3,000+ communication minutes in two beta weeks

We built Worx Squad, an all-in-one collaboration platform for hybrid remote teams featuring immersive 3D meeting rooms, 2D virtual offices, video calls, task management, and team engagement tools, delivered in 16 weeks for first version.

See all work

This project

Result 01

for 1st version launch

16 weeks

Result 02

audio & video mins usage in first 2 weeks of beta launch

3000+
4.9 / 5 on ClutchSee all work
Platform
Web and Desktop App
Duration
24 weeks
Industry
Enterprise
Read time
5 min read
Worx Squad logo

RaftLabs built Worx Squad, a hybrid remote working platform for enterprise teams featuring immersive 3D meeting rooms and 2D virtual offices built with Konva.js, video and audio calls via WebRTC, task management, file sharing, and team engagement tools. The first version launched in 16 weeks and logged 3,000+ audio and video minutes in its first two beta weeks, with a 20% reduction in collaboration costs. Built as both a web app and Electron desktop application on React and AWS.

The shift to hybrid work left most companies running five separate tools (video calls in one app, tasks in another, files somewhere else, and team culture as a line item on the all-hands agenda). The problem was not the individual tools. It was that nothing felt like being in the same room.

Worx Squad's founder came to us with a clear brief: build a platform where distributed teams feel present, not just connected. That meant more than a video call button and a task list. It meant 3D meeting rooms with spatial audio, 2D virtual office spaces where you can see who is at their desk, and team engagement features that work without anyone having to force them.

We built the first version in 16 weeks. Within two weeks of beta launch, users had logged 3,000+ audio and video minutes on the platform.

Worx Squad hybrid remote working app with 3D meeting rooms and virtual offices

before & after

What changed

Before
  • Teams communicated across three or four separate tools with no shared context, creating coordination overhead on every project
  • No way to replicate the informal presence of office life: seeing who was available, dropping by a colleague's desk, spontaneous hallway conversations
  • Project updates and task tracking happened in emails and message threads with no structured workflow
  • In-office and remote employees had very different experiences of the same meeting or workday
  • Building team culture remotely was treated as an event, not a daily practice
After
  • Video calls, task management, file sharing, and team engagement all accessible from one platform with no context switching
  • 2D virtual office spaces show who is present, who is in a meeting, and who is available for a quick call, giving teams the visual presence of an office floor, remotely
  • Immersive 3D meeting rooms create a stronger sense of shared space during structured sessions than a standard video grid
  • Task assignment, tracking, and updates flow through the same platform as communication, so nothing is separated from its context
  • Team recognition and wellbeing features build culture as part of daily work rather than a scheduled event

What we had to solve

  • 01

    Building 3D meeting rooms that ran smoothly on enterprise hardware without specialist GPUs

    3D rendering in a browser is performance-intensive. Enterprise laptops are not gaming machines. Building immersive 3D meeting rooms that loaded quickly, ran smoothly during an actual video call, and did not drain the battery of a MacBook Air required careful optimization of the rendering pipeline. The 3D environment had to feel real enough to justify its existence. A technically impressive but laggy experience would have been worse than a plain video grid.

  • 02

    Designing virtual offices people would actually inhabit rather than ignore

    A 2D virtual office space is only useful if people open it and leave it open. If it feels like a novelty that requires effort to maintain, it becomes one more thing to ignore. We built the virtual office layer with Konva.js to be lightweight and persistent, always visible at the edge of the workday, not something you launch for a specific purpose. The design challenge was making the office feel like ambient presence, not a feature you have to actively use to get value from.

outcomes

What we achieved

16 weeks
to first version launch
Previously

Hybrid teams were running on three or four disconnected tools with no shared space to replicate the informal presence of an office.

3,000+
audio and video minutes in the first two beta weeks
Previously

Remote and in-office employees experienced the same workday completely differently, with no shared virtual environment to bridge the gap.

20%
reduction in collaboration costs
Previously

Disconnected tools, duplicate subscriptions, and coordination overhead across communication and project management drove up costs for hybrid teams.

What clients say

Most clients stay.
Some say so on camera.

Three-year average engagement. Founders and operators describing the work in their own words. No marketing varnish.

Mohit S.
Mohit S.
India flagIndia
Founder, WorxRemotely

Thanks to RL Remotely team for experimenting with a fresh remote work application for employee engagement and enterprise productivity.

Your hybrid team is losing productivity to tool sprawl and poor remote collaboration?

the build

What we built

Worx Squad is built around the idea that hybrid work needs presence, not just communication. Every feature is designed to reduce the friction of distributed collaboration.

01

Structured sessions feel more natural than a standard video grid

Meeting rooms with spatial audio and 3D rendering create a shared sense of presence during structured sessions. Participants appear as avatars in the space, making conversation feel more natural than a standard video grid. The rooms are optimized to run on standard enterprise hardware without dedicated graphics.

3D immersive meeting rooms for distributed teams
02

Teammates see who's available for a quick conversation, without booking a meeting

A persistent 2D office map shows who is at their desk, who is in a meeting, and who is available for a quick call. Built with Konva.js, the office floor is always visible as ambient presence, not a feature you launch, but a layer of the workday. Teammates can drop in for informal conversation the same way they would in an office.

2D virtual office for ambient team presence
03

Project context stays in one place, no version confusion from separate tools

Tasks are assigned, tracked, and updated within the same platform as communication, so project context never gets lost in a separate tool. Files are shared directly in conversations and linked to the tasks they belong to, eliminating the version confusion that comes from keeping project management and communication in separate systems.

Task management and file sharing for hybrid teams
04

Recognition and wellbeing are part of the daily workflow, not a scheduled separate event

Peer recognition, achievement milestones, and wellbeing resources are built into the daily workflow rather than scheduled as separate events. Teams can celebrate wins, acknowledge contributions, and access support without leaving the platform.

Team engagement and recognition features

Engagement

How we worked together

  1. 01Weeks 1–2

    Discovery and scoping

    We map the problem before writing code. Two weeks of technical audit, stakeholder interviews, and prototype — so both teams align on scope and risk before sprint one.

  2. 02Ongoing

    Two-week Agile sprints

    Each sprint ends with working software, not a status update. You review a real build, request changes, and approve before we move forward. No surprises at handover.

  3. 03Ongoing

    Daily async updates

    Slack for daily progress, Asana for task visibility, weekly video calls for decisions. You have full visibility without needing to attend every meeting.

  4. 04Final

    Handover and warranty

    Full code handover with deployment runbooks and documentation. Thirty-day warranty period for production issues at no extra cost.

Have further questions?

3D meeting rooms create a stronger sense of shared presence than a standard video grid, which can improve focus and make conversation feel less transactional during structured sessions. The trade-off is performance: 3D rendering in a browser is computationally heavier than standard video. For Worx Squad, we optimized the rendering pipeline so the rooms ran smoothly on standard enterprise laptops without dedicated graphics hardware. The result was an experience that justified its existence rather than being a technical demo.

A video call requires intent: you start it, someone joins, you finish it. A virtual office floor is ambient presence: it shows who is at their desk, who is in a meeting, and who is available, without anyone having to initiate anything. The value is in the casual visibility that replaces the informal collision of office life. In Worx Squad, this was built with Konva.js as a persistent canvas that stays open throughout the workday.

Enterprise teams benefit from the virtual office running as a persistent desktop application rather than a browser tab that gets closed. Electron packaged the web app as a native experience for Windows and Mac, with OS-level notifications, system tray presence, and the ability to run alongside other applications without competing for the browser. For a platform designed to be ambient (always open, not launched for a specific task), the desktop app experience matters.

Yes. The platform was built for hybrid teams but the virtual office and 3D meeting rooms are equally useful for fully remote teams. The presence indicators and drop-in conversation features address the same problem whether some people are in an office or none are. The task management and engagement features apply regardless of work model. The key requirement is that team members have reliable enough connectivity for video calls.

We delivered the first version (2D virtual office, 3D meeting rooms, video calls, task management, file sharing, and team engagement features) in 16 weeks. The full 24-week timeline included additional features added after the initial launch based on beta feedback. Platforms with fewer immersive features would typically take 12 to 16 weeks; adding complex 3D environments or deep calendar and HR integrations extends the timeline. Contact us to estimate based on your specific feature requirements.

Next step

Recognise this problem in your business?

Tell us what's broken. We'll diagnose it and show you where the leverage is before you commit to anything.

  • Scope and cost agreed before work starts. No surprises. No obligation.
  • Working prototype within 3 weeks of kickoff.
  • Pay by milestone. You see progress before each invoice.
  • 60-day post-launch warranty. Bug fixes, UI tweaks, and deployment support. No retainer.
  • All conversations are NDA-protected.