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!2Views0likes0CommentsWhat 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.19Views0likes0CommentsI 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!85Views0likes0Comments🎊 Live Events | When, Why & How
Looking for ways to keep players engaged and coming back to your app? Join Gabe Heiland, Meta Growth Insights Specialist for a practical workshop on designing and implementing live events in your VR games. This session will cover how to make focused changes to gameplay activities and rewards that drive player acquisition, boost retention, and increase monetization in live games. Join on Zoom34Views0likes0CommentsShorten Time-to-First-Dollar with Meta Horizon Launch Tools
Launching an app on the Meta Horizon Store is multi-faceted; it doesn’t just start on the day of publish. In fact, what you do prior to shipping your app on the Meta Horizon Store is more important than ever, and it demands a strategic launch that’ll help you stand out. A strong pre-launch makes titles easily discoverable before Day 0 and helps sustain momentum afterward. When discoverability is treated as an afterthought, developers tend to face an uphill battle for visibility post-launch. That’s why we’re excited to highlight our new video-enabled educational playbook, designed to help you think about different pre-launch strategies while you're still building and show how to generate anticipation, gather feedback, and drive early adoption. Below, we highlight each launch feature you can leverage, along with a recommended “Golden Path” sequence for effective pre-launch strategies to help you cut your time-to-first dollar. You’ll also get to hear from some other developers who have had success launching with these tools. Let’s dive in. Launch Features: Your Toolkit for a Strong Debut Meta provides a suite of launch features to help you maximize your app’s visibility and success. Here’s how you can leverage each tool: Playtesting: Gather early feedback while you’re still building Playtesting gives you a private space to gather feedback from real users. It’s your chance to validate gameplay, comfort, and performance early so you can refine with confidence. You can think of it as a small, closed test (more like micro-beta) that gives you a read on user preferences, validates core mechanics, and surfaces issues that only show up in the wild. Pro Tip: Start playtesting as early as possible—even before your app is polished. Respond to written reviews to build trust and show you’re listening to your community. "By carefully limiting access during early playtesting for UG, we were able to validate game mechanics, iterate on in-app purchase pricing, and fine-tune the experience to hit our target session length and other critical metrics. That data directly informed our go-to-market strategy. Ultimately, it’s not about whether the studio loves the game; it’s about whether players do. Testing early and often made all the difference." - Spencer Cook, CEO, Continuum "Trusted testers are worth their weight in gold. I’ve seen time and time again the power of having five to ten highly-engaged players playing directly with the developers, and I’d take this over a disparate group of thousands of players any day. The earlier this happens, the better the chances of launch success because our development decisions are grounded in real behavior and not our own assumptions about what players want." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) Coming Soon Pages: Generate anticipation within 180 days of launch Building out a coming soon page lets you showcase your app up to 180 days before launch to help build excitement and provide users with an opportunity to wishlist your title. Keep in mind that a coming soon page is best for capturing interest, not creating it. Most visibility and growth will come from your own marketing efforts off-platform, like social posts, trailers, and community engagement. Pro Tip: A/B test your store assets (key art, trailer, description) to see what resonates with your audience. "The single biggest determinant of a game’s success is pre-marketing. Whether that’s on socials, or Coming Soon pages, you need to be able to drive your community to take an action like signing up for email alerts or a Discord community." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Across titles like Starship Troopers VR, Hitman 3 VR, and BEATABLE, the Coming Soon page helped us inform our community and influencers early while capturing wishlists. It’s become a key tool for building awareness and demand well before launch." - XR Games Pre-orders: Secure early sales within 90 days of launch Pre-orders enable users to purchase paid apps up to 90 days before launch, while providing developers with a convenient way to convert interest into committed downloads and generate revenue before release. You’ll need a price, description, and marketing assets to set up pre-orders. "Offering pre-orders for Hitman 3 VR: Reloaded significantly increased launch-day sales by concentrating demand and excitement ahead of release. It gave us a much stronger day-one performance than previous launches." - XR Games Early Access: An open beta for ongoing refinement Launching your app with an Early Access label tells users that it’s still in development, but it also enables you to reach a broader audience, gather real feedback, and allow space to continue refining your app pre and post-launch. Apps best suited for Early Access are stable and enjoyable, but not fully polished. Remember, this is still your only chance to make a first impression, so consider carefully whether your app is ready for an audience. This feature can be especially beneficial for free-to-play (F2P) apps, where lowering the barrier to entry helps you reach more players and build momentum. And since the app is free, users tend to be more forgiving in their reviews. If you utilize the Early Access label, it is your responsibility to communicate what it means to your users. Pro Tip: Once you remove the Early Access label, it’s permanent—plan your transition carefully. "Early access let us grow a passionate community while we were still shaping the game. Their feedback sharpened our priorities and their enthusiasm created a foundation for us to build around." - Johnny Wing, General Manager, Orion Drift "Early access is fundamental to community building and game success. Of course it helps surface critical bugs early on but more importantly it creates a core group of highly invested players. The Quest Store thrives on the network effect. Players want to be the first to discover a game and be the one to recommend it to their friends and take a massive pride in discovering something early." - Kyle Joyce, CEO, Enver Studio (Scary Baboon) "Early access for BEATABLE was critical in building a passionate community before launch. It created early advocates who helped amplify the game organically the moment we went live." - XR Games The Golden Path: Putting it all together for a recommended launch sequence The Golden Path launch sequence can set you up for maximum exposure, interest, and conversions. Using each of these features we’ve covered today sequentially can put you on the path to build an audience early, sustain momentum, and set your app up for a strong debut. In the graphic above, you can see a recommended cadence on when to start leveraging each feature. Remember, this is just a recommendation; you can define your own strategy and determine what makes the most sense for your title. "Meta has created flexible launch paths that let developers choose what best fits their game. For UG, Early Access was the perfect way to set expectations around polish, bugs, and our roadmap toward a full future launch. It invited players to join us early, get excited about the vision, and actively influence what UG is becoming. This approach let us build hand-in-hand with our community and even helped spark a wave of user-generated content as players documented the game’s growth from its earliest days." - Spencer Cook, CEO, Continuum Incentivization and Best Practices Know your audience: We’ve broken down key audience behaviors and motivations that can help you plan effective content and marketing strategies for your VR apps. Reward early adopters: Offer exclusive content, discounts, or early access perks to wishlisters and pre-order customers. Leverage off-platform marketing: Most momentum comes from your own efforts—use social media, communities, and events to drive awareness. Communicate clearly: Use Developer Posts and direct messaging on platforms such as Discord to keep your audience engaged and informed. Measure and optimize: Use integrated analytics to track what’s working and adjust your strategy in real time. Ready to launch? Start building momentum today Don’t let your launch be just another date on the calendar. Utilize launch features and our new resource guide to build momentum, engage your community, and set your app up for lasting success.80Views0likes1CommentI Almost Overdesigned My VR Game to Death
There’s a phase in game development that nobody really warns you about. It’s not the “I can’t code this” phase. It’s not the “I ran out of money” phase. It’s not even the “no one is playing my game” phase. It’s when your own ideas start overwhelming the game. That’s where I found myself recently. I have a Social VR game currently live on the Meta Horizon Store. And this is my story about how design — not bugs — became my biggest struggle. The Dangerous Kind of Productivity After publishing my game (3 months ago), the early months were manageable. There were bugs to fix. Core features to improve. Community expectations were still forming. But as time passed, growth slowed. And I felt stuck. Not because I had no ideas. Because I had too many good ones. New abilities Leveling systems Advanced control modes More immersive camera options Dynamic AI creatures Lore layers Progression trees World events Each one is exciting. Each one is defensible. Each one “adding depth.” And each one is making the game heavier. From the outside, it looked like progress. From the inside, it felt like friction. VR Makes It Worse In VR, every feature multiplies complexity. A new ability isn’t just a new mechanic —it affects comfort, cognitive load, UI clarity, and social balance. A new camera mode isn’t just visual —it changes perception and can introduce motion discomfort. A new progression system isn’t just numbers —it affects motivation, fairness, and retention. Everything touches everything. And when you stack systems without tightening the core, the experience starts to blur. The Subtle Identity Drift The scariest question I had to ask myself was: What is this game actually about? Is it skill-based? Is it social? Is it progression-driven? Is it a sandbox? Is it competitive? Is it experimental? When you add features faster than you refine your foundation, your game slowly loses its center. Not dramatically. Just enough that every new decision becomes harder. That uncertainty is exhausting. The Ambition Trap Overdesign often comes from passion. You care. You want your game to stand out. You want depth. Growth. Surprise. So you build. And build. And build. Until one day you realize you’ve created something impressive… but unclear. Complexity Feels Like Depth — But It Isn’t This was the lesson I had to learn: Depth comes from mastery of a strong core. Complexity comes from stacking. They are not the same thing. A single mechanic refined to excellence will carry a game further than five half-polished systems competing for attention. Especially in VR, where clarity of experience is everything. The Turning Point My shift wasn’t about cutting ideas. It was about asking a harder question before adding anything new: Does this strengthen the core loop? Not: “Is this cool?” Not: “Will players like this feature?” Not: “Will this make the game deeper?” But: Does this make the core experience clearer and stronger? If the answer wasn’t obvious, it didn’t belong — at least not yet. The Real Struggle Isn’t Technical Most developers think the hard part is engineering. In my experience, the real struggle is restraint. It’s saying no to good ideas. It’s choosing focus over ambition. It’s realizing that sometimes your game doesn’t need more mechanics. It needs a sharper identity. The Second Mistake: Retention Here’s something even harder to admit. After refocusing the core, I made another mistake. I didn’t give players a strong enough reason to come back. Clarity alone is not enough. Players need: progression competition meaningful goals something to improve at A strong core gets them in. Retention systems keep them returning. Balancing simplicity and long-term motivation is the real design challenge. If You’re Feeling Overwhelmed If your project feels heavier every week… If every feature you add creates two new design problems… If you keep “improving” the game but feel further from clarity… You’re not alone. You’re not bad at design. You might just be overdesigning. And that’s usually a sign you care. What I’m Learning Simplicity is not a lack of ambition. It’s disciplined ambition. I almost overdesigned my game to death. Now I’m learning that the strongest games aren’t built by stacking ideas. They’re built by protecting the core — and then carefully layering systems that support it. That lesson might be the most valuable part of this entire journey. If you’re building something in VR right now: What are you struggling with the most? Clarity? Retention? Scope? Motivation? Let’s talk.84Views1like0Comments📈 Build Your Social Media Foundation | Growth Series, Part 1
Strong social foundations dramatically increase a project’s long-term visibility and player adoption. Join Start Mentor Tevfik in this session to learn effective strategies VR developers can use to establish scalable social channels early: platform selection, brand consistency, content positioning, and structural decisions that enable organic growth over time Join on Zoom76Views0likes0CommentsAvitar Clothing at no cost
We are a non-profit organization for a 50+ community. Our volunteers are requesting specific clothing so they can be identified as hosts and/or trainers at events. I am an MHCP member and the President of the organization. Is it possible for me to create a members only world and only add those specific folks to that world and then create a quest so that when they enter the world they do 1 task such as just enter the world and they "win" their designated shirt? They saw this happen recently in another world so are requesting IF I can make this possible for them. These would be logo'd shirts specific to our 500+ member community. And most importantly only to a small number of our volunteer folks. They will not be sold in any clothing shop or in a public world.23Views0likes1CommentMake payments in euros or choose our payment amount
Hello, I'm a VR game developer on the MetaQuest Store and I have a European bank account in euros. Currently, Meta's payments to developers are in dollars and are automatically triggered once the amount reaches $100. The problem is that for dollar payments, European banks take a hefty commission (between €15 and €30 minimum per transfer). We lose a lot of money this way. Would it be possible to implement euro payments or at least allow us to choose the minimum payment amount? (to reduce the bank commission) Thank you33Views0likes1Comment