At GDC last month, Meta shared the clearest look yet at the number of apps reaching various revenue milestones on the Quest platform. So far, 124 apps have earned $1 million in revenue or more, while 8 have exceeded $20 million. In February Meta said the total amount of money spent on the Quest store had surpassed $1 billion, showing just how much spending on the marketplace has grown since the launch of Quest 2. Last month at GDC, Meta's Director of Content Ecosystem, Chris Pruett, shared the clearest look yet at how many apps are seeing material success on the Quest store over the last year. Lining up the data with some previously shared figures gives us an interesting look at how the Quest store is progressing over time. First, here are the numbers Pruett shared at GDC, which include data up to February 2022. An important not here is that these revenue buckets are exclusive, meaning 35 of the apps have exceeded $1 million but not exceeded $2 million (and so on). In total, 124 apps have exceeded the $1 million mark. Quest Apps Reaching Revenue Milestones Over Time Lining up the data with the same figures shared by Meta previously gives us an idea of how things are trending over time. First is a naive look at the data points side-by-side: But this doesn't account for the time between data points, nor differences in seasonal sales volume. With some interpolation we can account for time and seasonal differences by looking at a yearly average of all apps exceeding $1 million in revenue. Of our three charts so far, this is the most normalized way to look at the data. The chart above tells us how many apps are reaching the $1 million milestone each year, on average. The number is increasing overall, which is a good sign, though the rate of the increase is slowing. One variable that could significantly impact how we understand this data is that rate at which apps are being allowed into the store (since Meta hand-picks which apps do and don't go on the Quest store). The number of apps in the store has been growing at a surprisingly linear rate, so we can say it likely isn't having much of an impact on the chart above. Granted, many of Quest's early apps have been previously successful VR games that were ported to the headset, which makes their success more assured than the growing number of brand new VR apps that have launched as the platform has aged. This could account for the slowing rate of apps reaching $1 million each year on Quest. Continue on Page 2: Quest Store Revenue Distribution, Top Earning Apps » Quest Store Revenue Distribution With 124 Quest apps exceeding $1 million, that means that roughly 36% of apps on the Quest store have earned more than $1 million, which I take to mean that Meta is making fairly good decisions about which apps are going to perform well in the store if we measure 'success' by the $1 million milestone. For reference, $1 million at the most common Quest app price of $20 is 50,000 units sold. If we take the latest data shared by Meta at face value (ie: we assume all the apps in the $1 million bucket have made exactly that much, all the apps in the $2 million bucket have made exactly that much, etc), we can conclude that about 55% of the $1 billion Meta says was spent in the Quest store has gone to these 124 apps. And we know for a fact that games like Beat Saber have made far more than the top $20 million bucket of data that Meta has shared. So that means even more than 55% of all the store's revenue is going to just 124 (36%) of Quest apps. This isn't an unexpected outcome, after all, gaming generally tends to be a hits-driven business, but it does make one wonder why a smaller number of apps are running away with the bulk of the earnings, especially when Meta is hand-picking which apps are allowed onto the Quest store. Is it that only a small number of games on the store are actually good, or are other factors causing certain games to snowball in success (like how they are promoted in the store)? Tough to say. As for how overall revenue spent in the Quest store is changing over time, there's been considerable growth since the launch of Quest 2. Unfortunately it's difficult to say how much of this growth in spending on the Quest store is due purely to new customers joining the ecosystem vs. an increase in the average spend of each customer (though the former is almost certainly the largest factor). Quest Apps Earning the Most Revenue One thing we can get a good handle on though is which apps in particular are finding the most success on the store. The number of reviews is a fairly good corollary for unit sales (not accounting for DLC); looking at Quest games that way gives us this list of the 20 most reviewed titles on the platform. Name Number of Ratings Days on Quest Store Previously Released Beat Saber 42,173 1,056 Yes SUPERHOT VR 15,869 1,056 Yes The Walking Dead: Saints & Sinners 14,815 545 Yes Vader Immortal: Episode I 13,902 1,056 No Blade & Sorcery: Nomad 13,152 158 Yes Onward 12,617 620 Yes Job Simulator 10,848 1,056 Yes The Room VR: A Dark Matter 10,509 746 No POPULATION: ONE 10,286 536 No Five Nights at Freddy's: Help Wanted 9,608 634 No The Thrill of the Fight 8,666 900 Yes Pistol Whip 8,270 886 No Resident Evil 4 7,865 172 No Eleven Table Tennis 7,084 552 Yes Walkabout Mini Golf 6,356 564 No GORN 6,287 428 Yes Vader Immortal: Episode III 5,783 872 No Moss 5,635 1,056 Yes Virtual Desktop 5,617 1,056 Yes Arizona Sunshine 5,529 858 Yes There's some interesting trends to see here: 30% are launch-day titles (1,056 days on the store dates back to Quest's launch) 60% were previously released on another VR platform Number of days on the Quest store is (understandably) a strong predictor of being on this list, with only two notable exceptions: Blade & Sorcery: Nomad (158 days on store) Resident Evil 4 (172 days on store) - - — - - Interested in more data dives? Three articles worth a look: Quest App Lab Soars to Nearly 850 Apps, More Than Doubling Those on the Main Store Have Facebook’s Big Bets on Oculus Exclusive Games Been Successful? A Data-driven Look The 20 Best Rated & Most Popular Quest Games & Apps – March 2022