Morning Overview

Meta wants to cram its metaverse into every smartphone

Meta has announced that its social virtual world, Horizon Worlds, will shift toward a mobile-first experience, loosening its ties to the Quest virtual reality headset line. The decision, confirmed during the company’s Q4 2025 earnings call, signals that Meta now sees smartphones, not VR goggles, as the fastest route to mass adoption of its metaverse vision. The pivot arrives as Reality Labs has faced major cost pressure after years of heavy spending on VR and metaverse development.

Horizon Worlds Goes Mobile-First

Meta is restructuring Horizon Worlds to run primarily on mobile devices, a stark reversal for a platform originally designed around VR headsets. The company is explicitly separating the Quest VR hardware business from the Worlds platform, treating them as distinct product lines rather than two halves of a single ecosystem. That split suggests Meta no longer views headset ownership as a prerequisite for entering its virtual spaces, reframing Horizon Worlds as an app that should feel as accessible as Instagram or WhatsApp rather than a niche companion to expensive goggles.

In reporting about the shift, Meta executives have framed the mobile move as a way to reach the billions of people who already carry a smartphone but have never strapped on a headset. The logic is straightforward: if only a fraction of smartphone owners try Horizon Worlds, the audience would dwarf the installed base of any VR device on the market. By lowering the hardware barrier to zero, Meta is betting that convenience will accomplish what years of headset subsidies could not, turning Horizon Worlds from a curiosity for early adopters into a mainstream social product that can be launched in seconds from a home screen.

Why VR Alone Was Not Working

The Verge’s reporting painted a blunt picture of the problem. Even among Quest owners, VR usage was dominated by third-party apps rather than Meta’s own Horizon experiences. Users were buying headsets for games like Beat Saber and fitness apps, then largely ignoring the social worlds Meta had spent years building. That gap between hardware sales and platform engagement undermined the core business case for tying the metaverse to VR, revealing that content people actually wanted did not align with Meta’s flagship vision of avatar-filled plazas and virtual hangouts.

The mismatch forced a reckoning. If Quest owners themselves were not spending meaningful time in Horizon Worlds, locking the platform behind a headset meant limiting it to a small, disengaged audience. Shifting to mobile reframes the product as a lightweight social layer that competes with apps people already use daily, from Roblox to Discord, rather than asking them to enter a separate hardware ecosystem first. It also acknowledges a behavioral reality: people are far more willing to open a phone app for a quick interaction than to clear space, put on a headset, and commit to a fully immersive session, especially for casual socializing.

Cost Cuts and Studio Closures at Reality Labs

The mobile pivot did not happen in a vacuum. Reality Labs has gone through a painful period of layoffs and studio closures, trimming teams that once built VR-exclusive content and experimental experiences. Separately, recent reporting has also pointed to Meta pulling back on some workplace-metaverse ambitions as it refocuses priorities.

These cuts reflect a broader cost discipline that has reshaped Meta recently. Reality Labs has reported steep operating losses quarter after quarter, and the division’s spending drew persistent criticism from investors who questioned whether the metaverse bet would ever pay off. Trimming VR-specific content teams while redirecting resources toward mobile development lets Meta keep the metaverse narrative alive without the financial drag of maintaining studios whose output attracted limited audiences. The Q4 2025 earnings documents provide the official financial backdrop for this strategic realignment, with prepared remarks emphasizing “efficiency” and “focus” as Meta repositions Horizon Worlds as a leaner, more scalable business.

What a Phone-Based Metaverse Actually Looks Like

Stripping VR out of the equation changes what Horizon Worlds can be. On a headset, the promise was full-body immersion: stepping into a 3D room, gesturing with controllers, feeling spatially present with other people. On a phone, the experience shrinks to a flat screen, touch controls, and the same attention competition every other app on the home screen faces. Meta will need to prove that a mobile Horizon Worlds offers something meaningfully different from existing social platforms, not just a 3D chat room with cartoon avatars, and that it can deliver that difference in short, snackable sessions that fit around everyday life.

The potential upside, though, is real. Mobile distribution removes the single biggest friction point the metaverse has faced since Meta rebranded from Facebook in 2021: the need to buy and regularly charge a dedicated headset. A phone-native version could let someone jump into a shared virtual space during a commute, a lunch break, or a couch session without any additional gear. If Meta can make that experience sticky, it would validate years of investment in virtual world infrastructure, even if the delivery mechanism looks nothing like what was originally promised. A hybrid approach is also possible, where phones serve as the default access point while VR remains an optional “premium” mode for users who want deeper immersion.

There is also a less obvious consequence. By moving Horizon Worlds onto smartphones, Meta places its virtual world inside app stores controlled by Apple and Google, subjecting it to their platform fees and content policies. On Quest, Meta owned the entire stack from hardware to storefront, giving it near-total control over monetization, moderation, and distribution. On mobile, it becomes a tenant. That trade-off, giving up platform control in exchange for reach, could reshape the economics of Meta’s metaverse ambitions in ways the company has not yet detailed publicly, especially if virtual goods, creator payouts, and in-world advertising must all be negotiated within the rules of rival platforms.

The Bet Behind the Bet

Most coverage of this shift has focused on what Meta is abandoning: VR exclusivity, headset-first design, the original metaverse pitch. But the more interesting question is what Meta gains by opening Horizon Worlds to every smartphone user. A mobile-first platform could accelerate third-party developer interest, since building for phones is cheaper and reaches a far larger market than building for Quest. If independent creators start treating Horizon Worlds as a distribution channel on par with app stores or social feeds, Meta could end up with a developer ecosystem it struggled to attract on VR alone, where small audiences and technical hurdles made it hard to justify ambitious projects.

That outcome is far from guaranteed. Roblox, Fortnite, and Minecraft already occupy the “social 3D world on your phone” space with years of momentum and tens of millions of active users. Meta would be entering a crowded field without the differentiator that VR once provided, and without the cultural cachet those incumbents have built among younger players and creators. The company’s track record with standalone social apps outside of its core family, from short-lived clones to niche experiments, underscores how difficult it is to manufacture network effects on demand. Horizon Worlds on mobile is therefore a bet layered on top of another bet: that Meta can not only retool its metaverse for phones, but also convince people to care about yet another social platform in a world already saturated with them.

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*This article was researched with the help of AI, with human editors creating the final content.