Published Leadership3 min read
Meta pulling Horizon Worlds off Quest is a vendor failure, not a category failure
Horizon Worlds leaves Meta's headsets while Roblox reports a record 144 million daily users. The operator lesson is platform concentration risk, not retreat from immersive channels.
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What happened
- Meta announced it will remove its metaverse project Horizon Worlds from Quest VR headsets.
- Horizon Worlds will remain available on mobile phones.
- The New York Times accompanied its article on Meta's announcement with a cartoon headstone embossed with "RIP The Metaverse," but most of the article explored why Meta specifically struggled to get Horizon Worlds off the ground, noting the success of alternative digital worlds like Roblox and Fortnite.
- Roblox reported a record 144 million average daily active users (DAUs) in Q4 2025.
- Saro McKenna, author of the column, is the CEO of Dacoco GmbH and cofounder of Alien Worlds.
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Why it matters
Meta has said it will remove Horizon Worlds, its flagship metaverse project, from Quest VR headsets, while keeping the product available on mobile phones [1][2]. For anyone who built a brand space, a training environment or a recruiting event on that platform, this is a migration problem with a deadline; it is not evidence that the category they bought into has disappeared.
The obituaries arrived quickly. Writing in a Forbes Tech Council column, Saro McKenna, CEO of Dacoco GmbH and cofounder of the blockchain game Alien Worlds, notes that The New York Times ran its coverage with a cartoon headstone reading "RIP The Metaverse" even though most of the piece examined why Meta specifically struggled, and pointed to the success of Roblox and Fortnite [3][5]. McKenna is not a neutral witness here: he sells a competing vision of virtual worlds [5]. But the underlying numbers are not his. Roblox reported a record 144 million average daily active users in the fourth quarter of 2025 [4]. Demand for shared virtual spaces did not leave with Meta.
The scale of Meta's commitment is what makes the retreat instructive. Facebook rebranded as Meta in 2021 and, according to McKenna, spent tens of billions of dollars on Horizon Worlds [6]. The company announced a $50 million creator fund to draw developers into building content [7]. Taken against even the lowest reading of "tens of billions," that fund amounts to roughly a quarter of one percent of the spend [8]: enormous capital poured into the platform, comparatively little into the reason to show up. McKenna's read is that the project stalled not because users rejected virtual worlds but because they would not adopt a centralised VR platform in which they owned nothing and held no power, and that Meta is now redirecting toward cost cutting and AI [9][10].
That ownership thesis is worth treating sceptically, and McKenna partly dismantles it himself: he concedes Roblox is highly centralised and thriving, driven by user-created games, the Robux economy and player collaboration [15]. So the dividing line is not centralised versus decentralised. It is whether the platform gives people a reason to return, and whether the hardware requirement is a tax or a benefit.
The definitional fog is a related tell. Gene Park of The Washington Post has described the metaverse as the next version of the internet; Fortnite frames it as a place to play and create; Roblox talks about immersive virtual worlds; Alien Worlds describes a decentralised realm where users compete, conspire and govern [11][12][13][14]. A category that its own participants define four different ways is not a single dependency. Treating it as one is how a Horizon Worlds line item became a strategy.
Three things to watch. First, whether the mobile version of Horizon Worlds gets sustained investment or becomes the next sunset [2]. Second, whether Roblox's daily active user count holds its trajectory after the record quarter [4], which is the honest base rate for the category rather than Meta's write-off. Third, your own contracts: sunset notice periods, asset and data export rights, and how much of an audience you are renting from a single vendor whose priorities can shift toward AI within a quarter [10]. The failure mode was never immersive technology. It was building on one company's experiment and calling it a channel.
Claim ledger
Ranked by verification strength, evidence, and original report placement.
- [1]
Meta announced it will remove its metaverse project Horizon Worlds from Quest VR headsets.
- [2]
Horizon Worlds will remain available on mobile phones.
- [3]
The New York Times accompanied its article on Meta's announcement with a cartoon headstone embossed with "RIP The Metaverse," but most of the article explored why Meta specifically struggled to get Horizon Worlds off the ground, noting the success of alternative digital worlds like Roblox and Fortnite.
ReportedSource: Forbes Tech Council column by Saro McKenna, describing New York Times coverageView cited source - [4]
Roblox reported a record 144 million average daily active users (DAUs) in Q4 2025.
- [5]
Saro McKenna, author of the column, is the CEO of Dacoco GmbH and cofounder of Alien Worlds.
- [6]
Facebook decided in 2021 to rebrand itself as Meta and spend tens of billions of dollars on Horizon Worlds.
Sources & coverage · 1 publisher
The reporting this story was synthesized from, earliest first. Every link goes to the original.
- forbes.comSaro McKenna, Forbes Councils MemberAug 13Why The Demise Of Horizon Worlds Doesn’t Mean The Metaverse Is Dead
Additional citations
- Forbes Tech Council column by Saro McKenna
- Forbes Tech Council column by Saro McKenna, describing New York Times coverage
- Forbes Tech Council column by Saro McKenna, citing Roblox
- Forbes Tech Council author biography
- Forbes Tech Council column by Saro McKenna, citing Gene Park


