It seems the launch of Oculus Quest 2 has been a boon for both Facebook and Quest developers alike, as the company’s latest standalone VR headset has brought the number of apps earning over the $1 million milestone to over 60 games now.

Facebook announced back in September that over 35 apps on the Oculus Store for Quest had generated over $1 million, accounting for more than $150 million in app sales. That number speaks to the popularity of the original Quest, which garnered critical acclaim when it launched back in May 2019.

Then Quest 2 launched in October 2020, and the plucky $300 standalone seems to have significantly accelerated app sales.

Facebook has released a rough breakdown of how many apps have not only broken that $1 million milestone, but have also gone on to generate more than $10 million in revenue. Here’s the chart below, shared by Oculus VP of Product Mike Verdu in a company blogpost.

Image courtesy Facebook

It’s an amazing number, but what’s more amazing is that now one in three paid apps on the Oculus Store for Quest is making over $1 million in revenue, Verdu reveals.

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Some of the top-earning titles on Quest include Beat Saber, Onward, and Population: One, all of which have generated over $10 million in revenue. Verdu doesn’t offer up a more detailed breakdown, although we can bet some of the regular faces from our monthly report on the best and most rated Quest apps will appear on the list.

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Ancient 2+ week news, isn’t it?

    Anyway, 1 million in revenue (not even profit, as if 1 million can’t be the dev cost of a tiny indie team) is like 50k sales @ $20, more for cheaper, less for more expensive, it will hardly make the average publisher care if there’s no bonus like Oculus/whoever funds.

    The more popular rarities like Boneworks, Alyx, Beat Saber, Saints & Sinners, etc., naturally surpass that by millions of sales on PC, as well as Quest but they’re rare.

    In the Wii days Nintendo hyped 3rd party million (copy) sellers to show that contrary to popular belief they do sell alongside first party games and that (50m revenue for the average full price retail Wii game which was $50) was already a low bar in the ’00s, never mind now. Yet the chart tops out at the few 10+ million revenue titles for Facebook.

    So, all those statistics supposedly mention the most popular top end stuff available yet they set the bar @ some super niche low budget flat gaming series/genre to pad the numbers. It’s a start at best and nothing to any popular console/game platform.

    • Fierce Deity

      Do you even know how many small indie teams barely make any profit at all on other platforms? 1/3 making a million in revenue is absolutely ridiculous. Steam or Nintendo eshop it would be what, 1/300?

      You also compare it to a wii which is not only decades ago, but was also one of the best selling consoles of all time. If 100 million+ quests were sold today you can already guess how much more profitable it would be for developers.

      The point of articles like this is to show how profitable it already is despite VR not being mainstream yet. It’s about showing potential, not about get rich quick opportunities.

      • Amni3D

        The implication that “games just sell more on Quest vs other platforms” is debatable. A standard greatest hits PS3 title sold more units than everyone that purchased a Quest, while being priced at a confident $60 on top of that.

        The Quest is doing well in the VR bubble, but doesn’t compete with flatscreen console revenue. In addition 1 million in revenue wouldn’t even cover a small scale AA game’s budget. Hell, it’s too little for a lot of the big name indies to care, let alone “AAA in VR is now here” sentiment that’s forced every other month.

        Also don’t conflate Steam and Switch attachment rates, very different worlds, and the userbase sizes are massive on top of that. It’s also worth noting that around Switch and Playstation launch attachment rates were legendary. It’s not very interesting to note that “Quest 2 attachment rates are great!” considering it came out months ago. (I hate talking about sales data btw)

      • Elizabeth Tipton

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      • Ad

        Revenue and profit are different things.

    • Roxanne Hoffman

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  • rfanck

    over 3.5 millions supposed quest and quest 2 owners , a 1 million dollars revenue for a game with an average price of 23 or 25 $, those numbers are quite ridiculous !

  • Ad

    For a $20 app, this is like 50,000 units, right?