Sounds promising, right? But the tech has some unusual odds stacked against it. For one, it arrives in 2017, a year after virtual reality has its shot to make 3D worlds seem not quite so extraordinary in the eyes of the public. CastAR also doesn’t have the support of a parent company with bottomless coffers, like Microsoft or Facebook. And it lacks in competition, for better but also for worse: the ubiquity and standard format of VR headsets have attracted thousands of designers, video game tool makers, and worldwide conferences. CastAR will need to entice developers to can port or design games specifically for its unique format.