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Our Story

Born from Decades of Obsession

OverMox didn't start with a startup pitch. It started with a kid staring at a CRT in 1988, wondering how far you could push pixels.

The Spark

Three decades of pushing pixels further.

1988 — The BBS Era

Dave (aka ToxMox) has been obsessed with what screens can do since getting his first PC in 1988. By the early '90s, he was deep in the BBS digital art scene — co-founding his own digital art group RAD (Radioactive Artistic Designers) and co-founding the VGA art group GRiM (Graphics Rendered in Magnificence) before rising to senior staff at the art group iCE (Insane Creators Enterprise), one of the most respected groups of the era.

Sanctuary — VGA artwork by Toxic Marshmallow, 1992. A gothic owl perched on a gravestone in front of stone doors.
"Sanctuary" — VGA artwork by Toxic Marshmallow (aka ToxMox), GRiM, 1992

Pushing Boundaries

While most of the scene was still creating ANSI text art, he was one of the first pushing into VGA — always chasing the next visual frontier. He spent hours building interactive art demos with loaders, combining visuals, music, and interactivity into something you could actually experience. Back then he went by "Toxic Marshmallow" — a name a fellow iCE member eventually shortened to ToxMox on IRC because nobody wanted to type the full thing.

30+ Years Later

That obsession never went away. Over 30 years in IT gave him deep software architecture instincts, and the eye for visuals never switched off. Around 2010 he picked up photography — chasing light, landscapes, and the kind of moments you can't stage. Then Twitch, YouTube, and streaming culture came along and gave him a new target. He spent years experimenting with overlay technology — prototyping ideas, building proof-of-concepts, pushing the boundaries of what stream visuals could be.

Not to publish. Not to ship. Just to see how far it could go.

The Build

The art scene, the photography, the overlay experiments — all of that tinkering crystallized into OverMox. What started as "how far can I push this?" became five years of development and counting.

No investors. No board meetings. Dave spent over a year prototyping in Unity — sandboxing ideas, testing every component, mapping out exactly how the whole system should work. Once the blueprint was solid, he brought on Nick — a full-time developer who's been helping bring OverMox to life for the past four years.

A couple of shots by ToxMox

Sunrise in a Blanket — landscape photography by ToxMox
"Sunrise in a Blanket" — Ogunquit, Maine
Cavern Cascade — landscape photography by ToxMox
"Cavern Cascade" — Watkins Glen, New York

There's a massive gap between "use a template" and "learn a game engine." That gap is where creativity goes to die.

The Problem

Creators have outgrown their tools.

Today's streaming tools are great at getting you started. Templates, pre-built alerts, drag-and-drop overlays — they make it easy to go live fast. And that matters.

But at some point, you hit the ceiling. You can picture exactly what you want — 3D effects, physics-based animations, visuals that react to your audience in real time — and there's just no way to build it with the tools you have.

The jump from "overlay tool" to "game engine" is massive. Unity and Unreal are incredibly powerful, but they were built for studios with entire engineering teams. There's never been a good middle ground — until now.

The Solution

A 3D engine that doesn't require an engineering degree.

OverMox is a realtime 3D engine designed specifically for streamers and content creators. It combines the power of a full 3D engine with the accessibility of visual scripting — no code required.

The Controller uses a node-based interface. If you can connect boxes with lines, you can build interactive stream effects. Drag, connect, tweak, preview — that's it. Complex behavior without a single line of code.

Think of it as the missing middle ground: more powerful than any overlay tool, more accessible than any game engine. Built from the ground up for the way creators actually work.

If you can connect boxes with lines, you can build interactive 3D stream effects.

Curious what this actually looks like?

See What OverMox Can Do

The Vision

Every creator deserves visuals as unique as their content.

We believe that what makes a stream special isn't the game being played or the webcam quality — it's the personality and creativity the streamer brings to the experience. Your visuals should reflect that.

You shouldn't need to spend thousands on a design team. You shouldn't need to learn C++ to make your alerts pop. The tools should meet you where you are and grow with you as your ambitions do.

That's what OverMox is building toward: a world where the only limit on your stream's visuals is your imagination.

What We Believe

Our Principles

Three rules we've never broken.

Creator-First

Every feature, every design decision starts with one question: does this help creators make something amazing?

No Code Required

Power shouldn't require programming. Visual scripting makes complex behavior accessible to everyone.

Indie Spirit

OverMox is built with passion, not by a faceless corporation. We're creators making tools for creators.

The Company

OverMox is built by CrunchFocus LLC

Founded by Dave (ToxMox) — a lifelong technologist with roots in the '90s digital art scene and over 30 years in IT. CrunchFocus is dedicated to giving creators tools that were previously out of reach.

Want to try OverMox?

See what your stream could look like with a realtime 3D engine built for creators.