
Meta cut approximately 1,500 employees—10% of the Reality Labs workforce—from its VR and metaverse division on January 13-14, 2026, shuttering three major VR game studios while redirecting investment toward AI-powered wearables and phone features. The studios closed include Twisted Pixel (Deadpool VR), Sanzaru Games (Asgard’s Wrath series), and Armature Studio (Resident Evil 4 VR). Furthermore, this marks the first major tech layoff of 2026 and the clearest admission yet that Mark Zuckerberg’s metaverse vision has failed commercially after accumulating over $70 billion in losses since 2020.
The $70B Bet That Failed
Reality Labs has lost over $70 billion since late 2020—one of the most expensive strategic failures in tech history. The fourth quarter of 2025 alone posted a $4.97 billion loss on just $1.1 billion in revenue, a nearly 5:1 loss ratio that shows no path to profitability.
Moreover, the scale of these losses is staggering. $70 billion exceeds Snap’s entire market capitalization and represents enough capital to have acquired Instagram 70 times over at its 2012 purchase price. Consequently, Meta sustained quarterly losses exceeding $4 billion throughout 2025, with Q3 posting $4.43 billion in losses on $470 million in revenue.
Even for Meta’s massive resources, these numbers proved unsustainable. Reality Labs didn’t just fail to generate profit—it burned through capital at a rate that made continuation impossible regardless of Zuckerberg’s original vision.
Ray-Ban Smart Glasses: Meta’s Real Winner
While VR hemorrhaged billions, Meta’s Ray-Ban smart glasses succeeded beyond expectations. Revenue tripled in the first half of 2025, with over 2 million pairs sold. The AI-powered glasses now capture 70% market share of the global smart glasses market and rank as the number one best-seller in 60% of European Ray-Ban stores.
The contrast is brutal. Quest headset sales fell 21% year-over-year in Q3 2025 while Ray-Ban Meta revenue tripled. Additionally, Meta responded by scaling production capacity from 10 million to potentially 20 million units annually by end of 2026. Meanwhile, the company cut Meta Quest advertising spending by 55% year-over-year.
The irony cuts deep: Meta rebranded the entire company to “Meta” for the metaverse, lost $70 billion on VR, then discovered the actual breakthrough came from normal-looking glasses with practical AI features. Clearly, people want AI augmentation of reality, not escape to virtual worlds. Meta is following the market signal—kill what loses billions, scale what triples revenue.
Related: Meta Compute: $600B AI Infrastructure Bet Signals New Race
VR Developers Left Behind
The Meta Reality Labs layoffs hit 1,500 employees and eliminated three premier VR game studios that created Quest’s most successful titles. Twisted Pixel had shipped Deadpool VR just two months before closure. Similarly, Sanzaru Games built the acclaimed Asgard’s Wrath series. Armature Studio ported Resident Evil 4 VR to Quest 2.
Former employees activated “Open to Work” status on LinkedIn while expressing frustration about Meta’s sudden strategic reversal after years of encouraging VR development. Indeed, one developer who worked with Sanzaru wrote: “Sanzaru’s closure today is a big loss for VR games as a medium.”
For VR developers, this is catastrophic. Meta held on longer than any company would—$70 billion in cumulative losses—and still quit. Therefore, the Quest exclusive pipeline is effectively dead. Enterprise VR projects now face an existential question: if Meta with unlimited resources couldn’t sustain VR, who can?
The VR Market Was Already Dying
Meta’s retreat didn’t happen in isolation—the entire VR market is shrinking. Global VR headset sales fell 21% year-over-year in Q3 2025 to 930,000 units, with the full-year 2025 forecast revised down to 5 million units. This downward trend is expected to continue through Q3 2026.
Meanwhile, AR glasses sales surged 180% year-over-year in Q3 2025, reaching 302,000 units. Meta dominates VR with 74.6% market share, but that’s dominance of a declining market. Notably, no competitor is eating Meta’s share—consumers are rejecting VR headsets entirely.
Horizon Worlds, Meta’s flagship metaverse platform, tells the same story. Monthly active users dropped to under 200,000 from a peak of 300,000 in February 2022. Despite a $50 million creator fund and AI-powered building tools launched in 2025, mainstream adoption never materialized. The market has spoken: VR down 21%, AR glasses up 180%. Consumers chose wearables over headsets.
What Comes Next
Meta is redirecting Reality Labs resources toward AI-powered wearables, phone-based AR features, and cutting Reality Labs spending by up to 30% in 2026. However, overall capital expenditures will exceed $100 billion in 2026, but that investment targets AI infrastructure and data centers, not VR worlds.
Meta spokesperson Tracy Clayton confirmed the shift: “We are shifting some of our investment from Metaverse toward Wearables. We plan to reinvest the savings to support the growth of wearables this year.” AR development continues and receives budget resources previously allocated to VR. Phone-based AR features and Ray-Ban production scaling take priority.
VR becomes niche—gaming and enterprise training simulations may survive, but consumer VR dreams are dead. AI wearables position for mainstream adoption by 2027. The metaverse era didn’t fail to arrive; it arrived, consumers rejected it, and the industry moved on.
The $70 billion lesson is simple: even renaming your company and sustaining massive losses can’t force consumer adoption of technology people don’t want. Meta’s strategic pivot follows basic business logic—kill what loses billions, scale what triples revenue, and admit defeat before losses exceed $100 billion.











