join. One attractive aspect is HTC’s developer revenue share incentives. Normally, Viveport also used a 70/30 split, but HTC has frequently run promotions improving the split for developers. In 2019 they had periods of 100% revenue to devs for a few months, and more recently, HTC announced that in 2024 developers would get 90% of revenue from Viveport app sales for the year – an industry-leading share. (This 90/10 split is a temporary promotion, but it underscores HTC’s strategy to lure content creators by letting them keep more profit.)
Even outside promotions, titles that opt into Viveport’s subscription (Infinity) get a revenue allocation. HTC has stated that about 80% of the subscription revenue pool goes to developers, divided based on user engagement.
For example, if a user plays only your game in a month via Infinity, you’d get roughly 80% of that user’s subscription fee for the month; if they play 5 games, you share that with those developers. This model can provide a steady trickle of income and exposure to users who might not have bought the game outright. User Base & Reach: Viveport’s audience includes early VR adopters and especially HTC loyalists.
Back when the original HTC Vive launched (2016), Steam was the default store, but HTC launched Viveport to offer an alternative, including non-game experiences (VR travel apps, videos, etc.). Over time, many PC VR users still primarily use Steam, so Viveport on PC has remained somewhat niche. However, Viveport Infinity carved out a loyal user base – typically enthusiasts who want to try lots of games for a flat fee. Exact numbers of subscribers aren’t public, but HTC did bundle free Infinity trials with their hardware which helped populate it. In Asia, where HTC’s brand is strong, Viveport is more prominently used.
Also, certain VR arcades and businesses use Viveport for content licensing. For an indie dev, listing on Viveport (PC) might not yield the same sales volume as Steam, but it can reach additional users, some of whom prefer the subscription model. On HTC’s standalone devices, the user base is smaller than Quest’s or even Pico’s. The Focus 3 was enterprise-focused, and XR Elite is prosumer, meaning content there might lean toward training, simulation, or tech demos. Still, if you have an Android VR build (from Quest or Pico), it’s a small effort to also put it on Viveport for standalone and capture any HTC device users.
Viveport’s biggest strength for developers is its generous revenue sharing and alternative monetization. Earning 80-90% of your sale for a period (versus 70% elsewhere) directly boosts your margins. The Infinity subscription is also a unique way to get your game played by more people – users might try it risk-free under subscription and then, if they really like it, become long-term players or even buy it to own.
Another strength is low competition and curation: Viveport has a curated feel (HTC highlights certain titles, and it isn’t flooded with shovelware) but without the barrier to entry of, say, the Oculus Store. Your VR title, especially if it’s polished, might easily land in the spotlight on Viveport’s front page or newsletters. Additionally, HTC often runs co-marketing and showcases for Viveport titles, giving indies extra exposure. The weaknesses mainly relate to market size and user adoption. Viveport simply doesn’t have the traffic that Steam or the Quest Store have.
Many VR gamers might not bother installing the Viveport client unless they have a specific reason. This means direct sales on Viveport for PC can be quite low unless you drive users there (which is hard, since why not just buy on Steam?). The subscription model, while interesting, can also potentially cannibalize sales – some users may prefer to subscribe for a month to play through a game rather than buying it at full price (though the developer does get some revenue from that usage, as described). There’s also the consideration of platform fragmentation: managing builds, updates, and support across yet another platform (Steam, Quest, Pico, and Viveport all have separate submission processes) can tax a small team.
Viveport’s PC client experience has been criticized in the past as a bit clunky compared to Steam’s – a minor point, but user experience can affect how likely customers are to use it (and thus how many potential buyers you have).
Lastly, HTC’s focus has partially shifted to enterprise VR; they might not invest as heavily in consumer content as Meta does. But with initiatives like the 2024 revenue boost, HTC signals they still value indie game developers. In summary, Viveport is a “nice to have” add-on platform for an indie VR dev. It likely won’t be the primary revenue driver for a game, but it can provide incremental income and exposure, especially via the Infinity subscription. It’s very easy to get on (if you have a VR game on Steam, you can publish the same build on Viveport with little modification), so most VR devs do list their titles there. The high revenue share promotion in 2024is a compelling reason to do so. Viveport fills a niche: it caters to VR enthusiasts who want a buffet of content, and it supports HTC’s vision of a broader VR ecosystem not solely tied to one hardware vendor.