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Meta Quest usage reaches “all-time high” in 2025 despite studio closures and layoffs

Meta Quest usage reached an all-time high in 2025, according to figures shared by Meta’s director of games, Chris Pruett. More than 100 titles generated over $1 million in gross revenue, while in-app purchase sales and subscriptions also grew. The results came as the company continued investing in virtual reality amid studio closures and layoffs.

Image credit: Meta

Meta Quest usage and revenue in 2025

Speaking at this year’s GDC Festival of Gaming, Pruett discussed the platform’s performance and Meta’s ongoing investment in VR. The figures point to a broad range of commercially successful titles: more than 100 games and apps each surpassed $1 million in gross revenue.

In-app purchase revenue increased by more than 10%. Premium app sales remained the largest revenue driver, and the number of apps earning at least $500,000 through in-app purchases rose by 20%.

For readers comparing these figures, it is useful to distinguish app sales from in-app purchases and subscription revenue. They represent different ways developers earn money, and growth in one category does not necessarily mean every title or creator saw the same results.

Subscriptions and developer payouts

Subscription revenue grew by double-digit percentage points, although subscriptions still made up a relatively small share of the overall ecosystem. The source noted that subscriptions were largely not connected to video games.

Meta Horizon+ passed one million subscribers and paid participating developers nearly $20 million. These figures offer a separate measure of the subscription service’s scale and its payments to developers; they should not be confused with the revenue earned by individual titles.

Investment continues despite Reality Labs losses

Meta’s Reality Labs division reported $2.2 billion in revenue in 2025 and a loss of $19.2 billion. Those results provide financial context for the company’s VR strategy, but they are division-wide figures rather than a breakdown of Meta Quest game sales alone.

Pruett said Meta’s investment in Quest and its games remained substantial, citing new hardware, audiences, and games. He also described Meta as the world’s largest VR investor by a wide margin. These are statements about the company’s plans and position, rather than a guarantee of future product releases or market performance.

Why Horizon Worlds is leaving the store

Pruett also discussed the planned removal of Horizon Worlds from the Meta Horizon Store in June. He said the decision to feature Worlds in the store had been based on the idea that it could encourage people to keep using their devices. After a year of data collection and experiments with different store landing pages, Meta concluded that this effect had not been demonstrated.

He added that developer feedback about this part of the store influenced the decision. For developers and users, the change highlights why platform placement can be tested over time: store visibility may be adjusted when results do not support the original expectation.

What the 2025 figures mean for Meta Quest users

The reported all-time high in Meta Quest usage sits alongside growth in several revenue categories, but the figures do not establish how usage was measured or show results for every game. Taken together, they indicate continued activity across the ecosystem while also showing that subscriptions remain a smaller part of revenue and Reality Labs continues to record substantial losses.

When assessing future updates, users and developers can watch for clearly defined measures such as active usage, title revenue, subscription totals, and developer payouts. Keeping those indicators separate makes it easier to understand what platform announcements do—and do not—say about the health of VR gaming.

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