Wishlist 180 day restriction
Hi everyone, I’m currently planning the roadmap for my upcoming title, targeting a Q1 2027 release. I’m looking to start building my community and capturing wishlists now to ensure a strong launch, but I’ve just discovered the 180 day restriction for "Coming Soon" listings on the Horizon Store. Steam's philosophy is to get your store page up as early as possible, sometimes years in advance, to get as many wish lists as possible. This allows indie devs to funnel all social media and press traffic to a single source from day one. With the current Meta policy, I have to wait until late 2026 to even have a presence on the Store. Any hype generated now has nowhere to go on the platform, forcing me to use third-party tools (Discord/Email) which have much higher friction for users than a simple "Wishlist" button on their headset. My questions for the community and Meta team: Is the 180 days just a suggestion and really I could submit a page now? If not, what is the internal reasoning for this limit? I can see a possible issue with vaporware, but I've already sunk a lot of work into my project (which I hope shows in the screen shots and video), and I would not want to give up on it now. How are other devs handling long-term "wishlisting" when the platform itself blocks the page until 6 months before launch? I’d love to understand the strategy here, as it feels like we are losing out on a lot of early organic discovery compared to other platforms. Thanks!19Views0likes1Comment(Resolved) Meta Quest mobile app disables Oculus Go. Setup stucks at "Health and Safety".
Update March 27th: The build 260 is available. https://apps.apple.com/us/app/meta-quest/id1366478176 ----------- Update March 25th: Meta Store support told me that the latest mobile app Version 259 was released with a fix to resolve the issues described in this thread. So, the resolution was given officially. Thank you Meta for the fix, and thanks everyone in this thread as your voices indicated how this issue was significant. 😄 ---------- During setup of Oculus Go by Meta Quest for iOS Version 257.0.0.9.106, I could not play "Health and safety" video, although I pressed "Watch Video" button. As a result, I cannot complete setup my Oculus Go. How do I proceed with the next steps? I also tried the setup by Meta Quest for Android, but the symptom is all the same. Version 258.0.0.9.109 released on Marth 13th also show the same symptoms. Still the setup fails and the headset becomes useless. I can click "Continue" button. But all the three links are inactive. As the video never starts, I cannot complete the setup. My headset becomes a photoviewer of single image prompting me to grab smartphone.Solved41KViews12likes145Comments🎥 Fast Essentials: Turn Your Game Into a Content Machine
Without the right capture strategies, your gameplay footage might not be showing your app in the best light. Join Start Mentor Tevfik as he breaks down how to use the LIV Camera Mod to capture cinematic angles and social-ready footage. Stop struggling with raw headset crops and start generating the high-quality content you need for TikTok and YouTube. Join on Zoom204Views0likes5CommentsIs there a way I can fix this "Request Not Completed" issue on the meta store?
I currently bought a meta quest 3s a few days ago, and then I tried to buy some games just to realized it wasn't processing the purchase but rather would show an notification that says "Request Not Completed We noticed something unusual and, for your security, this request couldn't be completed. Please try again later, or visit our Help Center." I've contacted their customer service but still hasn't got anything that solved my issue with this, is there anyone here who got a solution for this? I would appreciate it2.5KViews2likes14CommentsBuilding a VR Burr Puzzler: Interlocked
Hi everyone! For a while now I've been working on a burr-puzzle mechanic in VR, specifically for Meta Quest. I finally have a trailer and a playable and I want to share some initial thoughts: The game is called Interlocked: Puzzle Islands, and it's based on a Flash(!) and a mobile game mechanic I did a while back. The new game revisits this concept in VR with new visuals, a little story arc, and 30 licensed puzzles by burr puzzle designers from around the world. And I was lucky enough to ship the game to the Meta Quest Store along with the VR Games Showcase! It was awesome seeing it during the live stream. The main struggle at the moment is building a community around the game. I had to put future updates on hold (hand tracking, puzzles packs, etc.) until I figure this one out. I've been getting positive feedback overall, including a review from UploadVR, but it's hard to get traction in this niche for a single player game. I'm well aware discoverability is always a challenge, but I'd be super interested to hear how other devs manage building a community around single player Meta Quest games and learn more. What are some best practices for a Meta Quest Store game? Interlocked: Puzzle Islands- https://www.meta.com/en-gb/experiences/interlocked-puzzle-islands/7115743118544777/ Thanks!
43Views0likes2CommentsError while making a purchase: Feature unavailable
I can't purchase anything on the Meta Store anymore. It used to work just fine. My last successful purchase was on January 11. But then it just stopped working and whenever I try to buy anything, I get an error message: "Feature unavailable Your request could not be completed. This feature is currently not available to you. Please try again later." I already contacted support and have an open case, but I've been having back and forth with them for a week now and nothing they do seems to help. It's the same on all devices: headset, phone, pc. The same with three different payment methods. No restarting, clearing cash, fresh logins, incognito mode, vpns. Nothing works. Support said they had made some changes to my account and now it should work, like three times. And to make sure changes apply to wait 24 hours. Again I did that and nothing helped. I found threads on reddit and here with the same issue, and nothing seems to work, and support couldn't help in any case. So, I've bought my meta headset in the store, and I can't just buy games anymore? What should I do?337Views0likes17CommentsIssue with users switching to Beta/Alpha channels and back to LIVE.
I am hearing a few cases form our users that have issues updating our application after switching from either Beta or Alpha, back to the LIVE version. It will sometimes not update even with a full reinstall. Are there any other developers here experiencing this issue of forcing the application to upload to the selected release channel?84Views0likes2CommentsWhat VR Developers Can Learn From Animal Company’s Viral Growth
In the past, growing a game meant running ads, contacting influencers, and pushing constant updates across social media. Today, the growth dynamic is shifting. Some of the fastest-growing games are not succeeding because they post more marketing content. They are succeeding because their gameplay naturally creates content that players want to share. One of the most interesting recent examples of this approach is Animal Company, a VR title that achieved remarkable organic growth in a short period of time. Within its first six months, the game reportedly generated: 1B+ TikTok views ~500,000 peak daily active users 9× growth in paying users Instead of relying heavily on traditional marketing channels, the game’s design itself became the marketing engine. For VR developers, this case offers several valuable lessons. I will share them in this blog post. 1. Design for Watchability, Not Just Playability Game developers traditionally optimize for playability: mechanics, progression, difficulty, and retention. But in today’s attention economy, there is another critical design factor: Watchability. Watchability means designing moments that are entertaining even to someone who is not playing the game. Animal Company’s gameplay consistently produces moments that work well on platforms like TikTok, Reels, and Shorts. These moments often involve: chaotic multiplayer interactions unexpected physics outcomes exaggerated emotional reactions social improvisation between players When these moments happen in VR, they are naturally clipped and shared by players. The result is organic discovery. Players become marketers simply by sharing their gameplay experiences. 2. Social Chaos Creates Shareable Moments Many successful VR experiences lean heavily into social unpredictability. Animal Company embraces this philosophy by building systems that encourage chaotic, funny, or surprising interactions between players. These include elements like: physics-driven movement expressive avatars playful or comedic animation systems environments that encourage experimentation The goal is not to script funny moments. The goal is to create conditions where funny moments are likely to happen. When these unpredictable situations occur, players instinctively record and share them. 3. Emotional Reactions Translate Well to Video VR has a powerful advantage compared to traditional games: embodied reactions. When players are immersed in VR, their responses are often more physical and emotional. Animal Company leverages this by using: spatial audio cues environmental tension sudden encounters or surprises These mechanics create intense player reactions — screams, laughter, panic, excitement. For social platforms, these reactions are extremely compelling to watch. A viewer might not fully understand the game mechanics, but they instantly understand someone screaming in VR. That emotional clarity makes clips far more shareable. 4. Turn Players Into Performers Another key idea behind the game’s success is treating environments as stages rather than just levels. Players are given tools and systems that allow them to perform: comedic skits stunts chaotic multiplayer challenges improvised social moments In other words, the game encourages players to create content inside the game world. This transforms the typical player into something more powerful: a content creator. And when hundreds or thousands of players begin creating content, the game’s reach expands far beyond the original player base. 5. Build a Creator Ecosystem Games that grow through social media often develop strong relationships with their most active creators. Animal Company reportedly implemented an invite-only creator space within its community — a Discord group where top creators can communicate directly with the development team. This type of ecosystem has multiple benefits: Creators receive recognition and support Developers gain direct feedback from influential players The community feels more connected to the game’s evolution Over time, this creates a feedback loop where creators help drive discovery, while the developers support the creators’ ability to produce content. 6. Community Feedback as a Development Engine Another notable aspect of the game’s development approach is its responsiveness to the community. Frequent updates and a close relationship with the player base allow developers to quickly react to emerging ideas, memes, or trends within the community. When players feel that their ideas can influence the game, they become more engaged — and more invested in the ecosystem surrounding the game. In many cases, community culture becomes just as important as the gameplay itself. 7. Monetization After the Community Forms One of the most interesting strategic choices was delaying monetization early in the game’s lifecycle. Rather than introducing monetization immediately, the focus was first placed on strengthening the social gameplay loop and building a loyal community. Once players were emotionally invested in the game and its culture, customization options and cosmetic purchases became more attractive. This approach often leads to healthier long-term monetization because spending is driven by expression and identity, not pressure. The Bigger Lesson Animal Company highlights an important shift in how games grow today. Successful games are no longer only designed to be fun to play. They are designed to be fun to watch. When gameplay naturally produces moments that players want to share, marketing becomes embedded directly into the experience itself. Instead of competing purely through paid acquisition, games can grow through the creativity of their own communities. For developers, this raises an important design question: If a player records 30 seconds of your game, would someone else want to watch it? If the answer is yes, you may already have the foundation for organic growth. If you're interested in learning more about designing games that generate shareable content, I’ll be discussing practical strategies and examples in my upcoming session: Craft Social Content Players Want to Watch | Growth Series, Part 2 📅 March 13, 2026 🕚 11:00 AM PDT Looking forward to seeing other developers there and continuing the conversation around how games and creators can grow together.70Views0likes0CommentsI Built My Social Media Wrong — 10 Mistakes XR Developers Should Avoid
When developers ask how to grow their social media, they usually expect tips about algorithms, marketing tricks, or viral content. But after working on several VR projects and building communities around them, I realized something much simpler: Most growth problems don’t come from the lack of marketing knowledge. They come from basic mistakes developers make early. I made many of these mistakes myself. So instead of sharing “best practices,” I want to share the mistakes I see developers make most often when trying to build a social media presence around their game. If you avoid these, your growth will already be much easier. Mistake #1 — Starting Social Media Too Late A very common pattern: Developers spend 1–2 years building a game in silence, then suddenly create social media accounts when the game is almost finished. At that point, they realize something uncomfortable: No one knows they exist. Building an audience takes time. Sometimes, a lot of time. Social media works much better when the audience grows with the project, not after it. Sharing development early allows people to feel like they are part of the journey, not just customers at the end. Mistake #2 — Trying to Be Everywhere Many developers try to be active on: Twitter / X YouTube TikTok Reddit LinkedIn Discord Very quickly, this becomes overwhelming. The result is usually: inconsistent posting burnout abandoned accounts It’s much better to focus on one or two platforms first and build consistency there. Growth usually comes from depth, not from being everywhere. In my experience, initially, TikTok and YouTube are enough to get started. Mistake #3 — Only Posting Big Announcements Another common mistake is treating social media like a press release channel. Posts look like this: “We are excited to announce our new update!” Then nothing happens for weeks or months. Social media platforms reward consistency, not occasional announcements. Small updates often perform better than big ones: a new mechanic a funny bug a quick gameplay clip a design question These small posts help build ongoing momentum. Mistake #4 — Posting Like a Company Instead of a Human Developers sometimes try to sound “professional.” Posts become very formal and corporate: “We are pleased to introduce our latest feature update.” But social media works differently. People follow people, not companies. A much more engaging approach is simply sharing the real development experience: things that worked things that failed experiments funny bugs Authenticity is far more powerful than polish. Mistake #5 — Waiting Until Things Are Perfect Many developers hesitate to post because something feels incomplete. The UI isn’t final. The animation is temporary. The mechanic still needs work. So they wait. But in reality, social media often rewards process over perfection. Players enjoy seeing: prototypes early ideas weird experiments development struggles These moments make the project feel alive. Mistake #6 — Ignoring Short-Form Video Today, many discovery systems are driven by short video formats: TikTok YouTube Shorts Instagram Reels For games, these formats work extremely well because gameplay is naturally visual. Even very simple clips can perform well: a 10-second gameplay moment a surprising mechanic a funny physics bug Short-form video has become one of the easiest ways for people to discover new games. Mistake #7 — Having No Clear Identity Sometimes developer accounts post a mix of unrelated content: random screenshots occasional updates unrelated thoughts sporadic announcements From the outside, it’s hard to understand what the account is about. Clear identity helps a lot. For example: a VR physics developer a social VR sandbox creator An indie experimenting with weird mechanics When people understand what you are building, it becomes easier for them to follow the journey. Mistake #8 — Forgetting the Community Loop Social media becomes much more powerful when it is not one-directional. Instead of only posting updates, invite players into the process. Simple questions can create engagement: “Which vehicle should I add next?” “What is missing from this map?” “Which mechanic feels more fun?” These interactions help players feel like co-creators, not just spectators. Mistake #9 — Not Creating a Community Space For games, especially, social media is often just the beginning. Platforms like Discord allow players to: give feedback share ideas create content connect with each other Without a community space, many players disappear after discovering the project. With one, they can become long-term supporters and contributors. Mistake #10 — Expecting Fast Growth This may be the most important one. Social media growth is usually slow at the beginning. It often looks like this: Month 1 → a few followers Month 6 → a few hundred Month 18 → real traction Growth compounds over time. Consistency matters much more than quick results. Final Thought If there is one lesson I learned while building games and communities online, it’s this: Social media works best when it reflects the real development journey. Not just the highlights. The experiments. The mistakes. The weird prototypes. Ironically, the moments that feel the least “polished” are often the ones people connect with the most. If you are building something in XR right now, I’d be curious to hear: What social media mistake have you made while developing your project? Let's discuss!121Views0likes0Comments