Skip to main content

VRChat

GameBy VRChat Inc.

4 documents in the library are about VRChat, from writers such as Extra Credits, GameDiscoverCo and Game World Observer. Each has a summary and key insights with the page they come from.

Documents
4
newest 29 May 2026
Sold on Steam
5.7M
units

Connections

The documents about VRChat on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC, and without in-game spending in a free game.

Revenue to date
$0
Units sold
5.7M
Price
Free
Positive reviews
75%
of 270K reviews
Peak players
67K
at the same time
Followers
240K
Average playtime
90 h
Revenue by year
YearShare of the best yearRevenueUnits
2019$0495K
2020$0620K
2021$0766K
2022$01.2M
2023$0368K
2024$0397K
2025$0396K
2026 so far$0282K

On Steam since Feb 1, 2017 · Developer VRChat Inc.Steam store page

Documents about VRChat

Cover of Scary Baboons, Sim Hits: The State of Quest Discovery in 2026
Article

Scary Baboons, Sim Hits: The State of Quest Discovery in 2026

The newsletter examines the Meta Quest VR market in 2026, arguing that the platform remains vibrant but has shifted from early-stage experimentation to a mature ecosystem dominated by free-to-play (F2P) titles and social-centric experiences.

  • The 2026 Meta Quest market is dominated by free-to-play (F2P) titles, which account for seven of the top ten grossing games.
  • Revenue generation is primarily driven by high-volume downloads and in-app purchases, specifically focusing on cosmetic and functional items.
  • Social-centric experiences and co-op world spaces like VRChat, Rec Room, and Job Simulator lead the market in total hours played.
GameDiscoverCoMay 2026
Cover of Designing Third Spaces | Design Club
103 min
Extra Credits103 min

Designing Third Spaces | Design Club

Third spaces—social environments distinct from home and work—are undergoing a fundamental transition from physical locations like pubs and coffee shops to immersive digital realms.

  • Effective digital 'third spaces' require a core activity to facilitate socialization, preventing the aimlessness often found in general VR or metaverse environments.
  • Social interaction in multiplayer games is significantly enhanced by proximity voice chat, emotes, and movement mechanics, which provide essential layers of presence.
  • Successful social hubs like Animal Crossing or Flock Around utilize progression systems, such as cosmetic rewards, to keep players engaged while they socialize.
Extra CreditsApr 2026
Cover of GDC 2024 Recap: Uplifting Startup Ecosystem through Collaborations
Article

GDC 2024 Recap: Uplifting Startup Ecosystem through Collaborations

The GFR Fund’s participation in the 2024 Game Developers Conference (GDC) served as a strategic initiative to strengthen the gaming startup ecosystem through targeted networking and collaborative engagement.

  • GFR Fund hosted a series of networking and mentorship events at GDC 2024, including a Founder Day panel featuring representatives from portfolio companies VRChat, VShojo, and Omeda Studios.
  • The firm facilitated direct engagement between startups and investors through one-on-one breakout sessions and its first-ever formal Office Hour pitch session.
  • GFR Fund utilized GDC 2024 to strengthen ecosystem ties, hosting a private dinner for portfolio companies Magma and Sanlo alongside a broader 'Game Changers Social' networking event.
GFR FundJul 2024
Cover of Games Industry Layoffs: June 2024
Article

Games Industry Layoffs: June 2024

The global games industry experienced a continued trend of workforce reductions in June 2024, with at least 632 professionals losing their jobs.

  • The games industry has surpassed its 2023 total layoff count of 10,500 in just the first six months of 2024, with approximately 11,000 professionals losing their jobs year-to-date.
  • June 2024 saw at least 632 industry layoffs, contributing to a sustained period of workforce reduction that remains higher than the total losses recorded for the entirety of the previous year.
  • Sumo Group accounted for a significant portion of June's losses by cutting 250 employees and closing its Timbre Games studio.
Game World ObserverJul 2024