Metaverse’s decline and the harsh limits of a virtual future

In 2019, Facebook CEO Mark Zuckerberg announced Facebook Horizon, a VR social experience that allows users to interact, create custom avatars, and design virtual spaces. Zuckerberg saw the platform, later renamed Horizon Worlds, as the beginning of a new era of VR social networks, with users trading face-to-face interactions for digital ones.

To show his confidence in VR, Zuckerberg rebranded Facebook Inc. as Meta Platforms Inc. in October 2021, illustrating the company’s shift toward the metaverse as a broad virtual environment intended to integrate social interaction, work, commerce, and entertainment. Building on this new vision, Meta’s ambitions expanded beyond social interaction and entertainment, with the development roadmap including virtual real estate purchases and collaboration in virtual co-working spaces.

Fast forward to 17 March 2026, and the scale of Meta’s retreat from the metaverse vision has become unmistakable. In an official update, the company said it was ‘separating’ VR from Horizon so that each platform could grow with greater focus, while also making Horizon Worlds a mobile-only experience. Under the plan, Horizon Worlds and Events would disappear from the Quest Store by 31 March 2026, several flagship worlds would no longer be available in VR, and the Horizon Worlds app itself would be removed from Quest on 15 June 2026, ending VR access to Worlds altogether.

Yet Meta soon reversed part of the decision. In an Instagram Stories Q&A, CTO Andrew Bosworth said Horizon Worlds would remain available in VR after user backlash. Even so, the greater shift remained unchanged: Horizon Worlds was no longer a flagship VR project, but a much narrower product that reflected a clear contraction of Meta’s original metaverse ambition.

As it stands, Meta’s USD 80 billion investment seems less like a gateway to a new socio-technological era and more like one of the most expensive strategic miscalculations of the 21st century. The sunsetting of Horizon Worlds was certainly not a decision made on a whim, which begs the question: Why did the metaverse fail in the first place? Does it have a future in the AI landscape, and what does its retreat say about the politics of designing the future through corporate platforms?

Metaverse’s mainstream collapse

The most obvious reason for the metaverse’s failure was that it never became a mainstream social space. Meta’s strategy rested on the belief that large numbers of people would start using immersive virtual worlds as a normal setting for interaction, entertainment, and creative activity. The shift never happened at the scale needed to sustain the company’s ambitions.

One reason was friction. VR headsets were less practical than phones, more isolating than social media, and harder to integrate into everyday routines than the platforms people already used to communicate. Entering the virtual world required extra time, extra hardware, and openness to adapt to a different social environment. Most digital habits, however, are built around speed, familiarity, and ease of access.

Meta’s own March 2026 decision makes that failure difficult to deny. A company still convinced that immersive social VR was on its way to becoming mainstream would not have moved Horizon Worlds away from Quest and towards mobile. The shift suggested that the metaverse had failed to move from technological promise to everyday social practice.

Metaverse’s failure was not just one of convenience. It also struggled because it was never presented simply as a new digital space. It was framed as a future built largely on Meta’s own terms, with access tied to the company’s hardware, platforms, rules, and wider ecosystem. Such decisions made the metaverse feel less like an open evolution of the internet and more like a tightly managed corporate environment.

The distinction mattered because Meta was not merely launching another product. It was promoting a vision of how people might one day work, socialise, shop, and create online. Yet the more expansive that vision became, the more obvious it was that the system behind it remained closed and centralised. A future digital environment is harder to embrace when a single company controls the devices, spaces, distribution, and boundaries of participation.

Meta’s handling of Horizon Worlds clearly exposed that tension. The company could remove features, reshape access, alter incentives, and redirect the platform from the top down. Such a level of control may be standard for a private platform, but it sits uneasily with claims about building the next phase of digital life. In that sense, the metaverse failed not only because people were unconvinced by VR, but because its version of the future felt too corporate, too enclosed, and too disconnected from the openness people still associate with the internet.

Metaverse’s economic contradiction

The metaverse did not fail only as a social project. It also became increasingly difficult to justify on economic grounds. Meta spent heavily on Reality Labs while generating only limited returns from those investments. In its 2025 annual filing, the company said Reality Labs had reduced overall operating profit by around USD 19.19 billion for the year, while warning that similar losses would continue into 2026.

Losses on that scale might still have been acceptable if the metaverse had shown clear signs of momentum. However, there was little evidence of mass adoption, strong retention, or a durable path to monetisation. Virtual land, digital goods, branded experiences, and immersive workspaces never developed into the economic base of a new internet layer.

Instead, the metaverse began to look less like a future growth engine and more like a costly experiment with uncertain returns. The gap between spending and payoff became harder to ignore, especially as Meta continued to frame the metaverse as a long-term strategic priority. What used to be sold as the company’s next major frontier was increasingly difficult to justify in commercial terms.

The broader strategic context also changed. Meta’s own forward-looking statements pointed to increased hiring and spending in 2026, especially in AI. In practice, this meant the company was no longer choosing between the metaverse and inactivity, but between two competing visions of the future. AI was already delivering tangible gains in product development, infrastructure, and investor confidence.

In that competition for attention and capital, the metaverse lost. Meta’s pullback was also not an isolated case. Microsoft moved away from metaverse-first ambitions as well, retiring the Immersive space (3D) view in Teams meetings, Microsoft Mesh on the web, and Mesh apps for PC and Quest in December 2025. The services were replaced by immersive events in Teams, a narrower offering built around specific workplace functions rather than a broad metaverse vision.

The wider retreat matters because it suggests the problem was not limited to Meta’s execution. Another major tech company also stepped back from standalone immersive environments and turned to more limited, use-specific tools instead. A larger pattern appeared from that shift: grand metaverse narratives gave way to practical features, embedded tools, and industry-specific uses. In that sense, the metaverse has not entirely disappeared, but it did lose its status as the next internet.

Metaverse’s afterlife in the age of AI

The metaverse’s decline does not necessarily imply a complete disappearance. What seems more likely is that parts of it will survive in altered form, detached from the sweeping vision that once surrounded it. Rather than continuing as a standalone digital world meant to transform social life, the metaverse may persist as a set of tools, features, and immersive functions folded into other technologies.

AI is likely to play a role in that transition. It can lower the cost of building virtual environments, speed up avatar creation, automate elements of interaction design, and make digital spaces more responsive. In this sense, AI may succeed where the original metaverse struggled, not by reviving the same vision, but by making parts of it more practical and easier to use.

Such a distinction is important because it shifts the focus from ideology to utility. The metaverse was once marketed as the next stage of the internet, yet its more durable applications now appear to lie in narrower settings where immersion serves a clear purpose. Training, design, simulation, and industrial planning are all contexts in which virtual environments can offer measurable value without becoming a universal social destination.

What might survive, then, is not the metaverse as it was originally imagined, but a smaller set of immersive capabilities embedded in gaming, education, industry, and workplace systems. Avatars, digital agents, simulations, and adaptive virtual spaces may all remain relevant, but as components rather than the foundation of a new social order.

The shift also helps explain the political lesson of the metaverse’s collapse. Large-scale investment, aggressive branding, and executive certainty were not enough to secure public legitimacy. Meta tried to present the metaverse as an inevitable horizon, yet users did not embrace it, markets did not reward it in proportion to the spending, and the company itself eventually narrowed the project it had once elevated into a corporate identity.

In that sense, the metaverse matters even in failure. Its retreat does not simply mark the end of an overhyped product cycle. It also reveals the limits of top-down corporate future-making, especially when private platforms try to define the direction of collective digital life before society has decided whether such a future is either desirable or necessary.

Conclusion

The metaverse failed because it asked too much of users, promised too much to investors, and concentrated too much power in a platform model that never convincingly earned public trust. Meta’s retreat from Horizon Worlds makes that failure difficult to ignore, while Microsoft’s parallel narrowing of immersive ambitions suggests the problem extended beyond one company’s misjudgement.

Immersive VR technologies are unlikely to vanish, and AI may even extend some of their useful applications. Yet the metaverse as a universal social future has largely collapsed under the combined weight of weak adoption, unsustainable economics, and an overly corporate vision of digital life. What remains is not the next internet, but a reminder that the future cannot simply be declared into existence by the companies most eager to own it.

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Horizon Worlds remains active as Meta reconsiders VR plans

Meta has reversed its earlier decision to discontinue virtual reality support for Horizon Worlds, allowing the platform to remain available on VR headsets despite previous plans to prioritise mobile and web access.

The decision follows an internal reassessment of user engagement trends, which indicate limited adoption of VR-based social platforms.

While Horizon Worlds was once positioned as central to the company’s metaverse ambitions, demand has remained relatively low, raising questions about the long-term viability of immersive social environments.

Financial pressures also continue to shape strategy.

Meta’s Reality Labs division has recorded substantial losses since 2021, reflecting high investment in virtual and augmented reality technologies without corresponding commercial returns.

Industry data further suggests declining headset sales, reinforcing uncertainty around VR as a mainstream consumer platform.

In contrast, mobile usage of Horizon Worlds is growing faster. Increasing downloads point to broader accessibility and improved product-market alignment, though revenue generation remains limited.

As a result, Meta is prioritising mobile development instead of fully abandoning VR, maintaining a dual approach while seeking more sustainable engagement models.

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Meta’s metaverse collapses as Horizon Worlds shuts down on Quest

Meta will shut down Horizon Worlds on its Quest headsets, ending its flagship virtual reality (VR) platform and marking a clear retreat from its metaverse ambitions. The app will be removed from the Quest store on 31 March and discontinued in VR by 15 June, continuing only as a mobile service.

Horizon Worlds, launched in 2021, was central to Meta’s rebranding from Facebook and its vision of a fully immersive virtual environment. Despite billions in investment and high-profile partnerships, the platform failed to attract a large user base and struggled with design limitations and weak engagement.

Reality Labs, the division behind the metaverse push, has accumulated nearly $80 billion in losses since 2020, including more than $6 billion in a single quarter. Recent layoffs affecting around 10 percent of the VR workforce, along with the shutdown of related projects, underscore a broader pullback.

Competition and shifting priorities have accelerated the decline. Rival platforms such as VRChat maintained stronger communities, while Meta increasingly redirected resources toward AI and hardware, including its Ray-Ban smart glasses.

Although Meta says it remains committed to VR, the closure of Horizon Worlds signals a strategic reset. The company is repositioning its future around AI-driven products, marking a decisive shift away from its earlier metaverse vision.

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Meta moves investment from metaverse to AI smart glasses

Meta is redirecting part of its metaverse spending towards AI-powered glasses and wearables, aiming to capitalise on the growing interest in these devices. The shift comes after years of substantial investment in virtual reality, which has yet to convince investors of its long-term potential fully.

Reports indicate that Meta plans to reduce its metaverse budget by up to 30 percent, a move that lifted its share price by more than 3.4 percent. The company stated it has no broader changes planned, while offering no clarification on whether the adjustment will lead to job cuts.

The latest AI glasses, launched in September, received strong early feedback for features such as an in-lens display that can describe scenes and translate text. Their debut has intensified competition, with several industry players, including firms in China, racing to develop smart glasses and wearable technology.

Meta continues to face scepticism surrounding the metaverse, despite investing heavily in VR headsets and its Horizon Worlds platform. Interest in AI has surged, prompting the company to place a greater focus on large AI models, including those integrated into WhatsApp, and on producing more advanced smart devices.

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Meta pushes deeper into robotics with key hardware move

Meta is expanding its robotics ambitions by appointing Li-Chen Miller, previously head of its smart glasses portfolio, as the first product manager for Reality Labs’ robotics division. Her transfer marks a significant shift in Meta’s hardware priorities following the launch of its latest augmented reality devices.

The company is reportedly developing a humanoid assistant known internally as Metabot within the same organisation that oversees its AR and VR platforms. Former Cruise executive Marc Whitten leads the robotics group, supported by veteran engineer Ning Li and renowned MIT roboticist Sangbae Kim.

Miller’s move emphasises Meta’s aim to merge its AI expertise with physical robotics. The new team collaborates with the firm’s Superintelligence Lab, which is building a ‘world model’ capable of powering dextrous motion and real-time reasoning.

Analysts see the strategy as Meta’s attempt to future-proof its ecosystem and diversify Reality Labs, which continues to post heavy losses. The company’s growing investment in humanoid design could bring home-use robots closer to reality, blending social AI with the firm’s long-term vision for the metaverse.

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Meta introduces tools to enhance the Metaverse

Meta has announced the release of a new AI model, Meta Motivo, designed to enhance the realism of human-like digital agents in the Metaverse. This innovation promises more lifelike movements for avatars, addressing longstanding issues with digital body control. The company believes these advancements will revolutionise character animation and create immersive experiences with highly interactive non-playable characters (NPCs).

Meta’s focus on AI and Metaverse technologies has led to record-breaking investment forecasts for 2024, with capital expenditures projected to reach up to $40 billion. The company has also embraced an open-source approach by making its AI models available for free to developers, fostering innovation across its platforms.

In addition to Meta Motivo, the company introduced the Large Concept Model (LCM), an AI system designed to reimagine language modelling by focusing on high-level concepts rather than predicting text tokens. This system processes entire sentences in multilingual and multimodal contexts, aiming to enhance reasoning capabilities. Meta also unveiled Video Seal, a tool that embeds invisible, traceable watermarks into videos, signalling its commitment to both innovation and security in digital content creation.

These releases reflect Meta’s vision of advancing AI to shape the future of digital interaction and the Metaverse, aiming to establish itself as a leader in cutting-edge virtual and augmented reality technologies.

EU and UK universities begin metaverse classes

Universities across the EU and UK are set to introduce metaverse-based courses, where students can attend classes in digital replicas of their campuses. Meta, the company behind Facebook and Instagram, announced the launch of Europe’s first ‘metaversities,’ immersive digital twins of real university campuses. With the help of Meta’s VR partner VictoryXR, students can explore campus grounds, work on projects, and participate in simulations from their VR headsets or PCs, offering a more interactive experience than traditional video calls.

Several institutions are embracing the metaverse: the UK’s University of Leeds started metaverse courses in theater this fall, while Spain’s University of the Basque Country will introduce virtual physiotherapy and anatomy classes by February 2025. In Germany, schools in Hannover will launch immersive classes by the start of the 2025 school year. VictoryXR, which has collaborated with over 130 campuses worldwide, sees these “digital twin” campuses as ideal for field trips, group experiments, and real-time assignments.

Meta has provided VR headsets to educators at numerous universities in the US and UK, including Imperial College London, to encourage innovative teaching in fields such as science and language arts. According to Meta, these metaversities mark a ‘significant leap forward’ in education, creating interactive and engaging learning environments.

Meta’s new strategy: AI-powered gaming experiences

Meta is set to integrate more generative AI technology into its virtual, augmented, and mixed-reality games, aiming to boost its struggling metaverse strategy. According to a recent job listing, the company plans to create new gaming experiences that change with each playthrough and follow unpredictable paths. The initiative will initially focus on Horizon, Meta’s suite of metaverse games and applications, but could extend to other platforms like smartphones and PCs.

These developments are part of Meta’s broader effort to enhance its metaverse offerings and address the financial challenges faced by Reality Labs, the division responsible for its metaverse projects. Despite selling millions of Quest headsets, Meta has struggled to attract users to its Horizon platform and mitigate substantial operating losses. Recently, the company began allowing third-party manufacturers to license Quest software features and increased investment in metaverse gaming, spurred by CEO Mark Zuckerberg’s growing interest in the field.

Meta’s interest in generative AI is not new. In 2022, Zuckerberg demonstrated a prototype called Builder Bot, which allows users to create virtual worlds with simple prompts. Additionally, Meta’s CTO, Andrew Bosworth, has highlighted the potential of generative AI tools to democratise content creation within the metaverse, likening their impact to that of Instagram on personal content creation.

Generative AI is already making waves in game development, with companies like Disney-backed Inworld using the technology to enhance game dialogues and narratives. While some game creators are concerned about the impact on their jobs, Meta is committed to significant investments in generative AI, even though CEO Zuckerberg cautioned that it might take years for these investments to become profitable.

Workplace app discontinued as Meta invests in AI and metaverse

Meta Platforms, the parent company of Facebook, announced that it will discontinue its Workplace app, a platform geared towards work-related communications. The social media platform made this decision as it shifted its focus towards developing AI and metaverse technologies. The Workplace app will be phased out for customers starting in June 2026, although Meta will continue to utilise it internally as a messaging board until August 2025, according to a statement from the company.

A spokesperson for Meta stated that they are discontinuing Workplace to focus on building AI and metaverse technologies that they believe will fundamentally reshape the way they work. Over the next two years, Workplace customers will have the option to transition to Zoom’s Workvivo product, which Meta has designated as its preferred migration partner. Workplace was initially launched in 2016 to cater to businesses, offering features such as multi-company groups and shared spaces to facilitate collaboration among employees from different organizations.

Why does it matter?

The discontinuation of Workplace aligns with Meta’s strategic emphasis on advancing AI and metaverse technologies, which it views as integral to the future of digital communication. The strategic change of business direction has raised concerns about escalating costs that could potentially impact the company’s growth trajectory. Despite the discontinuation of Workplace, Meta has assured customers that billing and payment arrangements will remain unchanged until August of this year. Currently, Workplace offers a core plan priced at $4 per user per month, with additional add-ons available starting from $2 per user per month, with monthly bills calculated based on the number of billable users unless a fixed plan is in place.

China aims to establish advanced metaverse industrial cluster

China has unveiled a national plan to develop its own metaverse by 2025, with the goal of creating three to five globally influential metaverse companies. This plan was published by five Chinese ministries led by the Ministry of Industry and Information Technology in a policy document.

The policy blueprint covering the time period of 2023 to 2025 highlights the application of metaverse technology in various industries, such as home appliances, automotive, and aerospace.

The development of artificial intelligence, blockchain, and virtual reality technologies will be key to achieving the metaverse vision and the Chinese government aims to establish three to five industrial clusters around these emerging technologies. The document also suggests that manufacturing industries, including steel and textiles, can adopt related technologies to optimize scheduling, material calculation, and other parts of the production process.

Previously, some local authorities in China like Henan and Shanghai province have also issued their own policies to promote metaverse development, emphasizing on how it can support the economy and traditional industries.