−Removed: Our mission is to reinvent
−Removed: the way our customers interact with consumers through live events, games, apps and streaming content by delivering a great brand experience.
−Removed: We offer a suite of proprietary
−Removed: business-to-business software tools that are meant to drive user engagement through gamification and rewards.
−Removed: These tools allow our partners
−Removed: to offer in-game prizing and rewards, including merchandise, coupons, digital goods, and sweepstakes entries — inside
+Added: mission is to reinvent the way our customers interact with consumers through live events, games, apps and streaming content by delivering
+Added: a great brand experience.
+Added: offer a suite of proprietary business-to-business software solutions designed to enhance user engagement through gamification and rewards.
+Added: These tools allow our partners to offer in-game prizing and rewards, including merchandise, coupons, digital goods, and sweepstakes entries — inside
their websites, their venues, or their streaming media content.
−Removed: Our customers are mostly sports
−Removed: teams, venues, and advertising agencies, which typically use our products as part of their live events or as part of an advertising campaign
−Removed: with the goal of engaging fans, increasing consented first-party data, and increasing sales.
−Removed: Our products and games are
−Removed: designed so that end users of our products can earn prizes by registering on our system and completing in-content challenges like trivia,
−Removed: polls, or casual mobile games.
−Removed: Players can use our system to play a variety of games and earn a wide range of prize types, provided by
−Removed: advertisers and sponsors.
−Removed: Our products, include our in-venue XEO and Filter Fan Cam products for live events, and our new stand-alone
−Removed: “Winfinite” product that can be used by brands, advertising agencies, and content partners to reach potential customers outside
−Removed: of sports venues, on mobile devices.
−Removed: We also have an IP portfolio that can create future licensing and product development opportunities
−Removed: including our recently allowed Artificial Intelligence (“AI”) and Machine Learning (“ML”) series of patent claims.
−Removed: With the acquisition of Xcite
−Removed: Interactive in June 2021, we acquired a number of key pieces of technology and relationships that have helped to drive our engagement
−Removed: and rewards business, including a live events fan engagement business that has partnered with professional sports franchises in the National
−Removed: Football League (“NFL”), the National Basketball Association (“NBA”), the National Hockey League (“NHL”)
−Removed: and others to increase audience engagement using interactive gaming functions like trivia, polling, and casual games that can be played
−Removed: alongside live experiences whether a player is at-home, in a restaurant, or in-venue at the event itself.
−Removed: Our three largest customers
−Removed: in 2023 were the San Jose Sharks, the Sacramento Kings, and ENT Marketing, a marketing agency that used our platform to promote Coca-Cola
−Removed: We now have three principal
−Removed: software products.
−Removed: Our eXtreme Engagement Online or “XEO” platform is designed primarily for in-venue main-board work in stadiums
−Removed: While functional throughout 2024, the "XEO" Platform is currently in a development-only state and is not being used
−Removed: by clients as of 2025.
−Removed: Our Filter Fan Cam (“FFC”) platform is an Augmented Reality filtering tool that can be used for mobile
−Removed: and in-venue applications.
−Removed: In addition, we have a stand-alone gaming and prizing product that we call “Winfinite,” which allows
−Removed: brands, media companies, and advertising agencies to reach out to customers directly on their mobile devices.
−Removed: We license these three software
−Removed: products to teams, ad agencies, and other content creators.
−Removed: In September 2024 the Company
−Removed: closed down its operations within the United Kingdom,
−Removed: In October 2024, the Company
−Removed: entered into a $2,500,000 funding agreement with ASPIS Cyber Technologies (“ASPIS”).
−Removed: At that time, ASPIS delivered to the
−Removed: Company $500,000 and agreed to, on or before November 15, 2024, deliver to the Company an additional $2,000,000.
−Removed: However, the Company
−Removed: has informally agreed to defer the $2,000,000 until Nasdaq has progressed further with its review of the Company’s plan.
−Removed: to that agreement, the Company issued to ASPIS a senior convertible promissory note in the principal amount of the total amount funded.
−Removed: The note provides that upon approval by the Company’s shareholders and the Company’s redomiciling to Delaware the amount funded
−Removed: to date plus, at ASPIS’s option, any accrued and unpaid interest thereon, will be converted into units of the Company, each equal
−Removed: to (a) one common share of the Company and (b) a warrant to purchase one-half of one Common Share at a purchase price of $4.00 per one
−Removed: whole share, exercisable for five years.
−Removed: On December 24, 2024 a special
−Removed: resolution authorizing and approving the continuance of the Company from the Province of British Columbia in accordance with the Business
−Removed: Corporations Act (British Columbia) into the State of Delaware in accordance with the Delaware General Corporation Law.
−Removed: As a result of
−Removed: the Company becoming a Delaware corporation, a special resolution authorizing and approving the issuance of 2,155,172 common shares, warrants
−Removed: to purchase an additional 1,077,586 shares, and such 1,077,586 shares upon the exercise of such warrants, upon conversion of a $2.5 million
−Removed: promissory note held by ASPIS Cyber Technologies, Inc., which is an affiliate of the Company’s largest shareholder, Cronus Equity
−Removed: Capital Group, LLC.
−Removed: Our Products and Services
−Removed: We provide the following products
−Removed: and services to our partners and customers:
−Removed: Analytics and
−Removed: support for in-venue products XEO and FFC.
−Removed: Our in-venue fan engagement products are used at a variety of live-event and
−Removed: other entertainment focused properties like stadiums and arenas, but they can also be used at conferences, theme parks, and
−Removed: restaurants to increase audience and customer engagement.
−Removed: Content partners, including professional sports teams, can use XEO and FFC
−Removed: in conjunction with their existing video screens, “jumbotrons”, “halo boards”, “main boards”, as
−Removed: well as other branded experiences to reach potential customers with games and interactive experiences that enhance the live
−Removed: Support and Analytics for Winfinite.
−Removed: Winfinite is an interactive advertising tool that increases awareness, affinity, data, and incremental sales.
−Removed: It allows content creators, marketers, agencies, and other advertisers to increase customer acquisition and loyalty through a combination of games and rewards.
−Removed: The product is compatible with a number of digital platforms and can be integrated into customers’ existing advertising campaigns.
−Removed: Research and Development
−Removed: Our research and development
−Removed: team, including in-house and as-needed contract resources, consists of technical engineering, product management, and user experience,
−Removed: and is responsible for the design, architecture, creation, and quality of our platform.
−Removed: We have invested substantial resources in research
−Removed: and development to enhance our platform features and functionalities and expand the services we offer.
−Removed: We believe the timely development
−Removed: of new, and the enhancement of our existing, services and platform features would enhance our competitive position.
−Removed: We utilize an agile
−Removed: development process to deliver software releases, fixes and updates.
−Removed: Interactive media, live-events,
−Removed: in-venue advertising, and rewarded advertising are all highly competitive businesses, characterized by increasing product introductions
−Removed: and rapidly emerging new platforms and technologies.
−Removed: With respect to competing for customers for our platform, we will compete primarily
−Removed: on the basis of functionality, quality, brand and customer reviews.
−Removed: We will compete for platform placement based on these factors, as
−Removed: well as our relationship with the content owner, historical performance, perception of sales potential and relationships with owners and
−Removed: licensors of brands, properties and other content.
−Removed: We believe that our small size
−Removed: will provide us some amount of a competitive edge in the near term as we are able to make quick decisions to take advantage of customer
−Removed: preferences and emerging technologies like AI.
−Removed: With respect to our prizing
−Removed: and rewards platform, we compete with a continually increasing number of companies, including industry leaders such as TapJoy, Honey,
−Removed: Rakuten, and Otello who make their money largely on the free-to-play or free-to-use distribution of coupons and rewards.
−Removed: direct competitors, we face a certain amount of competition from pay-to-play “rewards” companies like Skillz, FanDuel, or
−Removed: DraftKings that also use games and monetary rewards to drive user growth – although in their case, they derive the majority of their
−Removed: revenues directly from users rather than brands and sponsors.
−Removed: We also face increased competition
−Removed: from large media and technology companies with significant online presences, such as Apple, Alphabet/Google, Amazon, Meta, Microsoft,
−Removed: Netflix Shopify, or Yahoo, as those companies move to expand their interactive offerings.
−Removed: This competition could increase if these larger
−Removed: industry players begin to add prizing or rewards into their offerings.
−Removed: We are also aware of the increasing
−Removed: role of Artificial Intelligence (AI) in the personalized content space, including personalized advertising.
−Removed: We have been researching the
−Removed: space for a number of years and have been filing patents with the United States Patent and Trademark Office (USPTO) to protect our uses
−Removed: of AI and Machine Learning (ML) in trying to optimize both the player and partner experience, but we are aware that the AI space is filled
−Removed: with larger, and better-funded teams, including those from Microsoft, Google, and others.
−Removed: In addition, given the open
−Removed: nature of the development and distribution for smartphones and tablets, we also compete or will compete with a vast number of small companies
−Removed: and individuals in all of our segments who are able to create and launch software programs and platforms for these devices using relatively
−Removed: limited resources and with relatively limited start-up time or expertise.
−Removed: Most of our competitors and
−Removed: our potential competitors have one or more advantages over us, including:
−Removed: significantly greater financial and personnel resources;
−Removed: stronger brand and consumer recognition;
−Removed: longer and larger customer histories, including much more consented first-party data;
−Removed: larger datasets from which to derive customer behavior patterns and AI training data;
−Removed: the capacity to leverage their marketing expenditures across a broader portfolio of mobile and non-mobile products;
−Removed: more substantial intellectual property of their own;
−Removed: lower labor and development costs and better overall economies of scale;
−Removed: broader distribution and presence.
−Removed: Government Regulation
−Removed: We are involved in a variety
−Removed: of areas that are subject to governmental oversight.
−Removed: While we have developed a flexible platform designed to adjust to a changing legal
−Removed: and regulatory landscape, there are a number of areas where federal, state and international law could force us to make significant adjustments
−Removed: to our strategies and deployment efforts.
−Removed: As such, as with many companies in both the software and advertising spaces, there are risks
−Removed: associated with the potential impacts of government regulation.
−Removed: As a company that facilitates
−Removed: the distribution of real-world prizes for in-game and online activities, we are, in some cases and for some campaigns, subject to laws
−Removed: that surround sweepstakes, contests, and games of skill.
−Removed: While we use best efforts to ensure that all contests are compliant with federal,
−Removed: state, and local laws pertaining to the game type, contest type, prize type, and the eligibility of individual players, among other concerns,
−Removed: we are subject to those regulations and those regulations may change.
−Removed: We have filed patents, and have been granted certain patent claims,
−Removed: protecting our ability to use player characteristics like player location, player age, and contest type to adjust eligibility in specific
−Removed: contests with the intent of providing dynamic regulatory compliance.
−Removed: We also have also designed the platform to make it possible to expeditiously
−Removed: cease providing prizes in certain jurisdictions, or cease offering certain types of contests, such as sweepstakes or other contest types,
−Removed: if that becomes necessary.
−Removed: If necessary, we can make these changes without interruption to our campaigns and contests in other jurisdictions.
−Removed: Certain of our campaigns and
−Removed: contests may be subject to laws and regulations applicable to companies engaged in skill-based contests.
−Removed: As we partner with our brand
−Removed: and content partners to offer prizes that players may earn as a result of their in-game activities, we may be subject in some cases to
−Removed: the federal Deceptive Mail Prevention and Enforcement Act as well as certain state prize, gift, or sweepstakes statutes that may apply
−Removed: to certain experiences that we or our customers and partners may run from time to time.
−Removed: Our system does allow us to adjust terms of service
−Removed: to account for this and other acts.
−Removed: We may also choose not to offer certain campaigns, contests or prizes in certain areas because of
−Removed: these regulations.
−Removed: In addition, certain states
−Removed: prohibit, restrict, or regulate contests in several ways, particularly with respect to payment of entry fees, and the size, value, and/or
−Removed: source of prizes to participants in such contests.
−Removed: Certain other states require companies to register and/or insure certain types of contests.
−Removed: While we do not typically require entry fees or consideration of any type from our players, and thus based on legal research conducted,
−Removed: are not subject to these regulations in most cases, we do remain conscious of these regulations.
−Removed: We may choose to not offer certain prizes
−Removed: or certain contests in certain areas due to these regulations.
−Removed: We can do so without interruption to other services and other jurisdictions.
−Removed: While at this time, our operations are not subject to certain regulations, for example the pay-to-play regulations, given that our platform
−Removed: is free-to-play, we are conscious that because the nature of our services is relatively new and is rapidly evolving, we may not be able
−Removed: to accurately predict which regulations will be applied to our business.
−Removed: We may also at some point become subject to new or amended regulations.
−Removed: Further, our online in-game
−Removed: prizing and rewards platform, which may be integrated into games whose player bases include individuals ranging from elementary school
−Removed: age children to adults, is subject to laws and regulations relating to privacy and child protection.
−Removed: Through our applications and online
−Removed: platform, we, and the content creators, owners and platform owners that incorporate our proprietary platform into their media or hardware,
−Removed: may monitor and collect certain information about child users of these games and forums.
−Removed: A variety of laws and regulations have been adopted
−Removed: in recent years aimed at protecting children using the internet, such as the Federal Children’s Online Privacy Protection Rule (COPPA).
−Removed: COPPA sets forth, among other things, a number of restrictions related to what information may be collected with respect to children under
−Removed: the age of 13, as well as the kinds of content that website operators may present to children under such age.
−Removed: There are also a variety
−Removed: of laws and regulations governing individual privacy and the protection and use of information collected from individuals, particularly
−Removed: in relation to an individual’s personally identifiable information (e.g., credit card numbers).
−Removed: We currently employ multiple measures
−Removed: to ensure that we are COPPA-compliant.
−Removed: We screen for age at registration, we address the issue in our terms of service, and we employ
−Removed: a kick-out procedure during member registration whereby anyone identifying themselves as being under the age of 13 during the process
−Removed: may not register for a player account on our website or participate in any of our online experiences or tournaments without linking their
−Removed: account to that of a parent or guardian.
−Removed: Such regulation would have
−Removed: a material adverse effect on our business and operations.
−Removed: In the area of information security and data protection, many states have passed
−Removed: laws requiring notification to users when there is a security breach for personal data, such as the 2002 amendment to California’s
−Removed: Information Practices Act, or requiring the adoption of minimum information security standards that are often vaguely defined and difficult
−Removed: to implement.
−Removed: And while we believe that we are currently in compliance with these and other data protection regulations, including the
−Removed: privacy regulations set out below, the costs of compliance with these laws may increase in the future as a result of changes in interpretation.
+Added: Company’s potential customers primarily include professional sports teams, event venues such as arenas and stadiums, fan engagement
+Added: and sponsor activation platforms, digital out-of-home media companies, and advertising agencies, which typically use our products as
+Added: part of their live events or as part of an advertising campaign with the goal of engaging fans, increasing consented first-party data,
+Added: and increasing sales.
+Added: At December 31, 2025 and December 31, 2024, the Company had four and two, respectively, active customers.
+Added: continues to pursue new customer relationships and expansion opportunities within its core verticals.
+Added: Company’s products are designed to enable end users to be able to earn prizes by registering on our system and completing in-content
+Added: challenges like trivia, polls, or casual mobile games.
+Added: Players could use our system to play a variety of games and earn a wide range
+Added: of prize types, provided by advertisers and sponsors.
+Added: The Company’s offerings include the in-venue Filter Fan Cam (FFC) platforms
+Added: for live events, stand-alone “Winfinite” product line that can be used by brands, advertising agencies, and content partners
+Added: to reach potential customers outside of sports venues, on mobile devices, as well as the “Winfinite” Games, which are customizable
+Added: web-based casual games.
+Added: We also have an IP portfolio that could create future licensing and product development opportunities including
+Added: our recently allowed Artificial Intelligence (“AI”) and Machine Learning (“ML”) series of patent claims.
+Added: the acquisition of Xcite Interactive in June 2021, we acquired a number of key pieces of technology and relationships that have supported
+Added: the growth and development of the Company’s engagement and rewards platform, including a live events fan engagement business that
+Added: has partnered with professional sports franchises in the National Football League (“NFL”), the National Basketball Association
+Added: (“NBA”), the National Hockey League (“NHL”) and others to increase audience engagement using interactive gaming
+Added: functions like trivia, polling, and casual games that can be played alongside live experiences whether a player is at-home, in a restaurant,
+Added: or in-venue at the event itself.
+Added: The Company’s largest customers in 2024 included the Texas Rangers and the San Jose Sharks.
+Added: the year ended December 31, 2025, the Company’s largest customer was ASPIS, a significant shareholder and we continue to do business
+Added: with the Texas Rangers.
+Added: We offer a suite of products centered on “Winfinite” and
+Added: FFC platforms.
+Added: FFC is an Augmented Reality filtering tool that can be used for mobile and in-venue applications.
+Added: In addition, we have
+Added: a stand-alone gaming and prizing product that we call “Winfinite,” which allows brands, media companies, and advertising agencies
+Added: to reach out to customers directly on their mobile devices.
+Added: We license these software products to teams, ad agencies, and other content
+Added: 2025, the Company made progress in establishing operations and partnerships in Brazil, a new target market expected to begin generating
+Added: revenue in the near term.
+Added: Brazil represents one of the largest sports and live events markets globally, with a highly engaged consumer
+Added: The Company has engaged in discussions with major soccer franchises, professional leagues, festival promoters, and rights holders
+Added: across multiple event categories.
+Added: The Company has also implemented cybersecurity solutions provided by Aspis Cyber Technologies, Inc.,
+Added: to strengthen the security of its websites and technology infrastructure.
+Added: In addition, the Company has initiated an ongoing project to
+Added: develop new intellectual property aimed at enhancing and modernizing its technology portfolio.
+Added: These initiatives are intended to strengthen
+Added: the Company’s competitive position over time.
+Added: Management continues to focus on expanding customer relationships, enhancing its
+Added: technology offerings, and pursuing new opportunities in key markets such as Brazil.
+Added: The Company believes these initiatives, together
+Added: with ongoing cost discipline and strategic partnerships, may support improved financial performance in future periods.
+Added: Products and Services
+Added: April 30, 2025, pursuant to the Technology License and Software Development Agreement (the “License Agreement”) with ASPIS
+Added: Cyber Technologies, Inc.
+Added: (“ASPIS”), the Company delivered a functional license for its gamification, engagement, and QR code
+Added: Under the License Agreement, the Initial Term is non-cancellable for twelve (12) months commencing April 30, 2025, with monthly
+Added: license fees of $165,000 payable regardless of use.
+Added: ASPIS will pay for any required technology modifications, improvements, and developments
+Added: to Versus’ technology in addition to the license fee.
+Added: The Company retains ownership of the technology, and ASPIS holds an exclusive
+Added: license to use it in the cybersecurity industry so long as ASPIS continues to pay the monthly license fee.
+Added: addition, we offer the following products and services to our potential partners and customers:
+Added: mobile and in-venue fan engagement products are used at a variety of live-event and other entertainment focused properties like stadiums
+Added: and arenas, but they can also be used at conferences, theme parks, and restaurants to increase audience and customer engagement.
+Added: Content partners, including professional sports teams, can use FFC in conjunction with their existing video screens, “jumbotrons”,
+Added: “halo boards”, “main boards”, as well as other branded experiences to reach potential customers with games
+Added: and interactive experiences that enhance the live event.
+Added: is an interactive advertising tool that increases awareness, affinity, data, and incremental sales.
+Added: It allows content creators, marketers,
+Added: agencies, and other advertisers to increase customer acquisition and loyalty through a combination of games and rewards.
+Added: is compatible with a number of digital platforms and can be integrated into customers’ existing advertising campaigns.
+Added: Winfinite Games.
+Added: Winfinite Games is our suite of customizable, lightweight web-based casual games.
+Added: These games can be mounted and customized in any web experience to enhance brand engagement and affinity.
+Added: Our suite provides gaming experiences ranging from sports (basketball, football, American football, hockey) to match-3, to downhill racers, card games, midway games, and trivia.
+Added: and Development
+Added: research and development team, including in-house and as-needed contract resources, consists of technical engineering, product management,
+Added: and user experience, and is responsible for the design, architecture, creation, and quality of our platform.
+Added: We have invested substantial
+Added: resources in research and development to enhance our platform features and functionalities and expand the services we offer.
+Added: the timely development of new, and the enhancement of our existing, services and platform features would enhance our competitive position.
+Added: We utilize an agile development process to deliver software releases, fixes and updates.
+Added: media, live-events, in-venue advertising, and rewarded advertising are all highly competitive businesses, characterized by increasing
+Added: product introductions and rapidly emerging new platforms and technologies.
+Added: With respect to competing for customers for our platform,
+Added: we will compete primarily on the basis of functionality, quality, brand and customer reviews.
+Added: We will compete for platform placement
+Added: based on these factors, as well as our relationship with the content owner, historical performance, perception of sales potential and
+Added: relationships with owners and licensors of brands, properties and other content.
+Added: believe that our small size will provide us some amount of a competitive edge in the near term as we are able to make quick decisions
+Added: to take advantage of customer preferences and emerging technologies like AI.
+Added: respect to our prizing and rewards platform, we compete with a continually increasing number of companies, including industry leaders
+Added: such as TapJoy, Honey, Rakuten, and Otello who make their money largely on the free-to-play or free-to-use distribution of coupons and
+Added: Beyond these direct competitors, we face a certain amount of competition from pay-to-play “rewards” companies like
+Added: Skillz, FanDuel, or DraftKings that also use games and monetary rewards to drive user growth – although in their case, they derive
+Added: the majority of their revenues directly from users rather than brands and sponsors.
+Added: also face increased competition from large media and technology companies with significant online presences, such as Apple, Alphabet/Google,
+Added: Amazon, Meta, Microsoft, Netflix Shopify, or Yahoo, as those companies move to expand their interactive offerings.
+Added: This competition could
+Added: increase if these larger industry players begin to add prizing or rewards into their offerings.
+Added: are also aware of the increasing role of Artificial Intelligence (AI) in the personalized content space, including personalized advertising.
+Added: We have been researching the space for a number of years and have been filing patents with the United States Patent and Trademark Office
+Added: (USPTO) to protect our uses of AI and Machine Learning (ML) in trying to optimize both the player and partner experience, but we are
+Added: aware that the AI space is filled with larger, and better-funded teams, including those from Microsoft, Google, and others.
+Added: addition, given the open nature of the development and distribution for smartphones and tablets, we also compete or will compete with
+Added: a vast number of small companies and individuals in all of our segments who are able to create and launch software programs and platforms
+Added: for these devices using relatively limited resources and with relatively limited start-up time or expertise.
+Added: of our competitors and our potential competitors have one or more advantages over us, including:
+Added: significantly greater financial
+Added: and personnel resources;
+Added: stronger brand and consumer
+Added: longer and larger customer
+Added: histories, including much more consented first-party data;
+Added: larger datasets from which
+Added: to derive customer behavior patterns and AI training data;
+Added: the capacity to leverage
+Added: their marketing expenditures across a broader portfolio of mobile and non-mobile products;
+Added: more substantial intellectual
+Added: property of their own;
+Added: lower labor and development
+Added: costs and better overall economies of scale;
+Added: broader distribution and
+Added: are involved in a variety of areas that are subject to governmental oversight.
+Added: While we have developed a flexible platform designed to
+Added: adjust to a changing legal and regulatory landscape, there are a number of areas where federal, state and international law could force
+Added: us to make significant adjustments to our strategies and deployment efforts.
+Added: As such, as with many companies in both the software and
+Added: advertising spaces, there are risks associated with the potential impacts of government regulation.
+Added: a company that facilitates the distribution of real-world prizes for in-game and online activities, we are, in some cases and for some
+Added: campaigns, subject to laws that surround sweepstakes, contests, and games of skill.
+Added: While we use best efforts to ensure that all contests
+Added: are compliant with federal, state, and local laws pertaining to the game type, contest type, prize type, and the eligibility of individual
+Added: players, among other concerns, we are subject to those regulations and those regulations may change.
+Added: We have filed patents, and have
+Added: been granted certain patent claims, protecting our ability to use player characteristics like player location, player age, and contest
+Added: type to adjust eligibility in specific contests with the intent of providing dynamic regulatory compliance.
+Added: We also have also designed
+Added: the platform to make it possible to expeditiously cease providing prizes in certain jurisdictions, or cease offering certain types of
+Added: contests, such as sweepstakes or other contest types, if that becomes necessary.
+Added: If necessary, we can make these changes without interruption
+Added: to our campaigns and contests in other jurisdictions.
+Added: of our campaigns and contests may be subject to laws and regulations applicable to companies engaged in skill-based contests.
+Added: As we partner
+Added: with our brand and content partners to offer prizes that players may earn as a result of their in-game activities, we may be subject
+Added: in some cases to the federal Deceptive Mail Prevention and Enforcement Act as well as certain state prize, gift, or sweepstakes statutes
+Added: that may apply to certain experiences that we or our customers and partners may run from time to time.
+Added: Our system does allow us to adjust
+Added: terms of service to account for this and other acts.
+Added: We may also choose not to offer certain campaigns, contests or prizes in certain
+Added: areas because of these regulations.
+Added: addition, certain states prohibit, restrict, or regulate contests in several ways, particularly with respect to payment of entry fees,
+Added: and the size, value, and/or source of prizes to participants in such contests.
+Added: Certain other states require companies to register and/or
+Added: insure certain types of contests.
+Added: While we do not typically require entry fees or consideration of any type from our players, and thus
+Added: based on legal research conducted, are not subject to these regulations in most cases, we do remain conscious of these regulations.
+Added: may choose to not offer certain prizes or certain contests in certain areas due to these regulations.
+Added: We can do so without interruption
+Added: to other services and other jurisdictions.
+Added: While at this time, our operations are not subject to certain regulations, for example the
+Added: pay-to-play regulations, given that our platform is free-to-play, we are conscious that because the nature of our services is relatively
+Added: new and is rapidly evolving, we may not be able to accurately predict which regulations will be applied to our business.
+Added: at some point become subject to new or amended regulations.
+Added: our online in-game prizing and rewards platform, which may be integrated into games whose player bases include individuals ranging from
+Added: elementary school age children to adults, is subject to laws and regulations relating to privacy and child protection.
+Added: Through our applications
+Added: and online platform, we, and the content creators, owners and platform owners that incorporate our proprietary platform into their media
+Added: or hardware, may monitor and collect certain information about child users of these games and forums.
+Added: A variety of laws and regulations
+Added: have been adopted in recent years aimed at protecting children using the internet, such as the Federal Children’s Online Privacy
+Added: Protection Rule (COPPA).
+Added: COPPA sets forth, among other things, a number of restrictions related to what information may be collected
+Added: with respect to children under the age of 13, as well as the kinds of content that website operators may present to children under such
+Added: There are also a variety of laws and regulations governing individual privacy and the protection and use of information collected
+Added: from individuals, particularly in relation to an individual’s personally identifiable information (e.g., credit card numbers).
+Added: We currently employ multiple measures to ensure that we are COPPA-compliant.
+Added: We screen for age at registration, we address the issue
+Added: in our terms of service, and we employ a kick-out procedure during member registration whereby anyone identifying themselves as being
+Added: under the age of 13 during the process may not register for a player account on our website or participate in any of our online experiences
+Added: or tournaments without linking their account to that of a parent or guardian.
+Added: regulation would have a material adverse effect on our business and operations.
+Added: In the area of information security and data protection,
+Added: many states have passed laws requiring notification to users when there is a security breach for personal data, such as the 2002 amendment
+Added: to California’s Information Practices Act, or requiring the adoption of minimum information security standards that are often vaguely
+Added: defined and difficult to implement.
+Added: And while we believe that we are currently in compliance with these and other data protection regulations,
+Added: including the privacy regulations set out below, the costs of compliance with these laws may increase in the future as a result of changes
+Added: in interpretation.
Furthermore, any failure on our part to comply with these laws may subject us to significant liabilities.
−Removed: We are also subject to federal,
−Removed: state and foreign laws regarding privacy and protection of our users’ personal information and related data, including the California
−Removed: Consumer Privacy Act (CCPA), which took effect in January 2020, providing California residents increased privacy rights and protections,
−Removed: including the ability to opt out of sales of their personal information;
−Removed: and we are subject to the European Union’s (EU) General
−Removed: Data Protection Regulation (GDPR) which took effect in May 2018 and established requirements applicable to the handling of personal information
−Removed: of EU residents.
+Added: are also subject to federal, state and foreign laws regarding privacy and protection of our users’ personal information and related
+Added: data, including the California Consumer Privacy Act (CCPA), which took effect in January 2020, providing California residents increased
+Added: privacy rights and protections, including the ability to opt out of sales of their personal information;
+Added: and we are subject to the European
+Added: Union’s (EU) General Data Protection Regulation (GDPR) which took effect in May 2018 and established requirements applicable to
+Added: the handling of personal information of EU residents.
The CCPA may increase our compliance costs and exposure to liability.
−Removed: states are considering adopting similar
−Removed: We post our Terms of Service
−Removed: and Privacy Policy on our website where we set forth our practices concerning the use, transmission and disclosure of player data.
−Removed: also require players to agree to these terms when they register for our service.
−Removed: Our failure to comply with our posted privacy policy
−Removed: or privacy related laws and regulations could result in proceedings against us by governmental authorities or others, which could damage
−Removed: our reputation and business.
−Removed: In addition, the interpretation of data protection laws, and their application to the Internet is evolving
−Removed: and not settled.
−Removed: There is a risk that these laws may be interpreted and applied in an inconsistent manner by various states, countries
−Removed: and areas of the world where our users are located, and in a manner that is not consistent with our current data protection practices.
−Removed: Complying with these varying national and international requirements could cause us to incur additional costs and change our business
−Removed: Further, any failure by us to adequately protect our users’ privacy and data could result in a loss of player confidence
−Removed: in our services and ultimately in a loss of players, which could adversely impact our business.
−Removed: Based on legal research conducted,
−Removed: we believe we are currently in compliance with all applicable state and federal laws and regulations related to our business.
+Added: states are considering adopting similar laws.
+Added: post our Terms of Service and Privacy Policy on our website where we set forth our practices concerning the use, transmission and disclosure
+Added: of player data.
+Added: We also require players to agree to these terms when they register for our service.
+Added: Our failure to comply with our posted
+Added: privacy policy or privacy related laws and regulations could result in proceedings against us by governmental authorities or others,
+Added: which could damage our reputation and business.
+Added: In addition, the interpretation of data protection laws, and their application to the
+Added: Internet is evolving and not settled.
+Added: There is a risk that these laws may be interpreted and applied in an inconsistent manner by various
+Added: states, countries and areas of the world where our users are located, and in a manner that is not consistent with our current data protection
+Added: Complying with these varying national and international requirements could cause us to incur additional costs and change our
+Added: business practices.
+Added: Further, any failure by us to adequately protect our users’ privacy and data could result in a loss of player
+Added: confidence in our services and ultimately in a loss of players, which could adversely impact our business.
+Added: believe we are currently in compliance with all applicable state and federal laws and regulations related to our business.
We continually
3 unchanged sentences
such as those made possible by our platform.
−Removed: Patents and Licenses
−Removed: Our success and ability to
−Removed: compete depend substantially upon our core technology and intellectual property rights.
−Removed: We generally rely on patent, trademark and copyright
−Removed: laws, trade secret protection and confidentiality agreements to protect our intellectual property rights.
−Removed: In addition, we generally require
−Removed: employees and consultants to execute appropriate nondisclosure and proprietary rights agreements.
−Removed: These agreements acknowledge our exclusive
−Removed: ownership of intellectual property developed for us and require that all proprietary information remain confidential.
−Removed: We maintain a program designed
−Removed: to identify technology that is appropriate for patent and trade secret protection, and we file patent applications in the United States
−Removed: and, when appropriate, certain other countries for inventions that we consider significant.
−Removed: Our patent claims, extending and expanding
−Removed: on claims filed in the United States in 2014 and internationally through the patent co-operation treaty in 2015, describe a system that
−Removed: seeks to match competitive game players and spectators with prizing from their favorite brands through a unique conditional prize matching
−Removed: As of December 31, 2024, we had numerous pending patent claims
−Removed: with the U.S.
−Removed: Patent and Trademark Office to expand upon our existing portfolio of prizing, promotion and financial technologies
−Removed: that enable brands to reach the rapidly growing competitive gaming audience of players, spectators and broadcasters.
−Removed: As of December 31,
−Removed: 2024, we had been granted seven patents.
−Removed: We also continue to engage
−Removed: in licensing transactions to secure the right to use third parties’ patents.
−Removed: Although our business is not materially dependent upon
−Removed: any one patent, our patent rights and the products made and sold under our patents, taken as a whole, are a significant element of our
−Removed: In addition to patents, we
−Removed: also possess other intellectual property, including trademarks, know-how, trade secrets, design rights and copyrights.
−Removed: We control access
−Removed: to and use of our software, technology and other proprietary information through internal and external controls, including contractual
−Removed: protections with employees, contractors, customers and partners.
+Added: success and ability to compete depend substantially upon our core technology and intellectual property rights.
+Added: We generally rely on patent,
+Added: trademark and copyright laws, trade secret protection and confidentiality agreements to protect our intellectual property rights.
+Added: addition, we generally require employees and consultants to execute appropriate nondisclosure and proprietary rights agreements.
+Added: agreements acknowledge our exclusive ownership of intellectual property developed for us and require that all proprietary information
+Added: remain confidential.
+Added: maintain a program designed to identify technology that is appropriate for patent and trade secret protection, and we file patent applications
+Added: in the United States and, when appropriate, certain other countries for inventions that we consider significant.
+Added: Our patent claims, extending
+Added: and expanding on claims filed in the United States in 2014 and internationally through the patent co-operation treaty in 2015, describe
+Added: a system that seeks to match competitive game players and spectators with prizing from their favorite brands through a unique conditional
+Added: prize matching system.
+Added: of December 31, 2025, we had pending patent claims with the U.S.
+Added: Patent and Trademark Office to expand upon our existing portfolio
+Added: of prizing, promotion and financial technologies that enable brands to reach the rapidly growing competitive gaming audience of players,
+Added: spectators and broadcasters.
+Added: As of December 31, 2025, we had been granted seven patents.
+Added: also continue to engage in licensing transactions to secure the right to use third parties’ patents.
+Added: Although our business is not
+Added: materially dependent upon any one patent, our patent rights and the products made and sold under our patents, taken as a whole, are a
+Added: significant element of our business.
+Added: addition to patents, we also possess other intellectual property, including trademarks, know-how, trade secrets, design rights and copyrights.
+Added: We control access to and use of our software, technology and other proprietary information through internal and external controls, including
+Added: contractual protections with employees, contractors, customers and partners.
Our software is protected by U.S.
−Removed: and international copyright, patent
−Removed: and trade secret laws.
−Removed: Despite our efforts to protect our software, technology and other proprietary information, unauthorized parties
−Removed: may still copy or otherwise obtain and use our software, technology and other proprietary information.
−Removed: In addition, we have expanded our
−Removed: international operations, and effective patent, copyright, trademark and trade secret protection may not be available or may be limited
+Added: and international copyright,
+Added: patent and trade secret laws.
+Added: Despite our efforts to protect our software, technology and other proprietary information, unauthorized
+Added: parties may still copy or otherwise obtain and use our software, technology and other proprietary information.
+Added: In addition, we have expanded
+Added: our international operations, and effective patent, copyright, trademark and trade secret protection may not be available or may be limited
in foreign countries.
−Removed: Companies in the industry in
−Removed: which we operate frequently are sued or receive informal claims of patent infringement or infringement of other intellectual property
−Removed: We may receive such claims from companies, including from competitors and customers, some of which have substantially more resources
−Removed: and have been developing relevant technology similar to ours.
−Removed: If we become more successful, we believe that competitors will be more likely
−Removed: to try to develop products that are similar to ours and that may infringe on our proprietary rights.
−Removed: It may also be more likely that competitors
−Removed: or other third parties will claim that our products infringe their proprietary rights.
−Removed: Successful claims of infringement by a third party,
−Removed: if any, could result in significant penalties or injunctions that could prevent us from selling some of our products in certain markets,
−Removed: result in settlements or judgments that require payment of significant royalties or damages or require us to expend time and money to
−Removed: develop non-infringing products.
−Removed: We cannot assure you that we do not currently infringe, or that we will not in the future infringe, upon
−Removed: any third-party patents or other proprietary rights, but will not and have never done so intentionally.
−Removed: Corporate History and Structure
−Removed: Versus Systems Inc., a corporation
−Removed: formed under the laws of British Columbia, was formed by way of an amalgamation under the name McAdam Resources, Inc.
−Removed: in the Province
−Removed: of Ontario on December 1, 1988 and subsequently extra-provincially registered in British Columbia on February 2, 1989.
−Removed: our name to Boulder Mining Corporation on May 9, 1995 in Ontario and on September 25, 1996 in British Columbia.
−Removed: into British Columbia on January 2, 2007 and concurrently changed our name to Opal Energy Corp.
−Removed: We changed our name to Versus Systems
−Removed: on June 30, 2016, and concurrently ceased or divested our mining related business and began operating our current software platform
−Removed: In June 2021, we completed
−Removed: the acquisition of multimedia, production, and interactive gaming company Xcite Interactive, a provider of online audience engagement
−Removed: through its owned and operated XEO technology platform.
−Removed: We now provide products and services to multiple professional sports organizations
−Removed: across Major League Baseball, the NHL, and the NBA to drive audience engagement.
−Removed: In September 2024 the Company
−Removed: closed down its operations within the United Kingdom, Versus Systems UK, Ltd.
−Removed: On December 24, 2024 a special
−Removed: resolution authorizing and approving the continuance of the Company from the Province of British Columbia in accordance with the Business
−Removed: Corporations Act (British Columbia) into the State of Delaware in accordance with the Delaware General Corporation Law.
−Removed: We operate through our majority-owned
−Removed: subsidiary, Versus LLC, a Nevada limited liability company that was organized on August 21, 2013, and through our wholly owned subsidiary,
−Removed: Xcite Interactive Inc, a Delaware corporation that was reorganized as such on April 1, 2019.
−Removed: We are in the process of considering
−Removed: several strategic alternatives for our company to expand our business portfolio focused on maximizing shareholder value, including,
−Removed: but not limited to, an acquisition, merger, reverse merger, sale of assets, strategic partnership, capital raise or other transaction.
−Removed: We are hopeful that our change in jurisdiction from British Columbia to Delaware, which we expect to effect in the second quarter of
−Removed: 2024, will more appropriately reflect our shift in strategy and will (i) improve our access to capital markets, increase funding
−Removed: and strategic flexibility and reduce the cost of capital, (ii) improve our ability to execute an acquisitive growth strategy using
−Removed: our capital stock as consideration, and (iii) better focus management efforts on each U.S.
−Removed: and international operation and
−Removed: better attract and retain key employees.
−Removed: Our common shares are presently
−Removed: quoted on the Nasdaq Capital Market under the symbol “VS”.
−Removed: In April 2024, the bid price of our common shares closed below
−Removed: the Nasdaq minimum $1.00 per share requirement and on August 22, 2024 we received notifications of noncompliance from Nasdaq.
−Removed: In accordance
−Removed: with Nasdaq Listing Rule 5810(c)(3)(A), we were afforded until February 18, 2025 to regain compliance with the bid price requirement,
−Removed: which required that our common shares close at a price of at least $1.00 per share for a minimum of 10 consecutive trading days.
−Removed: On December 23, 2024, Nasdaq notified us that we had regained compliance with the minimum bid price requirement.
−Removed: Our principal executive
−Removed: offices are located at 3500 South DuPont Hwy.
+Added: in the industry in which we operate frequently are sued or receive informal claims of patent infringement or infringement of other intellectual
+Added: property rights.
+Added: We may receive such claims from companies, including from competitors and customers, some of which have substantially
+Added: more resources and have been developing relevant technology similar to ours.
+Added: If we become more successful, we believe that competitors
+Added: will be more likely to try to develop products that are similar to ours and that may infringe on our proprietary rights.
+Added: be more likely that competitors or other third parties will claim that our products infringe their proprietary rights.
+Added: Successful claims
+Added: of infringement by a third party, if any, could result in significant penalties or injunctions that could prevent us from selling some
+Added: of our products in certain markets, result in settlements or judgments that require payment of significant royalties or damages or require
+Added: us to expend time and money to develop non-infringing products.
+Added: We cannot assure you that we do not currently infringe, or that we will
+Added: not in the future infringe, upon any third-party patents or other proprietary rights, but will not and have never done so intentionally.
+Added: History and Structure
+Added: Systems Inc., a corporation formed under the laws of British Columbia, was formed by way of an amalgamation under the name McAdam Resources,
+Added: in the Province of Ontario on December 1, 1988 and changed our name to Versus Systems Inc.
+Added: on June 30, 2016.
+Added: We redomiciled
+Added: our jurisdiction from British Columbia to Delaware on December 18, 2024.
+Added: June 2021, we completed the acquisition of multimedia, production, and interactive gaming company Xcite Interactive, a provider
+Added: of online audience engagement through its owned and operated XEO technology platform.
+Added: We now provide products and services to multiple
+Added: professional sports organizations across Major League Baseball, the NHL, and the NBA to drive audience engagement.
+Added: September 2024 the Company closed down its operations within the United Kingdom, Versus Systems UK, Ltd.
+Added: December 24, 2024 a special resolution authorizing and approving the continuance of the Company from the Province of British Columbia
+Added: in accordance with the Business Corporations Act (British Columbia) into the State of Delaware in accordance with the Delaware General
+Added: Corporation Law.
+Added: operate through our majority-owned subsidiary, Versus LLC, a Nevada limited liability company that was organized on August 21, 2013,
+Added: and through our wholly owned subsidiary, Xcite Interactive Inc, a Delaware corporation that was reorganized as such on April 1,
+Added: are in the process of considering several strategic alternatives for our company to expand our business portfolio focused on maximizing
+Added: shareholder value, including, but not limited to, an acquisition, merger, reverse merger, sale of assets, strategic partnership, capital
+Added: raise or other transaction.
+Added: We are hopeful that our change in jurisdiction from British Columbia to Delaware, will more appropriately
+Added: reflect our shift in strategy and will (i) improve our access to capital markets, increase funding and strategic flexibility and
+Added: reduce the cost of capital, (ii) improve our ability to execute an acquisitive growth strategy using our capital stock as consideration,
+Added: and (iii) better focus management efforts on each U.S.
+Added: and international operation and better attract and retain key employees.
+Added: common shares are presently quoted on the Nasdaq Capital Market under the symbol “VS”.
+Added: Our principal executive offices are located at 3500 South DuPont Hwy.
Dover, DE 19901, and our telephone number is (424) 226-8588.
−Removed: We are a distributed
−Removed: organization and do not maintain business offices in the United States, which is the country where all our employees reside.
−Removed: website address is www.versussystems.com .
−Removed: The information on or accessed through our website is not incorporated in this
−Removed: annual report.
−Removed: The SEC maintains an Internet site ( www.sec.gov ) that contains reports, proxy and information statements, and
−Removed: other information regarding issues that file electronically with the SEC.
−Removed: The following chart reflects
−Removed: our organizational structure (including the jurisdiction of formation or incorporation of the various entities):
−Removed: Name of Subsidiary
+Added: We are a distributed organization and do not maintain business offices
+Added: in the United States, which is the country where all our employees reside.
+Added: Our website address is www.versussystems.com .
+Added: The information
+Added: on or accessed through our website is not incorporated in this annual report.
+Added: The SEC maintains an Internet site ( www.sec.gov )
+Added: that contains reports, proxy and information statements, and other information regarding issues that file electronically with the SEC.
+Added: following chart reflects our organizational structure (including the jurisdiction of formation or incorporation of the various entities):
+Added: of Subsidiary
Incorporation
Proportion of
−Removed: Versus Systems (Holdco), Inc.
+Added: Systems (Holdco), Inc.
United States
United States
−Removed: Xcite Interactive, Inc.
+Added: Xcite Interactive,
United States
−Removed: The following table summarizes our staff by main
−Removed: category of activity at December 31, 2024 and 2023:
−Removed: Main Activity
−Removed: Sales, marketing, and business development
+Added: following table summarizes our staff by main category of activity at December 31, 2025 and 2024:
+Added: Sales, marketing,
+Added: and business development
Accounts and operations
−Removed: Engineering, product, and design
−Removed: General and administrative
−Removed: All of our employees are located
−Removed: in the United States and are predominantly full-time employees.
−Removed: We have never had a work stoppage, and none of our employees is represented
−Removed: by a labor organization or under any collective bargaining arrangements.
−Removed: We consider our employee relations to be good.
−Removed: All employees
−Removed: are subject to contractual agreements that specify requirements on confidentiality and restrictions on working for competitors, as well
−Removed: as other standard matters.
+Added: Engineering, product, and
+Added: and administrative
+Added: of our employees are located in the United States and are predominantly full-time employees.
+Added: We have never had a work stoppage, and none
+Added: of our employees is represented by a labor organization or under any collective bargaining arrangements.
+Added: We consider our employee relations
+Added: All employees are subject to contractual agreements that specify requirements on confidentiality and restrictions on working
+Added: for competitors, as well as other standard matters.
Compared sentence by sentence after normalising whitespace, quotation marks, case and digits, so re-formatting and restated figures do not read as changed language. Wording changes appear as one removal and one addition. The current filing and the prior one are authoritative.