Update, January 9: See this post with an alternate, much higher estimate of monthly active users.
Pretty big social VR milestone reported by Rec Room today:
Here are some benchmarks we hit in 2018:
400,000+ player created rooms
70 million room visits
40% of all player time is now spent in player created rooms
Player created rooms that have been visited 300,000+ times
Rec Room is installed on over 1 million VR headsets
These stats suggest really solid user engagement, but the 1 million reported installations is curious. Based on what we know,
Rec Room's monthly active users are much smaller: On Steam, for instance, Rec Room had a daily peak concurrency between 300-500 for most of 2018. (See recent Steam stats at right.) That probably translates to around 3000-5000 monthly active users logging into Rec Room via Steam. (As a rule of thumb, monthly actives are 10x the peak concurrency.)
However, Rec Room is also available in the Oculus Store and the PSVR store, so we need to make some estimates there:
In the Oculus Store, Rec Room has 2,615 user ratings. It's a fair guess that 1 in 50-100 users will bother to post a review, so let's estimate 130,000-260,000 downloads from there -- and 1,300-2,600 monthly active users.
I can't find numbers for Rec Room on PSVR, but Sony's VR headset has the most sales by far, approaching 3.5 million total. So let's estimate 2-3x active more Rec Room users as Steam.
As another rule of thumb, Rec Room's official Discord channel has just over 5,000 subscribers.
All that calculated back of envelope style, I'm guessing Rec Room counts 12,000-25,000 monthly active users. Which is quite decent, compared with, say, Sansar and High Fidelity (more on that later). And as I wrote last November, social VR industry leader VRChat probably has 50,000-75,000 monthly active users.
Comments
You can follow this conversation by subscribing to the comment feed for this post.