More people than ever before chose VRChat to ring in the New Year.
VRChat broke its concurrently connected user record as the year flipped from 2025 to 2026 in various time zones, according to figures posted on social media by the head of community.
As the New Year rolled across the United States from December 31 at 11:59 pm to January 1 at 12:00 am, from Eastern Time to Pacific Time, VRChat's servers supported nearly 150,000 staying online in various spaces together concurrently.
VRChat's long-time head of community Tupper posted on Bluesky that Japan saw a surprisingly high peak figure over the holiday, with no specific number provided, as well as specific peak numbers across the four time zones dividing up the United States for concurrently connected users:
Eastern: 147226
Central: 148886
Mountain: 141184
Pacific: 127708
While VRChat doesn't always detail how many users access the service in headset versus traditional flat interfaces, the figures help ground the narrative around VR headset use. Tupper noted that "normal weekend" use of VRChat in recent times has seen around "120-125K CCU at peaks."
As Bigscreen Beyond 2 continues scaling production of its ultralight headset design in 2026 and Valve prepares to sell the lightweight modular Steam Frame as well, we'll be curious to see where VRChat's peak figures land on January 1, 2027.
If you were in VRChat for New Year's Eve, please share in the comments below the name of the space you chose to be in to celebrate the new year. And for those outside VR who still might not see the overall trend here, did the people who stood freezing under the lights of Times Square in New York for most of New Year's Eve spend their time any better than the people cozy at home wearing Bigscreen Beyond 2 to visit VRChat?
Our second round of UploadVR's Best of 2025 awards is now live.
We kicked things off earlier today with our favorite games this year across individual platforms: Quest, PC VR, PlayStation VR2, and Apple Vision Pro. This also discussed our top immersive entertainment titles outside of gaming, looking to more film-adjacent experiences.
Now, we're focusing on mixed reality apps and games as developers continue to embrace this approach. We're also diving into the best uses of hand tracking across the year, alongside dedicated early access categories for both mixed reality and VR games. While most of our categories are only applicable for full releases, Best Hand Tracking also factors in early access launches.
So then, onto round two. Here are our favorite hand tracking, mixed reality, and early access experiences in 2025.
There's one game, though, that stands out in 2025 – Jigsaw Night. You can grab the pieces whether they are close or far away and easily hand them to friends. At any time you can also pick up a controller and use it for more precise grabbing of faraway objects. This robust support, alongside other features like LIV integration, colocation, and puzzling with your own photos, means that solo developer Steve Lukas' project is an absolute delight to spend time in and a strong reason to bring just your headset with you.
Best Early Access Mixed Reality Game
We've seen some intriguing first looks at mixed reality games in early access this year. Pocket Lands has been a recent favorite where you create Minecraft-esque worlds, while Loop One: Done is an MR automation game where you record loops with drones and robots. We'd also note Super RC, Jigsaw Night, Galactic Traffic Control, and Healer.
This time around, Laser Dance takes our award for the Best Early Access Mixed Reality Game of 2025. Thomas Van Bouwel delivered what we called “the first essential mixed reality game” and a go-to party game in our review. Offering an instantly relatable premise that feels ripped out of a spy film, it's one of the first experiences anyone should try when putting on a headset.
Whether it's to gather community feedback or bring in crucial funding, more developers continue choosing early access launches across Quest and Steam, and 2025 has plenty of picks.
For 2025, Forefront is UploadVR's Best Early Access VR Game of the Year. Triangle Factory's latest game following Breachers provides a 32-player shooter comparable to EA's Battlefield series. “Combat is exciting and tense, its VR gunplay is tactile and satisfying, and its environments are dynamic and engaging,” we said at the time, and we'll continue watching its next moves.
As mixed reality continues to find its footing, we're continuing to see intriguing projects emerge from across the board. What we're seeing today feels like an early look at what we can expect in the years ahead. We're focused on games where mixed reality is the clear focus, and not an optional extra in otherwise fully immersive games.
This year, our winner for Best Mixed Reality Game is Little Critters by Purple Yonder. Following the studio's work on Little Cities, we found an innovative take on the tower defense genre that puts you front and center in the fight. Its compelling gameplay has real impact, there's great strategic depth, and Little Critters keeps us coming back for more.
Apps like Pencil continue to show promise building out from innovative ideas – you can learn to draw Walkabout Mini Golf characters with a good old-fashioned pencil in hand and a headset on your head, and that's pretty cool.
Our award for best mixed reality app of 2025, though, goes to the gradually improving spatial playground Figmin XR. The app won last year too, and this year solo developer Javier Davalos essentially brought Tilt Brush to iPhone with the launch of Figmin XR there. Last year, we were able to get a pretty impressive colocation experience going in Figmin XR from Quest to Vision Pro.
This year, I single-handedly logged in with iPhone to the same virtual room as my headset. I could hold a digital object with my finger pressed to the iPhone and carry it around without even looking at it. Capturing mixed reality videos of Figmin playgrounds from iPhone could be a big use of this integration, or to let a friend or family member see into a spatial creation when they aren't in a headset.
On Dec. 21, 2025, Ebenezer Scrooge will be haunted for the last time by disembodied spirits wearing Quest 2 or newer headsets.
Thereafter, the first fully embodied telling of A Christmas Carol by Charles Dickens in consumer VR will play on loop around the holiday each year, replaying the spatially captured performance by Agile Lens.
"One of our white whales we finally achieved this holiday was a method for perfectly recording EVERYTHING that happens during a live show," wrote architect and producer Alex Coulombe over direct message. "Mocap, show cues, audio, even everything the audience does. And we can play it back completely on demand."
Since 2021, Agile Lens has put together the experimental VR telling of A Christmas Carol using the latest cutting edge capture and streaming technologies, including Unreal's MetaHuman avatars. The production, along with other Agile Lens projects like a gigantic holodeck selling real estate in Texas, led the group to develop a tool called "Stage Presence" for the creation of future theatre-based productions in VR.
"We have no plans to shut down the app at this time— after the all-day VR replays on Christmas Eve, likely we’ll leave it as a bit of a museum where you can visit Charles Dickens’s study and see our old “Next Show in…” counter," Coulombe wrote. "Who knows? Maybe someday we’ll find a good reason to bring it out of retirement."
Tickets are free in Quest 2 or newer VR headsets to the final live showings held from Friday to Sunday. The performance stars Ari Tarr as Dickens and Scrooge with Debbie Deer as the ghosts, both of them wearing Quest Pro headsets for face and body capture. You’ll become a ghost yourself during the tellings this weekend, and visible to Scrooge as a disembodied spirit helping him come to terms with his behavior.
"I'm really proud of it. I'm going to miss it a lot. It's been such a joy and such a useful resource to come back to," said Kevin Laibson, who worked as a producer on the production. "You really can't mess up a Christmas Carol – everyone knows it and loves it."
"Likely next year we’ll pick a few dates to trigger some shared VR replays," Coulombe wrote. "The 'live' audience will be there as ghosts of the “present” right alongside the audience ghosts of the “past”— it will all get very meta."
We're extremely curious to see what Agile Lens and their creators do next with theatre in VR and with their Stage Presence tool. There have been some impressive theatrical experiences like The Under Presents and The Tempest and much more made in VR by others, but nothing that's been able to keep a troupe of actors employed continuously.
"VR live theatre is wonderful in terms of accessibility, but it’s still far from the ideal of actual breathing people in the same venue gasping and laughing together," Coulombe wrote. "And so we’d love the chance to combine our mixed reality theatre toolset with our virtual reality theatre toolset for a production that caters to an on-site audience while also inviting participants from around the world to join in. That’s the goal of Stage Presence— a modular toolkit to service a wide range of live XR productions."
When UploadVR visited Valve headquarters to try Steam Frame, we heard comments echoing the strategies at Google and Apple.
There's an APK for that in Galaxy XR and thousands of iPad apps available day one on Apple Vision Pro. Meanwhile, the verified program for Steam Frame is poised to bring the value of Steam to your face wherever it is. Today, the only constant companion for most VR headsets is a Windows PC, but the time is coming when a Steam Deck, iPhone, iPad or Nintendo Switch may become an even more useful companion in VR.
When it comes to Valve, we asked them about ideas like "spatial computing" and "mixed reality" being pursued elsewhere. Neither concept is really present in Valve's initial Steam Frame with black and white passthrough, though there's a lot of potential for sensing add-ons through the nose port.
Here's how Valve's Jeremy Selan replied about the focus of their first headset to carry the Steam name:
"As a strong Index user, someone who worked on it and has spent major portions of my adult life working on that and the Vive, when I think about playing VR, I have to make an intentional choice. So I'll be like, you know what? I want to go do VR. So I go to the room that has my PC and has my base stations installed. And I start playing that. But then sometimes, if I'm in another room and I'm like, well, maybe I should just take out my Deck and I start playing those games. And that choice I personally think is one of the highest friction bits remaining."
"Sure you can expect that when you put it on because it's SteamOS you hit the power button and you're fast into your game without the base station setup. Yeah, you can do [that] in any environment, but the ability to put on the headset and to see your Steam catalog in front of you where you can just choose a VR game or choose a non-VR game – it makes me play VR more. And it really reduces the impediment or the friction of even having to think about that distinction."
"We see the lines between VR and non-VR content really being blurred because they should just be games and you should be able to have devices that let you enjoy them. And this is our first stab at that."
We expect to have a review of Steam Frame in 2026 and will always bring you the latest. For more, you can dive into our nearly three-hour discussion from the day of the headset's announcement.
ARVORE revealed an adaptation of The Boys is coming to VR with cast members from the TV show lending their voices.
Brazil-based ARVORE is the studio behind the Pixel Ripped series and they've teamed with Sony Pictures Virtual Reality as publisher on a "stealth-action" VR game coming in 2026. The Boys is about to enter its final season on Amazon next year, though Amazon's association with the VR project appears to be simply as a producer for the show.
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I'm getting a Five Nights At Freddy's meets BioShock vibe from the reveal trailer, which shows a theme park ride setting for its pre-rendered sections before meeting Homelander. Developers say the game "introduces an original character who accidentally uncovers a grotesque Vought secret that turns a family outing into carnage. Forced to become a Supe, the player joins The Boys to infiltrate Vought and take revenge in the most chaotic way possible. Blending stealth and combat with the franchise’s signature dark humor, the VR title delivers a new story rooted in the world fans love."
The full announcement trailer is embedded below and I've cut what looks like the available gameplay video above. Actors including Laz Alonso (Mother’s Milk), Colby Minifie (Ashley Barrett) and P.J. Byrne (Adam Bourke) reprise their roles with a "twisted interpretation" of Soldier Boy from Jensen Ackles.
We'll be curious to go hands-on with Trigger Warning as soon as we can. With Stranger Things VR out now, Deadpool VR available now and Teenage Mutant Ninja Turtles on the way, there's a wide range tonally to adapt TV and movies to VR and we'll be curious where ARVORE lands when it comes to representing The Boys.
For the artists who make Walkabout Mini Golf, the path to virtual reality often begins with a pencil and paper to sketch out their ideas before jumping into Gravity Sketch for spatial building.
Now fans with Quest headsets can trace some of that path from home.
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A collaboration between Walkabout Mini Golf and Pencil sees Quest-owning fans of the game dropping their putter onto the table to trace the drawings of Don Carson, the lead designer of Alice's Adventures in Wonderland and an art director at Mighty Coconut. The step-by-step lessons available in the app for pencil and paper will teach players how to draw Walkabout's version of the characters Alice meets in Wonderland.
Effectively, Walkabout and Pencil are starting to recreate the Animation Academy attraction from California Adventure at the Disneyland Resort, where visitors learn how to draw Disney's most iconic characters from skilled artists. You just have to switch between two apps on Quest to go from the Alice in Wonderland's Walkabout theme park to Pencil, where you can learn to draw in Carson's style. The characters Alice encounters, from the Cheshire Cat to the Queen, have been re-imagined for VR by Carson and his teammates, pulling inspiration from the original illustrations of John Tenniel.
The tracing lessons are available as a free pack inside Pencil on Quest. The app is also adding a collection of authentic set pieces from Walkabout to play with for inspiration as you draw.