Rec Room Sets June 1 Shutdown After Failing to Reach Sustainable Profitability

Rec Room announced on March 30, 2026 that it will close its platform on June 1 at noon Pacific, ending one of the more ambitious social gaming and user-generated-content experiments of the past decade. In its official blog post, the company said the service had reached more than 150 million players and creators over its lifetime and had built an enormous amount of community activity around shared rooms, avatars, and virtual goods. The central problem, however, was blunt: popularity did not translate into a sustainably profitable business.

Rec Room said that despite continued player activity, its costs kept overwhelming the revenue it brought in. The company also pointed to a recent shift in the VR market and broader headwinds across gaming as reasons the path to profitability had become too difficult. That framing matters because it suggests the shutdown was not triggered by a sudden collapse in engagement, but by a long-running mismatch between platform scale and platform economics.

The wind-down plan is staged. Rec Room immediately stopped new account creation, new friend additions, new Rec Room Plus signups, and the publication of new monetized user-generated content. Token purchases and gift card redemptions end on May 1. After May 18 at 11:59 PM UTC, creators will no longer be able to earn additional tokens, though they can still spend what they already have until the final shutdown. On June 1, players will no longer be able to log in, rec.net will go offline, and online services tied to Rec Room Studio will end as well.

GeekWire adds the business context behind that decision. The Seattle company, founded in 2016, raised 294 million dollars across six rounds and reached a 3.5 billion dollar valuation in December 2021. It later cut 16% of staff in March 2025 and then roughly half of its remaining workforce five months later as it tried to become self-sustaining. GeekWire also noted that user-generated-content revenue had been growing, but that the margins were thin because platform fees and creator payouts left Rec Room with only a fraction of each dollar spent on UGC.

That makes Rec Room's shutdown more than a single-company story. It is a reminder that large audiences, strong creator ecosystems, and years of brand recognition do not automatically solve the underlying economics of live virtual platforms. For developers and investors watching the UGC and social-VR space, this is a hard signal that scale without durable margins is no longer enough, especially in a market that has become much less forgiving about long-term losses.