This Week in Startups
Episode E2276 – April 15, 2026
Host: Jason Calacanis
Main Guests: Albert Brotherton (CEO, Nanogram), Boris Radiloff (CTO, Nanogram)
Special Guest/Second Segment: Bernt Bernick (Host), Boris Radiloff (CEO, 1X)
Episode Overview
This episode dives deep into two of the most buzzworthy new tech startups: Nanogram, a mobile platform dubbed “TikTok for mobile games,” and 1X, the robotics company behind the home humanoid robot “Neo.” Jason Calacanis first hosts Nanogram’s young founders, exploring how Gen Z is using AI to revolutionize game creation and social discovery. The second half switches to a technical and market deep-dive into humanoid robots entering the home, in conversation with 1X’s CEO.
The core themes:
- Making AI-powered, user-generated gaming as social and remixable as video
- Interactive content and engagement flywheels
- New paradigms for monetization and creator incentives in short-form games
- The coming wave of general-use home robots and the future of personal AI
- Manufacturing, scale, and the data flywheel required for humanoid robots
Nanogram: TikTok for Mobile Games
What is Nanogram? (00:42–02:00)
- Nanogram is a new app for discovering, playing, and creating user-generated mobile games in a vertically scrolling, TikTok-style feed.
- Users can instantly play simple games, “doom scroll” to the next, or create and remix games using AI agents and templates.
- The platform is live on both Google Play and iOS.
Lon Harris: “This is, it’s like think TikTok. But people can create their own video games very quickly, like casual mobile games. And then you just scroll. When you're tired of playing one, you just scroll up and you go to the next game.” (01:06)
Instantly Creating & Remixing Games with AI (02:00–04:53)
- Game creation is fast, AI-powered, and highly remixable.
- “Create with AI” lets users generate a playable game in under two minutes with a simple prompt (e.g., “3D Flappy Bird”).
- All user-created games can be forked and remixed.
- The engine leverages Google Gemini for 3D/2D asset generation, code assembly, and sound.
Boris Radiloff: “When I was like 14...now with AI and agents, something that would have taken me a week back then now takes 90 seconds.” (01:56)
Jason Calacanis: “So this is all just AI prompting to make games. What’s the engine behind it? Is this Claude or something? Or is this like some bespoke AI engine to make games?” (03:42)
Boris Radiloff: “We’ve created a custom game engine and then we’re using Gemini and a bunch of agentic harnesses and tool calling...It figures out how to code these, put it in the game, and do all sorts of stuff for the user.” (03:52)
Remixing: Social DNA and Viral Growth (04:27–04:53)
- Remixing of games is not just allowed but central to the product’s social DNA, much like meme or video remixes on Instagram or TikTok.
- You can send a game to someone to remix or enhance (“add guns to Flappy Bird”).
- Forking and serial iteration are core mechanics.
The Business Model and Interactive Ads (04:53–06:12)
- Nanogram avoids commitment to a single business model but sees itself as a “feed of interactive content” rather than only games.
- Sees a big opportunity in permissionless, creator-led ads—brands make their games (“Domino’s Asteroids”).
- Brands can embed call-to-action (e.g., order the pizza you make in-game).
Albert Brotherton: “At the end of the day, we're like a feed of interactive content, right?...There is no accessible interactive ad space that's really easily distributed right now.” (04:58)
Jason Calacanis: “Genius...Dominoes can come in and say, I want to make an Asteroids-like game where the boulders and the asteroids are dominoes and when you break them apart, they turn into the pretzel bites.” (05:49)
Founders’ Background: Gen Z Hustle (06:12–07:36)
- Albert is 22; Boris is 24.
- Albert skipped college; Boris studied CS at University of Leeds during COVID and didn’t attend many classes.
- Lifelong gamers, met through a mutual childhood friend, bonded over World of Warcraft.
Albert Brotherton: “I'm the business guy. I'm the hustler. I've been a gamer since I was six...I'm like one of the weird people in Gen Z that plays a lot of World of Warcraft.” (07:09)
Fundraising and Traction (08:20–08:33)
- Raised from “Drive” (likely a VC firm).
- Based in London and Sofia, planning to expand to New York.
- 100,000+ users since mid-January, with 20% as “power users” (21 minutes/session, 2 sessions/day, 25+ games per session).
Albert Brotherton: “We launched like mid January and we've got about 100k users so far and 20% of them are what we call power users...” (16:07)
Growth and Virality Mechanics (16:58–20:21)
- Started user acquisition via Discord community, then beta testing among the most active ~2,000 users.
- Sharing and social interaction are central—aim to make sharing games as natural as forwarding reels or tweets.
- Addressed key risk: “will people want to share games, like they do videos?” Early data: 30-50 shares per 100 likes—a huge engagement rate.
Albert Brotherton: “Per 100 likes, we're getting between 30 and 50 shares at the moment. So huge amounts, nearly one in two.” (19:15)
Monetization & Vision (14:32–15:50)
- Considering microtransaction/creator currency experiments (compare to Roblox), but mindful that content format is rapid, bite-sized.
- Intend to prioritize product stickiness and engagement before serious monetization.
- Creator economy incentives and iteration are core bet.
Albert Brotherton: “We are not the ones that can decide if it will work or not...We want there to be a big incentive for you to kind of...iterate on that already posted thing...This is something you don't see in socials—you know, like iterate on that already posted thing, right?” (15:07)
Interlude: The Role of Authenticity in Brand Virality (09:13–12:34)
Jason and Lon riff on viral “brand baddie” trends (e.g., Staples Baddie, McDonald’s CEO TikTok flops), illustrating how individual creators and authentic content outperform corporate campaigns and pointing to why interactive, remixable content is the future of marketing.
Jason Calacanis: “She’s getting more views and has done more for the brand online than anybody in corporate who spent $10 million or $100 million ever had because she connected with people authentically.” (10:20)
Segment 2: Humanoid Robots for the Home – 1X’s Neo
Host/Special Guest: Bernt Bernick interviews Boris Radiloff (CEO, 1X)
The Shift from Industrial to Home Robotics (22:31–26:30)
- 1X began with Eve industrial robots, now pivoting to “Neo,” a lighter, more human, safer robot for homes.
- Key thesis: general labor robots must be physically similar to humans—they interact with the world and learn best when shaped like us.
Boris Radiloff: “You want to create general labor because at scale, if you look at the system at the limit, what is going to be the most reliable, the most affordable, the most intelligent, and the most helpful is going to be whatever has the largest scale.” (23:41)
Neo: Design, Embodiment, and Emotional Connection (27:10–31:56)
- Neo mimics human dexterity and employs world models for true general intelligence.
- The “companion” element is as important as labor utility—robots should foster human connection and decrease screen time.
Boris Radiloff: “There’s something quite magical about creating something that the embodiment kind of connects to us emotionally...” (31:01)
Companion Robots, Non-Dystopian Narrative (31:56–33:39)
- Robots can fill gaps for elder care and loneliness; intended as additions to the human family.
- Inspiration: Calvin & Hobbes—a new kind of companion, not a replacement for people or pets.
What Neo Can (and Can’t) Do Now (34:41–39:50)
- Early adopters will experience “rough edges,” but Neo can already do laundry, tidying, open doors, and simple fetching.
- Two operating modes: best-effort autonomy, and full autonomy via remote supervision (teleop) when user is away.
- Safety is twofold: physical (lightweight, soft hardware), and algorithmic (AI only attempts safe tasks, can predict and avoid failure).
Boris Radiloff: “If it's taking grandma's ancient vase out of the cabinet...I would probably not do it that way.” (37:34)
Learning & The World Model (41:14–44:42)
- World models allow robots to predict and simulate in 3D over time, unlike “VLMs” (vision-language models) which are like 2D snapshots.
- Training on real-world, embodied data is richer than just video or web scraping.
- Human-level embodiment is crucial for learning from human videos and experiences.
The Data Flywheel and Scaling Learning (44:42–47:34)
- More robots = more data = exponential improvement in intelligence.
- Estimate: 10,000 Neos in field would match the video upload data rate of YouTube.
- Feedback and data from initial deployments will rapidly upgrade Neo’s capabilities.
Home as Most Challenging Testbed; Manufacturing Scale (49:41–51:56)
- Home environments are more complex than factories—succeeding there means generalization everywhere.
- 1X uses an integrated, full-stack manufacturing and R&D approach (even alloys/materials developed in-house).
- Current factory in Hayward can produce tens of thousands of Neos per year; the next one will scale to hundreds of thousands.
Price Point, Bill of Materials, and Manufacturing Philosophy (53:59–57:39)
- Neo is launching at $20,000 or $500/month, designed from day one for global scale and lean material costs.
- “Nio just weighs 66 lbs...almost a third of most competitors”—think supply chain, refinement, and mass adoption.
- Unique tendon-driven motors reduce part count and require less-precise (therefore cheaper) manufacturing.
Supply Chain and Capital Needs (58:15–61:05)
- Magnetics is the biggest current supply chain risk; working to localize sourcing and production.
- $20,000 covers costs for early batches; focus is on sustainable, at-scale business model, not huge early profits.
- Fully funded to ship first batch; may raise more to accelerate deployment and training the world model.
Boris Radiloff: “It’s probably going to be one of the most impactful technologies ever...intelligence becoming general and physical is going to unblock essentially a new way of life.” (59:49)
Notable Quotes & Memorable Moments
Albert Brotherton (Nanogram):
- “I'm the business guy. I'm the hustler. Yeah, I mean I've kind of, I've been a gamer since I was six, by the way.” (07:09)
- “Per 100 likes, we're getting between 30 and 50 shares at the moment.” (19:15)
Boris Radiloff (Nanogram/1X):
- “[With AI] something that would have taken me a week back then now takes 90 seconds.” (01:56)
- “If you look at YouTube as an example, about 10,000 robots, you will be having about the same influx of data as YouTube has.” (45:42)
Jason Calacanis:
- “I think this is going to be a breakout hit.” (16:58)
Bernt Bernick (on robots in the home):
- “To me, like, sure, we have pets, that's great, but pets can't help you with dishes. And you know what, what if you're older, need help, and you're a little bit lonely? Well, we can kind of fulfill a lot of that with one device in the case of Neo. And I don't view that as dystopian at all. I view it as a way that humans are taking care of humans via Technology.” (31:56–32:25)
Timestamps for Important Segments
- 00:42–02:00 — Nanogram Overview
- 02:00–04:53 — AI Game Creation Demo & Remixing
- 05:49–06:12 — Business Model & Interactive Ads for Brands
- 07:09–07:36 — Founders’ Backgrounds
- 08:20–08:33 — Funding and Company Locations
- 14:32–15:50 — Monetization and Creator Currency
- 16:07–16:58 — Early User Growth & Metrics
- 19:08–20:21 — Sharing Games: Cultural Shift
- 22:31–26:30 — 1X: Transition from Industrial Robots to Neo Home Robot
- 31:01–31:56 — Embodiment and Emotional Design
- 34:41–39:50 — Current Capabilities & Safety in Neo
- 41:14–44:42 — Why World Models Matter for Robotics
- 44:42–47:34 — Data Flywheel & Field Scaling
- 51:56–53:59 — Manufacturing at Scale, In-Person Innovation
- 53:59–57:39 — Neo’s Price Point and Design for Affordability
- 58:15–61:05 — Supply Chain & Funding for Product Rollout
Summary
This episode spotlights two companies redefining their respective fields. Nanogram aims to make game creation as easy and viral as TikTok videos, allowing anyone to build and remix games in seconds using AI, and points to interactive, “permissionless” brand content as the next frontier. 1X’s Neo signals the dawn of affordable, general-purpose home robots, balancing real-world safety, rapid learning from use data, and an emotional design philosophy. Both are harnessing the power of generative AI and social engagement loops to create products fundamentally different from their predecessors.
If you care about the future of user-generated content, AI, and personal robotics, this episode is essential listening.