2025 State of the Gaming Industry: 5 Things XR Devs Must Pay Attention To

The 2025 GDC State of the Game Industry report confirms what we already knew—gaming is in flux. But for VR/XR developers, some of these shifts are more relevant than others.

New hardware is emerging. Monetization models are changing. Multiplayer is getting harder to sustain.

If you’re making VR games, here are the five biggest trends that actually impact you—and what to do about them.


1. Standalone VR Still Seems to Be the Future, But PCVR Can Remain the Starting Point

Why It Matters

Standalone VR headsets like Quest continue to dominate sales, but many successful VR games still start on PCVR first before transitioning to standalone.

That’s because PCVR allows for faster iteration, easier development, and more freedom in early stages—especially before the performance constraints of standalone headsets come into play.

Case Study: Dragon Fist VR Kung Fu

Dragon Fist VR Kung Fu built a strong PCVR community before launching on Quest. The game:

  • Refined its mechanics based on community feedback.

  • Built a dedicated player base before transitioning to standalone.

  • Expanded to Quest to reach a larger audience.

Standalone hardware is improving, making direct Quest development more viable, but PCVR remains a great testing ground.

Takeaway

If you’re developing an XR game, PCVR can be your first step, but standalone should be your long-term goal.


2. Keep an Eye out for the Next Mainstream XR Headset

Why It Matters

The Apple Vision Pro launched with massive hype, but reality hit hard:

$3,500 price tag = limited adoption.
No controllers = restricted game experiences.
No clear gaming focus = studios hesitant to invest.

But Apple isn’t the only player. Samsung & Google are actively developing next-gen XR hardware—and AI-powered mixed reality could shift the market.

The Big Question

Will the next wave of XR headsets be for gaming—or will productivity and AI lead the charge?

Takeaway

Keep an eye on new headsets, but don’t pivot development toward unproven platforms without a clear adoption path.

Further Reading: CNET: Google & Samsung’s Next-Gen XR Headsets


3. Multiplayer Lobbies Are Hard to Fill—And Studios Need a Plan

Why It Matters

VR’s player base is still small compared to traditional gaming, making it difficult for multiplayer games to sustain healthy communities.

How Studios Are Adapting

  • Lower pricing models: F2P or discounted entry points to increase adoption.

  • Cross-platform play: Expanding player pools across multiple devices.

  • Post-launch content & toxicity prevention: Keeping players engaged long-term.

Case Study: Dragon Fist VR Kung Fu

Dragon Fist has maintained an active community by:

  • Launching on multiple platforms.

  • Participating in major sales to boost player acquisition.

  • Adding voice protection tools like VoicePatrol and fresh content to keep engagement high.

Takeaway

If your XR game is multiplayer, having a plan to keep lobbies full is just as important as the gameplay itself.


4. Discoverability is Brutal—Studios Must Master Viral-First Marketing

Why It Matters

The best VR games don’t just play well—they look good in short-form content and have built-in “shareable moments.”

Case Study: Frenzy VR & Monkey Doo VR

  • Frenzy VR grew its audience by 48% in six months through TikTok marketing and influencer content.

  • Monkey Doo VR tapped into viral marketing with fan contests, meme videos, and collaborations.


Studios that don’t engage with players before launch struggle to gain traction—no matter how good their game is.

Takeaway

If you’re not building your community before launch, you’re setting yourself up to fail.


5. Funding is Drying Up—Developers Must Be Strategic About Monetization

Why It Matters

Funding for VR development has slowed, and studios are being forced to rethink their monetization strategies.

  • The traditional $30–$40 premium pricing model is riskier than ever—especially without a long-term plan for player retention or updates.

  • Many studios are experimenting with free-to-play and live-service models, but it’s far from a guaranteed success.

The Shift We’re Seeing

While not every F2P model works, players are increasingly leaning toward lower-priced or free-to-play games that offer optional monetization through cosmetics, content drops, or community engagement.

Case Study: Gorilla Tag’s Monetization Model

  • Launched free-to-play to build a massive player base

  • Monetized through cosmetics without harming gameplay

  • Built a loyal community and a sustainable revenue stream

Takeaway

If your XR game doesn’t have a long-term monetization plan—whether it’s cosmetics, DLC, or community-driven live-ops—you’re flying without a parachute.


And while F2P models are gaining traction, they’re not risk-free—thoughtful planning and retention strategies are key.


Conclusion – What XR Devs Need to Focus on in 2025

  1. PCVR is still a great starting point, but standalone should be the goal. (Dragon Fist VR as an example.)
     

  2. New headsets are coming, but gaming’s role in XR isn’t guaranteed. (Apple Vision Pro, Google & Samsung’s upcoming devices.)
     

  3. Multiplayer is tough—developers need a strategy to sustain active lobbies. (Dragon Fist VR’s ongoing engagement model.)

  4. Marketing must be built into game design. (Frenzy VR, Monkey Doo VR.)
     

  5. Monetization needs to be future-proof. (Gorilla Tag’s F2P model.)

Final Thought

The XR space is shifting, but developers who plan ahead, focus on player retention, and build for shareability will come out on top.

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