SoftwareJune 3, 2026

Rec Room Is Gone. The Virtual Worlds That Survive a Shutdown All Have One Thing in Common: They Are Open.

By Jordan Kuo
Staff Writer, VR.org
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Rec Room went dark on June 1 at noon Pacific. A platform that connected more than 150 million players and creators over the years, that everyone once pointed to as proof social VR had a future, is now a login screen that does not load. It is not the only one. Spatial is sunsetting the Free and Pro tiers of its creator platform on July 27, citing the cost of hosting open multiplayer 3D worlds. Multiverse closed this month for the same reason. Occupy White Walls and Nowhere shut down a while back. Horizon Worlds spent the spring lurching between a VR death sentence and a last minute reprieve.

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I want to talk about the part of this that does not get enough attention, because it is the part developers can actually do something about. When these platforms die, the worlds die with them. The friendships, the events, the architecture people spent months building by hand, all of it lives on a server owned by a company, and when the company turns off the server, the world is gone. The communities that survive a shutdown survive for one reason. They were built, or they migrated, onto something open.

Rec Room promotional artwork showing colorful cartoon avatars
Image: Rec Room / Steam

The pattern is hard to miss once you see it

Look at what happened after AltspaceVR. Microsoft shut it down on March 10, 2023, and at its peak the platform had drawn roughly 35,000 monthly participants. The obvious ending to that story is that the community evaporated. That is not what happened. A committed group of Altspacers carried the culture into VRChat, rebuilt the spaces they had lost, formed their own groups, and just held a week long memorial marking three years since the shutdown. VRChat, for its part, hit a new all time high of nearly 158,000 concurrent players earlier this month and has openly invited displaced Rec Room and Horizon Worlds users to come over.

The communities that endure are the ones that treat their platform as a place rather than a product, and the platforms that let them endure are the ones that do not lock the doors on the way out. That is not a sentimental observation. It is an architecture decision, and it is one you make at the start of a project, not at the end.

What "open" actually means here

When people say a virtual world should be open, they usually mean a few specific, very concrete things. The first is that you can host it yourself. OpenSimulator has been doing this for years. It is an open source server platform that lets anyone run their own 3D world on their own hardware, with the same protocols a big commercial grid would use. Overte, a community fork that grew out of High Fidelity's open sourced code, takes the same approach for social VR. If the original maintainers walk away tomorrow, the worlds keep running because the people who care about them hold the server.

A 3D scene running in OpenSimulator, an open source virtual world server platform
Image: OpenSimulator / Wikimedia Commons

The second thing is that the world runs on standards instead of a proprietary client. This is where the browser quietly becomes the most durable distribution channel we have. Mozilla Hubs proved that a social space could live at a URL, and even after Mozilla stepped back, the open source Hubs codebase let communities spin up their own instances. Custom WebXR experiences built on three.js or Babylon.js sit on the open web by default. A WebXR room is a web page. As long as someone keeps paying for hosting, and the bar for that is a static site and a small signaling server, the door stays open. No store approval, no client download, no single company holding the kill switch.

The third thing is that the content is portable. This is the hardest problem and the one the industry has solved the least. A world someone built inside a closed platform is usually trapped there in a proprietary format. The interesting workaround showing up right now is Gaussian splatting. Teams are capturing dying spaces as splats so the geometry and the look survive even when the platform does not. The Virtual Worlds Museum, run by XR producer Julian Reyes, built an experimental Gaussian render of the Horizon Worlds central hub for exactly this reason, and Reyes is taking the preservation argument to an AWE USA 2026 panel later this month. It is not a perfect copy. It is a photograph of a place instead of the place itself. But a photograph is a lot better than nothing, and right now nothing is the default.

The lesson for anyone building today

If you are starting a social VR project in 2026, the survival question is no longer an afterthought you get to ignore until the funding runs out. It is a set of choices you make in week one. Build on an open engine like Godot if you can, since the OpenXR support landed this year and it ships from a single artifact across Quest, PICO, and Galaxy XR. Give your community a home outside the headset, because a Discord server keeps people connected even when the world is offline, and VRChat's recent deep Discord integration shows the platforms are finally taking that seriously. Offer real export, even an imperfect one. Treat the shutdown as something you plan for, not something that happens to you.

VRChat promotional artwork showing a crowd of custom avatars
Image: VRChat / Steam

None of this makes a platform immortal. Open source projects run out of maintainers, self hosted servers go quiet when the person paying the bill loses interest, and a community can scatter no matter how good the tooling is. Openness reduces fragility, it does not erase it. But the difference between a world that can be rescued and a world that simply ends is almost always whether someone other than the original company can pick it up. The closed platforms keep teaching us the same lesson on a loop. The open ones keep quietly proving that communities outlive the code, as long as the code was built to let them.

Rec Room is gone now, and that genuinely hurts for the people who lived there. The most useful thing the rest of us can do is notice why the survivors survived, and build the next set of worlds so that when the lights go out, the people inside still have somewhere to go.

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