Rec Room's Shawn Whiting tweeted this tantalizing (and teasingly unmarked) concurrency chart as a response to ROBLOX's extended downtime last weekend, saying: "@Roblox goes down, @RecRoom concurrent players goes up." And quite a lot, to judge by that hockey stick!
"Mostly mobile [users] but also console and Steam/PC," Shawn told me today, "not as much of a spike on VR."
I'm somewhat surprised, because experientially, ROBLOX and Rec Room are pretty different, the former featuring LEGO-like avatars and an over-the-shoulder avatar view, the latter with hand-puppet avatars, VR optimization, and a first-person point of view.
This suggests to me that there's a heavy overlap of usage (or interest) of Rec Room among active ROBLOX users. That also suggests to me that many of ROBLOX users are up for grabs by other metaverse platforms, especially during crashy periods.
As for how many more concurrent users this is, I'll make an educated guess just for fun:
.@Roblox goes down, @RecRoom concurrent players goes up 🚀 pic.twitter.com/ESy7ihHitm
— Shawn (@ShawnRecRoom) February 19, 2022
Rec Room was reporting 45,000 peak concurrent users in January 2021, roughly keeping apace and slightly ahead of VRChat's peak CCU. So assuming that's still the case -- and seeing as VRChat hit 90,000+ during New Year's -- Rec Room is now hitting around 100,000 peak CCU on average days.
On days last weekend when ROBLOX was down? A CCU of 150,000+ or even 200,000+ seems plausible!
Comments