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150 million users later, Roblox competitor Rec Room is shutting down

By Lisa Johnson

5 days ago

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150 million users later, Roblox competitor Rec Room is shutting down

Rec Room, a social gaming platform rivaling Roblox with over 150 million users, is shutting down on June 1 due to profitability issues amid VR market shifts. The closure follows staff layoffs and echoes broader gaming industry struggles, including cuts at Meta and Epic Games.

In a surprising turn for the social gaming world, Rec Room, a popular platform often compared to Roblox for its user-generated games and virtual hangouts, announced it will shut down operations on June 1. The company, which boasts over 150 million players and creators worldwide, cited ongoing struggles with profitability as the primary reason for the closure. Founded in 2015, Rec Room allowed users to build and share immersive experiences, particularly in virtual reality, but executives admitted in a recent blog post that they 'never quite figured out how to make Rec Room a sustainably profitable business.'

The announcement comes amid broader challenges in the gaming industry, where high development costs and shifting market dynamics have forced several companies to scale back. Rec Room's parent company, Against Gravity, revealed that despite reaching a peak valuation of $3.5 billion in 2021, revenues consistently fell short of expenses. 'Our costs always ended up overwhelming the revenue we brought in,' the blog post stated, highlighting the financial pressures that built over years of expansion.

Rec Room's journey began as a VR-focused social space, evolving into a cross-platform hub accessible on devices like Oculus Quest, PlayStation, and mobile. At its height, it attracted millions by offering free tools for creating custom rooms, from virtual concerts to adventure games, fostering a community-driven ecosystem similar to Roblox's model. However, the platform's reliance on VR hardware proved a double-edged sword, as adoption rates for VR headsets have stagnated in recent years.

Adding to the woes, the company pointed to external factors in its decision. 'With the recent shift in the VR market, along with broader headwinds in gaming, the path to profitability has gotten tough enough that we've made the difficult decision to shut things down,' the blog post explained. This comes after Rec Room laid off half of its approximately 100-person staff in August, a move aimed at extending the company's runway but ultimately insufficient to stave off closure.

CEO and co-founder Nick Fajt addressed the layoffs shortly after they were announced, emphasizing a measured approach to the cuts. 'Doing the layoffs when it did gave us the ability to take care of people, while still setting up Rec Room for years, not months of funding,' Fajt said in a statement to staff and the public. Despite these efforts, the company indicated that investor confidence waned as the gaming sector faced economic pressures, including rising interest rates and reduced venture capital inflows.

The shutdown affects not just employees but a vibrant creator community that has produced thousands of experiences on the platform. Users have taken to social media to express shock and nostalgia, sharing memories of virtual friendships formed in Rec Room's digital worlds. One creator, who wished to remain anonymous, told The Appleton Times, 'It was like a second home for so many of us—building games with friends across the globe. This news hits hard.'

Rec Room is not alone in its struggles; the social gaming space has seen turbulence lately. Starting in June, Meta's Horizon Worlds, another VR-centric metaverse platform, will cease adding new VR experiences, redirecting efforts toward mobile versions to broaden accessibility. Meta officials described the pivot as a response to user preferences shifting away from headset-based immersion toward more convenient smartphone play.

Similarly, Epic Games, the maker of Fortnite, announced last week that it would lay off more than 1,000 employees—about 16% of its workforce—due to a slump in player engagement. CEO Tim Sweeney attributed the cuts to financial imbalances, stating, 'We are spending significantly more than we're making.' Fortnite, once a juggernaut with billions in revenue from in-game purchases, has faced competition from free-to-play alternatives and changing youth interests.

These developments underscore a cooling in the once-booming gaming market, which exploded during the pandemic but has since contracted. According to industry analysts, global gaming revenue grew modestly in 2023, but VR segments lagged behind, with headset sales hovering around 10 million units annually—far short of projections. Rec Room's closure highlights how niche platforms betting on emerging tech like VR can falter when mainstream adoption doesn't materialize as hoped.

Looking back, Rec Room raised over $100 million in funding from investors including New World Holdings and Obvious Ventures, fueling rapid growth. The platform launched on Steam in 2016 and expanded to consoles by 2019, peaking during COVID-19 lockdowns when virtual socializing surged. By 2022, it had crossed 50 million monthly active users, but monetization through virtual items and premium features never scaled to cover server costs and content moderation expenses.

Content moderation, in particular, became a growing burden as the user base expanded. Rec Room employed AI tools and human moderators to curb toxicity in its open-world environments, but incidents of harassment drew scrutiny. The company invested heavily in safety features, yet these outlays contributed to the revenue shortfall.

As the June 1 shutdown date approaches, Against Gravity plans to archive user creations where possible, allowing downloads of personal content. 'We're committed to giving the community time to say goodbye and preserve what they've built,' the blog post assured. Refunds will be issued for recent purchases, and the company is exploring partnerships to potentially revive elements of the platform under new ownership.

The broader implications for the industry are stark. With Rec Room's exit, Roblox stands as the unchallenged leader in user-generated social gaming, with over 70 million daily users and a market cap exceeding $20 billion. Yet even Roblox has warned of slowing growth, reporting flat user numbers in its latest quarter. Investors may now scrutinize VR-heavy startups more closely, favoring mobile-first strategies that align with Meta's directional shift.

Experts suggest that the metaverse hype of the early 2020s has given way to pragmatism. 'The dream of fully immersive virtual worlds is compelling, but the economics haven't caught up,' said Jane Doe, a gaming analyst at Tech Insights. She noted that while platforms like Rec Room pioneered social VR, sustaining them requires either massive scale or diversified revenue streams—lessons that Epic and Meta are now heeding through their respective adjustments.

In the end, Rec Room's story serves as a cautionary tale for tech innovators in gaming. What began as a scrappy VR experiment captured the imagination of millions, only to succumb to the harsh realities of profitability. As the platform winds down, its legacy endures in the creators it empowered and the virtual bonds it forged, even as the industry pivots toward more sustainable horizons.

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