Five years ago, investor Katelin Holloway made what she calls a “literal moon shot” investment. A founding partner of the generalist venture firm Seven Seven Six admits she and her team had “no clue” what rocket company Stoke Space was talking about when they pitched the firm on its reusable launch technology. “We knew full well we were not the specialist,” she says.
Since then, Holloway has also invested in Interlune, a company planning to harvest helium-3 from the moon and sell it back to Earth for quantum computing and medical imaging applications.
Holloway is well aware of the skepticism these bets might attract. At the same time, her journey from space novice to investor reflects a broader change in venture capital, as VCs without aerospace engineering degrees increasingly back space startups. In fact, global venture investment in space technology reached $4.5 billion across 48 companies as of July, according to PitchBook; that’s more than four times the amount that space startups attracted in 2024.
What’s driving this trend? For starters, SpaceX and other companies have substantially reduced launch costs, making space accessible to founders with applications-focused business models. “We are literally as a species sitting on the precipice of space becoming part of our day-to-day lives,” Holloway told this editor in a recent episode of TC’s StrictlyVC Download podcast. “And I truly do not think the world understands that or is ready for it.”
That has allowed VCs to look past companies that build rockets to startups that use space-based data and infrastructure for new applications like climate monitoring, intelligence gathering, and communications. They’re also betting on orbital logistics, in-space manufacturing, satellite servicing, and lunar infrastructure development. Companies like Interlune represent this new category. For investors like Holloway, the appeal often lies at the “space tech meets climate tech” intersection, meaning startups that want to avoid repeating Earth’s environmental mistakes in space.”
Geopolitical tensions are also making defense-related space startups attractive because China’s rapidly advancing space capabilities are driving increased U.S. investment. VCs can be a nervous lot, and defense spending – knowing the U.S. government provides a reliable customer base and validation for emerging technologies – gives them greater confidence in the commercial viability of space ventures. At the Department of the Air Force Summit in March, Defense Secretary Pete Hegseth said, “I feel like there’s no way to ignore the fact that the next and most important domain of warfare will be the space domain.”
Numerous U.S. defense-focused space startups closed sizable rounds this year, including military-class orbital systems developer True Anomaly, which announced a $260 million Series C led by Accel in July; and satellite manufacturer K2 Space, which is right now working on its first government mission and closed a $110 million round in February co-led by Lightspeed Venture Capital and Altimeter Capital. The defense angle adds sheen to space investments that might otherwise seem too risky. Indeed, Holloway notes that helium-3, the gas that Interlune plans to harvest, has national security applications, too, including detecting nuclear weapon movements.
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AI is creating even more momentum, including at the intersection of geospatial analytics and intelligence. In March, for example, the first satellite launched from Fire Sat, a partnership between Google, nonprofit Earth Fire Alliance, and satellite builder Muon Space designed to detect wildfires from orbit. The collaboration, announced last year, plans to deploy more than 50 satellites specifically built for wildfire detection. Earth imaging operator Planet Labs has also teamed up with Anthropic to analyze Earth observation data.
Perhaps most remarkably, the timetable for returns on these investments has shortened to a surprising degree. Traditional space companies required decades to generate returns, but today’s VCs believe they can achieve liquidity within standard 10-year fund horizons. “Our fund model hasn’t changed, so we still have a 10-year horizon,” Holloway explains. “We would not have made this investment if we did not think we could create outsized returns within 10 years.”
That kind of schedule sounds ambitious, but the public markets certainly seem receptive to these new space companies. Space infrastructure company Voyager listed in New York in June with a $1.9 billion market cap and closed its first day up 82% from its IPO price. (Its shares have since fallen roughly 45%.) The 48-year-old space systems manufacturer Karman Space & Defense opened 30% above its listing price in February. (Its shares have risen nearly 60% more since then.)
For Interlune, Holloway envisions potential exits including strategic acquisitions by aerospace or defense giants, energy company purchases, or even a government buyout given the national security implications that she describes.
All these converging forces – cheaper launches, defense spending, AI applications, and compressed timelines for returns – are reshaping who can invest in space. Holloway’s background – from public school teacher to Pixar script supervisor to Reddit’s VP of People & Culture to venture capitalist – highlights the broader skill sets these companies actually need. While she’s self-effacing when it comes to helium-3 harvesting physics, she brings operational chops.
“At the end of the day, a company is a company,” she says. “If you’re bringing humans together to build something hard, you need someone with a background in building strong companies.”
Whether the approach will pay off remains to be seen. The space economy is still mostly untested at scale, and many of these ambitious ventures face technical and regulatory hurdles that more traditional software startups have never encountered. But as more generalist VCs like Holloway place their bets, space is beginning to look less like a specialized niche and more like another buzzy sector where, if you have the operational know-how, you don’t need an aerospace engineering degree.
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![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)

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