Meta is founded on experimentation. It’s always been part of our DNA, and it’s how we test, learn, and improve things over time. Sometimes, we knock it out of the park. Other times, we get things wrong. And when we do, we look at the data, take in feedback, make decisive adjustments to our business strategy, and keep building.
We’ve recently made some pretty big changes, including right-sizing our Reality Labs investment to ensure that our efforts remain sustainable over time. We’ve been in this space for over a decade, and we aren’t going anywhere. We’re in it for the long haul.
Shifting Focus
Our goal remains constant: to empower developers and creators as they build long-term, sustainable businesses. We used to have a pretty well-defined audience for VR, but as we’ve grown, we’ve attracted new audiences — who want different things — and the onus is on us to make sure that each of these distinct groups can find the apps and games that appeal to them.
That’s why we’re changing our roadmaps to increase your chances for success. We’re explicitly separating our Quest VR platform from our Worlds platform in order to create more space for both products to grow. We’re doubling down on the VR developer ecosystem while shifting the focus of Worlds to be almost exclusively mobile. By breaking things down into two distinct platforms, we’ll be better able to clearly focus on each.
Doubling Down on VR
As our CTO and Head of Reality Labs Andrew “Boz” Bosworth recently acknowledged, the VR industry hasn’t grown as much or as quickly as we’d hoped. But it is growing — thanks to the years of dedication and creativity from the developer community. It’s no secret that we’re still in the hardware game. We have a robust roadmap of future VR headsets that will be tailored to different audience segments as the market grows and matures. And Meta remains the single biggest investor in the VR industry. Why? Because we believe in VR as a critical technology on the path to the next computing platform.
Meta Quest is the biggest player in the VR space, leading the Total Addressable Market by a wide margin.* We had a tremendous holiday season that was on par with our 2024 results — all despite the fact that we didn’t launch any new devices for the year. Total payment volume on the platform remained similar year-over-year in 2025. Out of all our revenue streams, we saw a significant increase in in-app purchases (+13%). Though premium app sales still lead total revenue, in-app purchase revenue is growing very quickly. Meta Horizon+ hit over 1 million active subscribers in 2025 and now boasts a games catalog of 100+ titles.
To continue driving growth of the VR platform moving forward, we’re focused on supporting the third-party developer community and sustaining our VR investment over the long term. While we’re proud of the world-class work from Oculus Studios over the years, among 1P and 3P apps, 86% of the effective time people spend in their VR headsets is with third-party apps. We’ll continue to support the third-party community through strategic partnerships and targeted investments — as we have since the beginning.
In 2025, we invested nearly $150 million in VR developer programs, including our Start Developer Competition. And we’ve seen some notable success stories on the platform. New releases like HARD BULLET, The Thrill of the Fight 2, and UG earned millions in revenue showing that a mix of genres have an audience on Quest. From funding individual titles and providing new educational opportunities and resources to case studies, consultations, and more, we’re committed to helping the third-party developer community grow, thrive, and better understand VR consumers over time. We know clarity is critical, for you and your business. And to have a chance at success, you need to know who you’re building for.
Our consumer base continues to expand and evolve, from VR elites to teens and young adults. We also continue to see casual adult consumers who gravitate toward entertainment and enjoy streaming their favorite shows, movies, and sports. This group enjoys hand tracking and is interested in games and experiences that don’t require controllers. We expect this category of experiences to expand over time.
A Better Platform for Developers
We heard your feedback loud and clear, and after a year of collecting data and running experiments, we agree. We’re removing individual worlds from our store shelves in VR, and we’re separating worlds from the Store in our mobile app. This change should result in more impressions for apps on the store.
We know it’s important that we make it as easy as possible to build for Quest while also delivering tools that help you monetize and engage your audiences. That’s why we built new monetization tools like season passes and featured bundles. We’ve also improved discoverability, adding new entry points like the “Deals” tab while continuing to improve how we match people with apps and games. And we’ve introduced and improved engagement features, adding comments and other new features to Dev Posts, introducing Developer Profiles, and dramatically improving the analytics on our platform to help you better reach and understand your audience.
We want to make Quest a better home for developers all around. We’ll double down on our focus on software quality and make it easier to build with us. We’re committed to improving platform quality and stability as we go. We have a long list of projects to continue improving developer efficiency alongside monetization and discovery tooling in 2026. And with the launch of Feedback Center and its voting board, we’re making it easier to share your feedback and understand how your requests are tracking.
With this narrower, more targeted focus on our VR platform, we’ll do fewer things — and do them better — in lock-step with the rate of growth in the ecosystem.
A New Focus on Mobile Worlds
We started Worlds for VR with a small crew of dedicated creators who set out to build immersive experiences on their own. Last year, we began to experiment with Worlds as a mobile platform, and we saw positive momentum. Now, to truly change the game and tap into a much larger market, we’re going all-in on mobile.
We’re in a strong position to deliver synchronous social games at scale, thanks to our unique ability to connect those games with billions of people on the world’s biggest social networks. You saw this strategy start to unfold in 2025, and now, it’s our main focus.
Thanks to our 2025 Creator Fund, we’ve grown mobile-only worlds from 0 to 2,000+ over the last year. Top creators like Do Big Studio have joined the program, bringing with them engaging worlds like Steal a Brainrot. We grew mobile MAU over 4x in 2025, and creators are finding success on the platform. In fact, four creators have hit the $1 million milestone in lifetime revenue, and nearly a hundred earned six figures last year.
These developers succeeded despite our early mobile runtime. With the introduction of Meta Horizon Studio and Meta Horizon Engine, which were custom-designed for this purpose, we expect the next wave of mobile worlds to look better, load faster, and retain people for longer. And we’re excited to make Horizon Studio available to even more people in the coming months.
Changing for Good
Being on the cutting edge means embracing change. We’ll continue to innovate. We’ll continue to iterate, moving fast and learning as we go. And we’ll continue to listen to your feedback as we navigate uncharted waters.
We’ll also remain transparent, with a focus on clear communication and education — helping developers and creators better understand who our consumers are so they match their skillsets to the right groups.
There’s a well-worn saying here at Meta: “This journey is 1% finished.” We look forward to tackling the next 99% with all of you.
We’ll see you at GDC.
*Source: Circana, LLC, Retail Tracking Service, US, VR Headsets, Unit Share, 12 ME Dec 2025.
Get the latest updates from Meta Horizon.
Get access to highlights and announcements delivered to your inbox.