GAMR
A pressure-sensing floor pad that turns stepping, jumping and balancing into game input across three models
- Status
- Campaign endedEnded March 19, 2026
Editor’s view
Why it matters
The idea behind GAMR is to reconnect play with physical movement. Rather than positioning itself as an exercise device, the maker frames it as an entertainment product: a floor pad that pairs over Bluetooth with phones, smart TVs and PCs, and works with both existing games and its own original titles.
Three variants, one core
GAMR Rhythm targets DDR and Pump It Up-style play. The maker describes arcade-class dimensions, raised arrow zones that give tactile feedback on foot position, and a wired mode for zero-latency play alongside Bluetooth. It is said to be fully compatible with PC/Mac rhythm games including StepMania, ITGmania and Project OutFox, and uses durable TPE with a non-slip base.
GAMR Junior is scaled down for children aged 2 to 11, with lowered reach zones for small feet. The maker pairs it with casual games such as Temple Run, Crossy Road+ and Fruit Slicer, and says difficulty can be adjusted through the GAMR companion app. Soft TPE and a non-slip base address safety, and the rechargeable battery is rated for 10–12 hours of continuous play.
GAMR Active is aimed at adults and older users, with a wide open center zone for stable footing and a 360° center sensor that, with a balance board placed in the middle, enables balance-based games. Listed compatible titles include Sneaky Sasquatch, Tetris and Horizon Chase 2. The maker quotes 10–12 hours of play per charge.
Shared features
- 3×3 pressure-sensitive grid sensor detecting foot pressure and position
- BLE connectivity with iOS/Android phones, smart TVs, Apple TV, Google TV, PCs and MacBooks
- No adapter or dedicated software required to pair, per the maker
- OTA firmware updates via the GAMR companion app
- Mode switching to cover different game types
GAMR also offers a line of original games, available on the App Store and Play Store, built around movement-first mechanics such as directional steps, lateral shifts, jumps and weight distribution. According to the maker, sessions run 3–10 minutes, difficulty adapts to performance with progress tracking, and social modes include rankings, time trials, co-op and relay play, with new content added regularly. GAMR is presented as a Kickstarter project.
Product information is based on manufacturer announcements. Modern-G has not tested this product hands-on. Last updated:
Details
Specifications
Full specifications are not confirmed yet. We will update this page once they are published.
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