A share-first wireless display for classrooms, signage fleets and overflow spaces. You buy the hardware once, there is no subscription, and it is managed in Polaris Cloud. The sharing keeps working with nothing to renew.
Sharing and digital signage everywhere at an affordable price.
Launch is the entry point to the Polaris family. It is a share-first device at an entry price, sold as hardware rather than as a subscription, for the displays that need sharing rather than conferencing.
Share-first, by design
Launch is built around the display and the person sharing to it. Those are classrooms, signage fleets and overflow spaces, the screens a conferencing pod was never the answer for. Share-first means it is designed around a single live source.
You buy the hardware once. There is no recurring license and nothing to renew. Wireless sharing is not licensed on Launch either, so it keeps working whatever happens to the paperwork. The full pricing model is below.
When a display needs conferencing, not just sharing: Polaris Essentials and Pro run the full multi-share workspace, on the same cloud and in the same fleet as Launch, so a mixed fleet stays one fleet. Compare the family →
See it in your own rooms
Hardware trials ship for every product, direct from Mersive. When the rooms prove it, we introduce your regional partner for the rollout.
Rogue signals are jamming the airspace above the room. You're the pod — clear the channel. Jammers rain static, splitters multiply, and every fourth wave the FIREWALL sweeps in. Downed signals drop powered displays: relay shield, dual beam, the piercing LANCE and the wide-angle SWEEP.
Shares keep coming. Compose the workspace — complete a row and it renders to the display. Hold a piece for later, trust the ghost, and slam it home when you're sure.
score: 0 · lines: 0 · level: 1 · best: 0
Mars · canyon relay
RELAY RUN
Aliens are looting Earth's audiovisual gear, and someone has to invoice them for it. You're the AV Integrator: fight through three decks of their freighter, shoot the capsules open, and take the equipment back — HDMI becomes a Blaster, a Display fans into Multicast, Coil fires Fiber, a Speaker is pure Subwoofer. Switches level your weapon, Surges take one hit for you. Snatchers steal; make them regret it. A boss holds every deck.
score: 0 · mission: 1/3 · best: 0
Pluto · deep-network maintenance
PACKET MUNCHER
Something is nesting in the farthest switch fabric. Run the corridors, eat every stray packet, and mind the four interference glyphs — each hunts its own way. Grab a powered display and, for a few seconds, the hunters become the hunted. Ten sectors between you and a clean network.
score: 0 · sector: 1/10 · lives: 3 · best: 0
Venus · broadcast campus
SIGNAL JUMPER
Ten displays across the broadcast campus went dark, and the interference is walking around like it owns the place. Run the loading dock, the cable trench, the rooftop, the mezzanine and the antenna tower, then push on through the uplink yard, the static fields, the rack canyon, the microwave bridge and master control — stomp the glyphs flat, bank the signal bits, bump the cache blocks, plant the midpoint flag, ride the ferries, and touch every display back to Polaris green. Game over offers a CONTINUE from the top of the level that beat you.
The campus's flagship display was stolen and walled up in a fortress beyond the north-east mesa. Cross a hundred screens of field, woods, river and dead server yard, crimper in hand — find the two small keys, mind the spikes, arrows and false floors, put five strikes into the CRT TYRANT's open screen, and raise the display where it belongs. Five hollow caves hide heart containers, and the RELAY TOWER on the south-west shore keeps the MERSIVE POLARIS — press X to grab what's in front of you, or to send the puck flying out and back.
The dongle users are pouring out of the rings in formation: HDMI drones, button wingmen, and the big conference pucks running the show. Hold the line in the Polaris fighter. They swoop in, regroup, breathe, and dive. Mind the boss pucks’ PAIRING BEAM — get caught and your fighter is theirs. Shoot that boss down mid-dive and your fighter comes home to fly beside you: DUAL FIRE. Every fourth wave is a demo stage — pure flying, pure bonus, PERFECT if you drop every last one.
score: 0 · wave: 1 · lives: 3 · best: 0
Mercury · the night side circuit
SOLAR CIRCUIT
A run cut across Mercury’s night side, Point A to Point B, against the clock. The sun never sets here and never rises either — it just sits on the horizon throwing its corona up the sky, and everything you can see is either lit by it or hiding from it. The route opens wide and fast, closes to a canyon barely three lanes across, climbs, and falls away again, four stages of it. Keep it on the basalt: the regolith either side will drag you down and take your speed with it. Stay clean and the craft keeps finding more — the longer you hold the line, the faster it will let you go, and the yellow pads are how you get there sooner.