According to a report, Meta's social universe set in virtual reality is struggling to gain and retain users. According to internal documents obtained by the Wall Street Journal, Horizon Worlds currently has around 200,000 monthly active users, a dip from the 300,000 user milestone that Meta confirmed in February.
Users can create spaces where they can hang out, play games, and chat with friends. The popularity of Meta's Quest 2 headset during last year's holiday shopping season likely contributed to the tenfold increase in the platform's user base.
It appears that Meta is adjusting its expectations. According to the WSJ, Meta is aiming to reach 280,000 monthly active users by the end of the year. According to the WSJ, only nine percent of the virtual venues are visited by more than 50 users, and most users don't return after a month.
A Meta spokesman told the WSJ that the company's metaverse plans are a multiyear effort. Meta didn't reply immediately.
The team behind the platform is dealing with a number of quality issues. In one memo, Meta's VP of metaverse said the team is going on a "quality lock down" until the end of the year to address the platform's bugs.
The weight of paper cuts, stability issues, and bugs is making it too hard for our community to experience the magic of the game, according to feedback from our creators, users, playtesters, and many of us on the team. Meta later rolled out a new tool that is supposed to make it easier to report bugs from the app, as well as admitting in a post that the platform was unstable during a competition it recently held in the app.
At the company's Connect event on Tuesday, Meta revealed a new headset for companies that want to work in virtual reality. The CEO of Meta showed off what the legs would look like in the game during the presentation. It remains unclear whether they will look like that when they arrive in Horizon Worlds, as a Meta spokesman told Ian Hamilton that this is only a preview of what's to come, and that the demonstration didn't even take place in live virtual reality.