Event discovery network IRL raises $16M Series B after refocusing on virtual events

The COVID-19 pandemic impacted the way a number of companies have had to do business. For the event discovery startup, IRL, it meant pivoting into the virtual events space. This April, the startup quickly reacted to government lockdowns and restrictions on in-person gatherings to focus on helping people find their online counterparts and other virtual events, like live-streamed concerts, Zoom parties, esports tournaments, and more. Today, those efforts are paying off as IRL announces $ 16 million in Series B funding and the expansion of its social calendaring app to colleges.

The new round was led by Goodwater Capital with participation from Founders Fund, Floodgate, and Raine, and comes on top of the $ 11 million IRL had previously raised, including its $ 8 million Series A last year.

The coronavirus pandemic, surprisingly, may have made IRL relevant to a wider audience. Before, IRL was mostly useful to those who lived in areas where there were a lot of events to attend, or who could afford to travel. But with the refocusing on “remote life” instead of “real life,” more people could launch the app to find something interesting to do — even if it was only online.

In fitting with its new focus, IRL redesigned its app earlier this year to create a new homescreen experience where users could discover events they could attend remotely. This design continues to be tweaked, and now features a colorful “discover” tab in the app where you can tap into various event categories, like gaming, music, tv, wellness, sports, podcasts, lifestyle, and more, including those sourced from partners like TikTok, Meetup, Twitch, Spotify, SoundCloud, HBO, Ticketmaster, Eventbrite, and others.

There are also dedicated sections for events you’re following and a curated Top Picks. The IRL in-app calendar, meanwhile, lets you easily see what’s happening today and in the weeks and months ahead.

Since its refocusing on virtual events, IRL has brought people together for online happenings like Burning Man’s Multiverse and TikTok Live’s The Weekend Experience, for example.

According to TikTok, IRL had helped it gauge early interest in its The Weekend Experience event, with some 52,000 IRL RSVPs and 1.1 million followers on its IRL profile.

Image Credits: IRL screenshot via TechCrunch

“IRL has been an amazing platform for us to engage with more of our audience and meet new potential users,” said Jenny Zhu, Head of Integrated Marketing U.S. at TikTok. She also added that TikTok sees “major traffic coming from IRL” and is “excited to continue our partnership.”

In terms of growth, IRL claims its users are now tracking over 1 million hours per spent daily in “Time Together” — a metric that tabulates the number of hours users are spending together at the events they RSVP’d to, virtual or otherwise. In addition, IRL says it has seen 10x growth in daily active users and a total of 300 million “Time Together” hours since last June. It also claims 5.5 million MAUs.

While IRL doesn’t share its download figures, app store intelligence firm Sensor Tower estimates the app has seen a total of 7.7 million installs across iOS and Android.

With the additional capital, IRL is expanding with the launch of a college network.

Its goal is to improve upon the Facebook experience for the younger, student demographic by helping college users find, share, and attend academic and social events, both physical and virtual. However, just this month Facebook launched its own college network, Facebook Campus, which allows students to privately network and track student events on the Facebook platform, outside of their main Facebook profile.

IRL says it’s starting its college network with 100 colleges and universities across the North America, including Harvard, Columbia and NYU. Facebook Campus, meanwhile, launched with 30 schools.

“IRL is the only social platform that helps users find the best ways to spend their time and actually encourages them to get off the platform,” said IRL founder and CEO Abraham Shafi, Founder, about the launch of the new network. “Colleges and universities, in particular, need a way to build and foster a sense of community, whether their students are away from campus remote learning or on campus practicing hybrid learning,” he explained.

For IRL’s investor, Chi-Hua Chien, a Managing Partner at Goodwater Capital, the potential in IRL is its focus on real connections and community-building.

“We believe IRL will grow to become one of the major social networks powering communities on the Internet and in the real world,” Chien said. “IRL delivers on the promise to make social media less isolating, by helping drive authentic connection between friends and family around events they care about,” he added.

 

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Team broke up after equity split discussion

Hello,

The founding team of the startup got broken up after trying to decide on splitting equity. One of the members who came up with the idea proposed a split where he gets 80% and the remaining 20% gets split between 5 other partner and any potential future partner. Now, that the team has split, both of them have been asking me if I want to work with them and tbh I’m new to this and not sure what do to.

Any advice is appreciated,

Thank you!

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Unity Software has strong opening, gaining 31% after pricing above its raised range

Whoever said you can’t make money playing video games clearly hasn’t taken a look at Unity Software’s stock price.

On its first official day of trading, the company rose more than 31%, opening at $ 75 per share before closing the day at $ 68.35. Unity’s share price gains came after last night’s pricing of the company’s stock at $ 52 per share, well above the range of $ 44 to $ 48 which was itself an upward revision of the company’s initial target.

Games like “Pokémon GO” and “Iron Man VR” rely on the company’s software, as do untold numbers of other mobile gaming applications that use the company’s toolkit for support. The company’s customers range from small gaming publishers to large gaming giants like Electronic Arts, Niantic, Ubisoft and Tencent.

Unity’s IPO comes on the heels of other well-received debuts, including Sumo Logic, Snowflake and JFrog .

TechCrunch caught up with Unity’s CFO, Kim Jabal, after-hours today to dig in a bit on the transaction.

According to Jabal, hosting her company’s roadshow over Zoom had some advantages, as her team didn’t have to focus on tackling a single geography per day, allowing Unity to “optimize” its time based on who the company wanted to meet, instead, of say, whomever was free in Boston or Chicago on a particular Tuesday morning.

Jabal’s comments aren’t the first that TechCrunch has heard regarding roadshows going well in a digital format instead of as an in-person presentation. If the old-school roadshow survives, we’ll be surprised, though private jet companies will miss the business.

Talking about the transaction itself, Jabal stressed the connection between her company’s employees, value  and their access to that same value. Unity’s IPO was unique in that existing and former employees were able to trade 15% of their vested holdings in the company on day one, excluding “current executive officers and directors,” per SEC filings.

That act does not seemed to have dampened enthusiasm for the company’s shares, and could have helped boost early float, allowing for the two sides of the supply and demand curves to more quickly meet close to the company’s real value, instead of a scarcity-driven, more artificial figure.

Regarding Unity’s IPO pricing, Jabal discussed what she called a “very data-driven process.” The result of that process was an IPO price that came in above its raised range, and still rose during its first day’s trading, but less than 50%. That’s about as good an outcome as you can hope for in an IPO.

One final thing for the SaaS nerds out there. Unity’s “dollar-based net expansion rate” went from very good to outstanding in 2020, or in the words of the S-1/A:

Our dollar-based net expansion rate, which measures expansion in existing customers’ revenue over a trailing 12-month period, grew from 124% as of December 31, 2018 to 133% as of December 31, 2019, and from 129% as of June 30, 2019 to 142% as of June 30, 2020, demonstrating the power of this strategy.

We had to ask. And the answer, per Jabal, was a combination of the company’s platform strength and how customers tend to use more of Unity’s services over time, which she described as growing with their customers. And the second key element was 2020’s unique dynamics that gave Unity a “tailwind” thanks to “increased usage, particularly in gaming.”

Looking at our own gaming levels in 2020 compared to 2019, that checks out.

This post closes the book on this week’s IPO class. Tired yet? Don’t be. Palantir is up next, and then Asana .

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