In early 2021 Meta launched App Lab for Quest which allows developers to distribute their games on the headset without going through Meta’s curation process. There’s now 1,457 games and apps available on App Lab, more than triple the number of apps on the main Quest store.

Update – October 20th, 2022

There’s now 1,457 apps available for Quest via App Lab, according to submissions tracked by VRDB. In the one year and eight months since launch, the number of apps on App Lab has more than tripled the number of apps on the main Quest store, which stands at 414 after nearly three and a half years of operation.

The discrepancy shows that many more developers would like to be on the main store than Meta allows. To date we’re only aware of a handful of apps that have made the leap from App Lab to the main Quest store.

App Lab apps are functionally ‘unlisted’ (unsearchable without knowing the app’s name) in the main Quest store, but receive a normal store page which can be accessed directly via a URL and installed with a single click once logged in, just like any Quest app in the main store. The difference is that Meta picks and chooses which apps to include in the main Quest store based on some qualitative criteria, while App Lab apps don’t need to meet any specific bar outside of being technically sound.

Since its launch on February 3rd, 2021 Meta has approved an average of 2.6 apps per day to App Lab. The main Quest store sits at 414 apps. Given the time since the launch of the main Quest store, that’s an average of 0.25 apps added to the store per day.

For additional context, the number of Meta’s PC applications sits around 1,350 and SteamVR applications around 4,500. Though all of these platforms have been around for years longer, none of them have been subject to the sort of curation that Meta has imposed on Quest applications in the headset’s main store.

Below is a breakdown of the top 20 App Lab applications by rating and popularity.

Best Rated Quest Games in App Lab

The rating of each application is an aggregate of user reviews and a useful way to understand the general reception of each title by users (apps with less than 50 reviews are excluded).

Rank Name Rating (# of ratings)
#1 Facing 5.0 (79)
#2 Squingle 4.9 (54)
#3 We Are One Demo 4.9 (699)
#4 PUNCH FIT 4.9 (52)
#5 Hitstream 4.9 (85)
#6 Into the Metaverse 4.9 (82)
#7 Luna: Episode 1 – Left Behind (DEMO) 4.8 (116)
#8 Dragon Fist: VR Kung Fu 4.8 (84)
#9 Brisk Square 4.8 (189)
#10 BoomBox 4.8 (65)
#11 Bocce Time! 4.8 (54)
#12 Blacktop Hoops – VR Basketball 4.8 (3,213)
#13 PianoVision 4.8 (102)
#14 Hax Demo 4.8 (375)
#15 X-Fitness 4.7 (156)
#16 Tower Tag 4.7 (57)
#17 Stunt track builder 4.7 (309)
#18 Shuttle Maze 4.7 (128)
#19 PowerBeatsVR 4.7 (478)
#20 PolarDread 4.7 (192)

Most Popular Quest Games in App Lab

The number of ratings gives a ballpark idea of the relative popularity of each title; a title with more ratings is likely to have been downloaded more than a title with less, though there’s certainly an unknown margin of error (apps with less than 50 reviews are excluded).

Rank Name Number of Ratings (rating)
#1 Gorilla Tag 43,298 (4.7)
#2 Pavlov Shack Beta 8,337 (4.3)
#3 Sport Mode 5,347 (4.7)
#4 Blacktop Hoops – VR Basketball 3,213 (4.8)
#5 Battle Talent 2,430 (4.6)
#6 GRAB 1,434 (4.8)
#7 Monkey Mischief 1,371 (3.2)
#8 Frenzy VR 1,147 (4.1)
#9 Brisk Square – Early Access 720 (4.8)
#10 We Are One Demo 699 (4.9)
#11 V-Speedway 673 (4.1)
#12 Cards & Tankards 665 (4.5)
#13 Replika (Early Access) 639 (4)
#14 PowerBeatsVR 478 (4.7)
#15 Crazy Kung Fu Demo 450 (4.6)
#16 SAIL – FREE Demo 443 (4.0)
#17 Hibow 431 (4.0)
#18 SimplePlanes VR 420 (4.6)
#20 Hax Demo 375 (4.8)

If you’re interested in similar charts for the main Quest store, see our latest charts.

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Ben is the world's most senior professional analyst solely dedicated to the XR industry, having founded Road to VR in 2011—a year before the Oculus Kickstarter sparked a resurgence that led to the modern XR landscape. He has authored more than 3,000 articles chronicling the evolution of the XR industry over more than a decade. With that unique perspective, Ben has been consistently recognized as one of the most influential voices in XR, giving keynotes and joining panel and podcast discussions at key industry events. He is a self-described "journalist and analyst, not evangelist."
  • I ain’t seen SQUAT so far. Not even feedback. I’m a little concerned the Unreal Engine has issues I’m not hearing about which might be holding up the works.

    • Looks like this show’s been cancelled.

  • Quick question: why is pavlov not up in the first category towards the top? It has more ratings and is sitting at 4.8 stars than a lot of the game in that list (all of em, in fact)

    • Rob

      Actually its real rating is 4.479 (rounded). Even though it does have more ratings than most games, it still has a lower rating than many other apps that also have high review counts. If you inspect the store page, Oculus provides a script in the header with all of the hard numbers (score to many decimal places, real number of reviews, etc.). A lot of the negative reviews for Pavlov are either for installation issues or player base complaints, so it’s not exactly fair, but it does still have a higher percentage of negative reviews than many other popular apps.

  • Rosko

    These game look really poor. So glad i didn’t buy a Quest.

    • mepy

      I agree Quest App games are really low quality compared to the Steam VR games.

      • MeowMix

        STEAMR was and still is full of VR shovelware. The library was abysmal in 2016, 2017, and still is to an extent. But that is a point that applies to the entire VR industry

  • pasfish111

    i can’t see onward :D :D :D …maybe they should have not downgraded their game to 2002 graphics also on PC :D :D :D

    • CastlegarGlenn

      I’m guessing it’s because Onward isn’t in the App Lab

  • pasfish111

    Serious question … Who will play this chunk of games longer than 3 months? …when the first VR-WOW Effect is gone, 70% of all Quest-Gamer will stop playing in VR and VR-Gaming has its Gimick-image in der Gaming-Community back :D … We need more VR-Games like HL! This is the only way to get the billions of flat Gamer to VR!

    • kontis

      Who do you think plays 99% of low budget games on iOs App Store and Google Play? Literally nobody.

      Who do you think plays 80% of low budget games on Steam? Literally nobody.

      That’s how this market works.

      BTW, more people play gorilla tag or vrchat – two low budget jank apps – than Half Life Alyx. Quality and budget is not everything that defines fun and longevity.

      • pasfish111

        HL is not created to play over and over again :D … and why do people play Gorilla Tag and VRChat? …Because their is no new and good VR content out there :-/
        If we would get every year 3-5 VR AAA Games this would be a totaly different story ;-)

        • Andrew Jakobs

          No they play Gorilla Tag and VRChat because THEY think it’s fun. But I do agree with you that we need at least 3-5 VR ‘AAA’ games, and that’s what we’ll get, except it’s spreaded over multiple platforms.

    • kebo

      I totally agree that HL:A is a very good eye catcher to get the flat gamers to VR.

      BUT it is not a good game to play hundreds of hourrs. The games that i play all the time are Pavlov, Beat Saber (both custom content), Table Tennis and a little bit of Pistol Whip, Minigolf and Pop:One. Even Rec Room is fun with friends (not with these random kids).

      There are some good campaigns like Walking Dead, Boneworks, Arizona Sunshine or Budget Cuts but they won’t save VR because you play them once or twice and that’s it.

      I am here since 2016 with no break btw.. so to answer your question: i play VR slightly longer than 3 months :D

      • pasfish111

        If you are here since 2016 you are not one of that short term mobile Quest-Tourists i was talking about ;-) .. I think you use the Quest 2 with a PC?

        Yes, HL is not a game to play over and over again …but if we would get 3-5 AAA VR a year beside some indie VR games there would be no need to play every game again and again and again until something new is on the horizon :) …the VR game that I player over and over again was Onward… But you know what happened to my most loves game :-/ …at the moment I play FS2020 from time to time and wait for Lone Echo 2.

    • Andrew Jakobs

      Problem is, different people different tastes in games. You say we need more vr-games like HL (which ofcourse I agree on), but there are more then enough people who don’t care about games like HL and are more into the regular puzzle games or even point and click adventures or many of the different other gametypes.
      But games like HL:A cost a lot of money to make, and I doubt Valve has made the actual production costs back through the game alone (mind you they’ve given it away to a lot of users for free). So any developer who wants to do something like that, must have deep pockets to be able to finance such a development. Valve has steam itself to finance it, so if it didn’t sell, not really a big loss on the books, it wouldn’t hurt them into having to close the company down.
      Maybe it sounds silly, but I think we need something like fortnite too on the Quest 2 and PCVR.

  • Oculus should open up its store a bit more for us indie devs

    • Christian Schildwaechter

      No, it shouldn’t. At least not yet. This may sound cruel, but it is very hard to convince good developers to create bigger budget titles for Quest due to the small niche market. To make back their money, this means that every approved title has to generate a significant amount of sales. These developers don’t have the financial resources to pay for big advertisement campaigns, so they depend on initial press feedback, being featured or recommended on the store and positive user reviews.

      If you flood the Oculus Store with hundreds of apps, all these mechanisms are diluted, prices drop do to competition for attention, and people who trusted that any Quest title would reach a minimum quality level would become more hesitant to buy. So by keeping independent developers out, Oculus Store is at least partly making it easier for approved developers to make a profit and thus continue developing VR games.

      App Lab is called lab for a reason. It is basically a place to do experimental stuff, Facebook never declared it to be an App Store Lite with less restrictions, but still for making developers money. You can try to make money there, but your chances are very slim and getting smaller with every app that is released. Outside of landing a somewhat random hit, your best chance will be attracting a sufficiently large audience that Oculus will let you on the regular store.

      So if you want to make money with Quest game development, you still have to pitch it to Oculus, develop within their tight guidelines, and if they say no, you are basically fucked and should probably drop the idea if you need to generate revenue. I’m aware that there are many other benefits of App Lab, and this is obviously not a nice perspective for new developers, but it will help VR to become a viable business for professional game studios and create a VR user base willing to pay sustainable prices. Very similar to development on consoles.

      • kontis

        If we dilute youtube or even the entire internet with low quality videos and low quality comments like yours its value will degrade and we will have to waste a lot of time to filter it and the good creators will be less incentivized to be involved with our beloved internet.

        So my suggestion is, start with yourself and make the internet better today. It’s far too open for ideas like yours.

        I know this may sound cruel, but it’s true.

        • Christian Schildwaechter

          Maybe you have noticed that many of the established gaming YouTubers, even with millions of subscribers, have switched to Twitch or are now relying on Patreon or similar sources of income. Initially a smaller number of content creators generated enough views with every video, and ad prices for views were high enough to make a living from it. This led to thousands of people wanting to become YouTubers as a career, so now there are hundreds and thousands of channels that generate just three to five figure view numbers, and many established channels have seen their typical views drop by more than half.

          This is basically fair, everybody gets the same chance. It still works for YouTube, they don’t really care if the ads display on a prominent channel or a random viral cat video. They have some interest in having their content creators make a living, but not much, which is why so many are moving to the (currently still) more sustainable Twitch. Most YouTubers will never earn anything near minimal wage for the hours they invest for their content of decent quality.

          Apply the same to app stores. Do you want better VR titles in the future? Do you think VR developers will be able to create these titles if they cannot earn enough money? Do you think they will make enough money from the few million current VR users if the App Store is opened like YouTube and everybody can publish whatever they want there? Sure, this would be fair, but it has the chance to kill the few good VR developers we have, most of which are still struggling to survive.

        • Nicolás Cabello Vargas

          He just said a bit more

      • So what you are saying is that FB fears the quality of the big titles could be matched or even surpassed by smaller studios and would possibly prevent the “big” titles from breaking even?
        Don’t see how that would be bad for the consumer, actually.

        • Christian Schildwaechter

          I have no idea how you could get to this conclusion from what I wrote, unless this was an attempt at sarcasm. No, I’m pretty sure that the reason why FB almost forces their software engineers, help and guidance onto game developers who’s projects were approved is not because they would otherwise be easily matched or even surpassed by smaller studios. It is more that they fear that even those that submitted an interesting concept and have proven that they can actually manage such a project could still easily fuck it up due to lack of experience with the Quest platform or VR in general.

          I’m pretty sure they wouldn’t mind if you released a hit application on App Lab, even if these sales could go to approved developers instead. They would actually be thrilled, as it would still improve the overall quality and motivate other developers. The fear is more that if people somehow got the impression that the average quality of App Lab games is what they should expect from Quest titles in general, they will stop buying any of them.

          I get why many small developers are pissed that they are kept out of Quest store and forced into App Lab, where every view of the store page of their app starts with the disclaimer “beware this app may be shit, and that is not our fault.” But it is hard to deny that this is actually true for many them.

          • Yes, I’m being a bit salty and sarcastic, sorry. I’m not saying Oculus shouldn’t make sure the games on their platform are a great experience to the users.
            However, they should be fair, open and transparent about the criteria they want you to match to be able to get on the official store. This is not the case, currently.

          • Christian Schildwaechter

            Publishing criteria would allow developers to force their apps onto the Quest Store by following them all. This would reduce Facebook’s control over quality standards, which are most likely neither fixed nor objective, so they will not do it. You are 100% at their mercy. They warned developers not to start projects before getting approval, the platform was never open, they never promised any access or support. So commercial game developing for Quest without their approval is pretty much like playing Russian roulette with five bullets. You will die, unless you are very, very lucky.

            Seems very unfair, but I’m not convinced that fair is what we need right now. Facebook is trying to grow VR at any cost, by throwing money at it, paying Capcom millions for RE4, favoring established players, and still many of the approved Quest Store games will be financial failures. Many App Lab games couldn’t break even with a 100x increase in sales. VR has too few buyers, and FB’s “only selected developers, highly curated” approach may actually be the best strategy to get new users into VR and escape the tiny niche.

            One can of course argue for more support, but currently App Lab games seem to be mostly just tolerated by FB, with App Lap existing to prevent SideQuest from becoming a widely used platform. With neither supporting small studios nor adding tons of small games being a FB priority for quickly increasing VR user numbers, App Lab developers may become collateral damage on the way to a sustainable VR eco system.

            I fully understand the frustration of not even getting a fair chance. Many people would love to make a living from creating VR games, but currently the best advice for pretty much anybody getting into VR game development is “don’t do it”, with very few exceptions. If you are already losing money, cut your losses and try something else. It is fine as a hobby, as a passion project, for promotion, or if your project works with sideloading alone. If you need to make sales to survive, come back in five years.

          • This would reduce Facebook’s control over quality standards, which are
            most likely neither fixed nor objective,
            so they will not do it. You are
            100% at their mercy.

            This is the whole problem.

          • Sven Viking

            “They warned developers not to start projects before getting approval”

            As far as I know this no longer applies as they shut down that pre-approval programme.

          • Raphael

            Indeed. There is a lot of crap on the sidequest/applab. A few nice things like Smash drums and a remake of the classic Sentinel game I played back in the 80’s. X-booster is good as well. Other than that I hardly install anything from applab. I don’t buy much from oculus store for my quest 2 though because of the high price of many games. I go for the cheaper games with high rating or wait for the rare octopus sales.

            I still buy steamVR games as well.

          • Hector Projector

            Geoff Crammonds The Sentinel is on Applab?! What’s it called, as I thought there was only a PCVR version – called “Augmentinel”

          • Christian Schildwaechter

            The remake was called “Resilience” and available for free, but while it is still listed on App Lab, it is no longer available for download. According to the developer’s website they retracted it after Geoff Crammond asked for license fees for using the rules/mechanics from “The Sentinel”.

        • Larry Cornell

          It feels that way. They know that in the modern world a million decent apps could hit the market in months because there are so many great development tools out there. They are “curating” their library so as to control access to the marketplace. Unfortunately, Zuckerberg is going to find that this type of control does not suit the pallet of modern consumers and eventually Meta will die if it does not change its stripes. There are also potential political motives behind the choices Meta makes. Just as Musk is revealing at Twitter, Facebook has been involved with censorship and promotion of various ideological and political agendas.

      • philingreat

        “So if you want to make money with Quest game development, you still have to pitch it to Oculus…” You can’t pitch to Oculus anymore. There is no official way to publish your game on the store. You need to publish on App Lap and if your game gets successful you might have a chance to go to the official store. With a lot of games on App Lab, it’s hard to get discovered even if you have a good game.

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        • Larry Cornell

          Absolutely correct and the equation adds up to the same kind of ridiculous freakish control that Facebook is known for. Unless Zuckerberg learns to truly embrace open sourcing and stop trying to control everything, Meta is going to end up crashing harder than Madoff. I am an Indie developer, so small potatoes I suppose, but there are tons of content possibilities that simply never make it to the Oculus store. As much as I want to believe Facebook can end up being positive, I am quickly starting to see that it may end up being the first great nosedive of the Internet giants. Google really appears to want me to learn and grow and develop. Facebook appears so in need of control that they don’t even bother making sure App Lab has proper ethical customer service.

      • Jonathan Winters III

        Sad but true. This is what caused the great video game crash of 83/84. But Meta should allow a few more choice apps to the main store.

      • Mradr

        Sorry, but your whole thing falls a part because you are still limiting the user base to just Meta hardware… if you was to allow it to be open, but only on their one store, then people would flock to the Meta store to pick up the game… and thus Meta would see more traffic and more over all sells of their software/market share just like we see with Steam. Once you start – its hard to switch to another store for buying more games. Aka it would be better win for both the hardware maker (the other headset) and Meta to allow more users onto their store and thus would be a big win for customers and game studies to start throwing more money at it.

    • If your app’s good, they won’t have to “open up it’s store a bit more”.
      It’ll be in the Shoppe. 99.9% of what’s listed above is hot dogshit.

  • Christian Schildwaechter

    This will cause the same discoverability problems you see on Steam or the Apple App Store today, leading to diminishing returns for game developers. App Lab worked somewhat for developers when there were a few dozen apps, even though you had to jump through hoops to find them, simply because people went looking for them. But now any new app gets lost among the others, if you do not promote it in some other way. This is less of a problem on the regular store, because apps get featured, can be found by searching for a similar name or are suggested based on what you already played, plus the number of admitted apps is kept low. Less is more for a game developer here.

    Early VR games on Steam got a lot of attention and possibly sales just because there were so few of them that players checked them all. Now there are almost 5500 VR supported titles on Steam, adding a new one will be barely noticed. So any VR developer wanting to release on either Steam or App Lab will have to have either a significant marketing budget or invest into generating interest via a social media campaign in parallel to the game development.

    This problem isn’t new, we saw something similar with the first successful indie games around 2010, when Super Meat Boy, Braid and Fez released on Xbox Live Arcade and got a lot of attention, paving the way for many indie titles, but then leading into the so called indie apocalypse five years later, when lots of new developers had rushed into the market and now had to share all the attention and sales. So basically, your chances to make money on App Lab weren’t great before and will shrink even further over time.

    • kontis

      This will cause the same discoverability problems you see on Steam or the Apple App Store today

      Absurd but shockingly common assumption that the gatekeepers should never be responsible for the marketing and discovery of 3rd party products. Imagine if books worked this way. Dystopia.

      diminishing returns for game developers

      Tell that to all those devs without publishers and estabilished name that they could get more money if only they weren never allwoed to sell it ont he walled garden store. Brilliant.

      Steam originally rejected Braid. Do I even have to explain more? After multiple of this kind of bizarre mistakes Gaben realized that the gatekeeper should not be the one deciding what consumers will most likely enjoy, because people are too diverse and have different perspectives.

      There is also a moral principle here you seem to be awfully unaware of.

      • Christian Schildwaechter

        It is your product and therefore your job to promote it. Gatekeepers will push certain games if they see it as a strategic advantage, but Steam doesn’t have to do anything if you release the 500th VR wave shooter. They will show your game in new releases, they will list your game page like any other product, and their algorithm may recommend it with “other people who played xyz liked this” after you have attracted a player base and got good reviews.

        This is nothing new, this is how game consoles build their portfolio, keep the quality level and sell millions. It is almost impossible for a new game developer to publish for Switch, but everybody wants to get there, because the Switch version will make way more money than the Steam version due to higher visibility.

        Steam initially only published a few, hand selected 3rd party titles, then they moved to green lighting, where you would have to get interest/approval of a minimal amount of Steam users, then they opened the flood gates, everybody willing to pay USD 100 can publish on Steam, and the number of releases exploded. Consequently the number of developers that made back their development costs fell, and by now most new releases struggle to even make back the USD 100 fee.

        Nobody is stopping you from trying, from releasing an indie title on Steam and gathering fans on social media. And if you succeed, you can go to Nintendo, show them that people love your game, your chances to get approved will increase a lot, and if you release there, you will make a lot more money. But you have to earn that first, instead of simply demanding to be given the same condition as a game studio that has a proven track record.

        There is no moral principle that says you have the right to publish a game, because this is your dream job, and that others have to support you in your dream. This is a market, the buyers have limited time and attention for playing all these games, so they decide your fate. The universe isn’t unfair to you if you worked on your game for two years, published it on and only 10 people played it for a total time of 8h.

        • Ward Petrus

          To be honest publishing on switch is easier than on steam ;) .the switch is more like the mobile stores at this point , but your point is valid on xbox and playstation they are far more difficult to get on.

  • kontis

    Devs still have to wait months and months to even be approved to the app lab. What a disaster.

    Clearly Facebook needs a third store with even more friction for the 3rd class apps and yet another gate keeping process.

    Silicon Valley you people are becoming more and more evil every day.

    • ViRGiN

      oh hey look, pcvr still sucks to you?

  • Raphael

    I find little of interest there. Lot of kiddy stuff.

  • Too bad you can’t find any of the gems hidden on App Lab, because Facebook treats it like a redheaded stepchild. Developers have to resort to their own marketing initiatives to get eyes on their games, like for example the VR Collection Bundle.
    Even if you know exactly what game you are looking for, on the Oculus Quest store you have to type the exact name, then scroll down a looooong list of games you didn’t search for, then find that button saying “View App”, click it, then click the preview image of the game, then click “OK” on the App Lab “WARNING!!!!” popup.
    If you still remember what you were trying to do, you may buy the game now.

    • Christian Schildwaechter

      What was Oculus’ reasoning when they rejected your game pitch for the official Quest store?

      • First thanks a lot for the feedback! :) The reason why we developers are …outraged… is because there is no official way to get on the Oculus store.
        If Oculus would give us developers hard criteria to get on the official store, no matter how strict, everybody would be ok with the situation. However, Oculus doesn’t. It’s either they like you or they don’t.

        • MeowMix

          and Oculus has been willing to give games/devs another look if they do well on App Lab. Time to focus your efforts on the B-Store so you can make it onto the A-Store.

          • Christian Schildwaechter

            In theory yes. Not sure if the article was updated, but AFAIR it said that only one app had moved from App Lab to the official store. In reality Facebook actively discourages VR users from buying anything not on the Quest Store, and if you didn’t make it into their official developer status, you are pretty much out. Games like Deisim, Pavlov or Gorilla Tag are way more popular and higher rated than many Quest Store games, yet they never made the jump.

            Part of the Oculus criteria seems to be to be a very polished look, every game has to demonstrate the graphical capabilities of the Quest to distance it from VR shovelware. It has to closely resemble a professional PCVR title, at least superficially, and ideally avoid a cartoonish look. This influences the image of Quest as a higher quality console and their metaverse vision, and therefore may weigh way more than quality of game play. For many perfectly good games created with simpler graphics by single developers this could be an almost unbreachable barrier, unless they also happen to be excellent 3D artists or have the budget to hire them.

          • realclassicman

            Like b-team and holopoint is quality? A really bad game never improved and the other with graphics like from 2010. There is no logic to the store criterias at all!!

    • Andrew Jakobs

      So it sounds a lot like Amazon’s Prime video…..

  • david vincent

    “Facebook users struggling to reactivate hacked accounts are buying $300 Oculus VR headsets just so they can talk to a customer service rep”

    • Christian Schildwaechter

      This would make for a funny joke about advanced Facebook strategies to get more people to buy into VR, if it wasn’t so screwed up.

  • JB1968

    LOL these game lists are fun to read. 95% is terrible showelware. Really sad moment for VR entertainment in the execution of Facebook. Quest is the king of mobile VR cancer that is killing PCVR big time.

    • shadow9d9

      Quest games sell 10x the copies of pcvr games. Pcvr users killed vr by not buying games and waiting til the devs are desperate enough to sell for 80% off.

    • ViRGiN

      you killed pcvr by playing the same 3 games for 6 years

  • Lucidfeuer

    On one end Oculus’ tight policies and requirements to get an app published means heavy curation, on the other hand it’s highly arbitrary especially if you want to publish an App (which could be argued as being anti-competitive practices)…

  • VRFriend

    Crap should never be allowed in VR. There is lots of indie crap. I would say 90% of games and apps. This discourages people from VR. Certain quality level must be enforced and apps allowed for such platform filtered carefully.

    • ViRGiN

      valve does not care what they sell, as long as it’s not pornography. they will happy take 30% off from every single possible title. this ain’t changing unfortunatetly.

      • Andrew Jakobs

        I guess you missed the adult themed games on steam when you say “valve does not care what they sell, as long as it’s not pornography”, those are outright pornography, otherwise I’m at a loss what you think pornography is.

        • ViRGiN

          To be fair, I do not follow Steam all that well, but I do remember some “game” that name I can not remember, being turned down from Steam due to explicit content. A game that gets like 20k dollars each month from patreon alone. Quick Google points to likely “Captain Hardcore” with over 6000 patreons? The total sum of money is hidden now, but they had 20’000 dollars every month when that info was available publicly last year, and they did not get accepted to Steam.
          What PORN is available on steam? And I’m talking about nudity porn, not erotica of dressed up anime girls.

          • Andrew Jakobs

            hmmm.. this is weird, my post with the links to porn games on steam is gone.
            but there are many porn games on Steam. Just search for Porn (You must ofcourse have 18+ content enabled in your profile).

          • ViRGiN

            Are we talking about the same thing? Erotica does not equal to pornography. I typed porn on steam and mostly got some anime-fetish driven games with fully dressed up girls. Is there anything pure nudity that the game from patreon i mentioned represent? Undressing girls, seeing full blown nudity with tits and vaginas? It’s not my kink at all, but to my knowledge steam does not accept any of it.

          • Andrew Jakobs

            As I said, I had a post with at least 5-6 titles which is just real pronography. Games like SinVR, Porn handyman vr, Porn pizza delivery boy, Cherry VX and some some, those are all undressing girls, seeing full blown nudity with tits, vaginas and dicks. If you call that ‘erotica’ and not porn, I don’t know what porn is. As I said, you do need to have set 18+ (Mature) enabled in your preferences on steam, which is off by default.

          • ViRGiN

            Funny how that works, cause I did not get those suggestion by searching porn. On a quick and disgusting look, i guess some of these could apply as term ‘porn’. Maybe you found these quicker cause steam collects cookies and knew exactly what to serve you? ;)
            Either way, it might be worthy revisiting that Captain Hardcore story, because i do remember some mess why steam accepts some titles, and disallow others. Not really my thing to dwell into.

            So with the evidence above, I guess i have to rephrase and say valve will take money from everyone and everything, as long as it’s not crypto/nft. Maybe it had something to do with how ‘realistic’ cptn hardcore is compared to the titles you mentioned above.

          • Cless

            It doesn’t collect cookies, its called tags and “list of owned games” my dude. No need for cookies at all! lol

          • Tommy

            Try typing in “adult only”. You may have to change your search parameters

          • Cless

            Of course they don’t accept NFT! But its not to praise them… they just don’t want competition on their own market lol

      • Jonathan Winters III

        Yes, including early access VR titles that take your money, then run and abandon their game.

  • Rand

    At least I can use my Rift-S on Steam. B.S. that Oculus left it high and dry.

  • JesuSaveSouls

    Not to forget, you can boost your resolution in sidequestvr settings to over 3k.

    • NL_VR

      and get a choppy experience

  • Nothing to see here

    There really should be a separate Quest App Lab store app installed on the Quest by default. Users should be warned that these apps are not fully tested but otherwise it should work much like the main Oculus store.

  • ViRGiN

    Valve Index owners today and for the past 2+ years: I’m not interested in phone power games!
    Valve Index owners when Valve releases something standalone within 5 years time: wow, phone driven games are so much fun!

  • Tommy

    I have a hard time finding anything good on there. Sure 837 is a lot of apps but I only found a handful worth downloading. It’s not much different from Steam with the quantity, however, Steam seems to have far better titles overall when you do find ones that are good. This is what makes Viveport a good idea for finding games you like and then purchasing them on Steam or Oculus.

  • OK, but most of it is clunky meh, and even the app itself isn’t exactly great to use imo. Still, a handful of quality experiences are welcome.

    • ViRGiN

      yet i never see any negativity towards sidequest which is 100x worse, getting actual millions of dollars from investors? whats going on?

      • Wait, I was thinking of SideQuest. How do I access App Lab again?

        • ViRGiN

          Through the links.
          It’s not meant to be “accessible” to everyone. If you want something, you search for it. And you’re a single phrase away to land there from google.

  • Liyanny


  • ViRGiN


    • ViRGiN

      fake butthurt virgin spotted

      • ViRGiN

        Fake one I agree.

  • And I bet 99.9999999999999999999999999999% are trash.

    Especially Horizon worlds

  • I’m in the APPLAB store, only way I can get people to install my app is it can also install BONELAB / Blade & Sorcery: Nomad Mods without needing to Sideload / PC/ Phone

  • Mike EY

    1439 gimmicks, plus Beat Saber.

    • ViRGiN

      Steam is the OG applab, but with actual most paid titles

  • Lord Slimeball

    Well if anyone is in the mood for shameless self promotion – fitness game Koord Coach is free on App Lab, would appreciate any feedback

  • 1500 seems kinda low. I submitted 2 myself. I would expect several thousand by now. It might be the difficulty of the submission process. The docs on the website are all over the place.

    Also they really want you to scrub the APK clean. I used the Unreal engine and it always tried to slide in a bunch of feedback tools that Oculus saw as a data harvesting. Even minor background tools would set it off and lead to a rejection. Hunting down how to fix this issues was SUCH A PAIN! Also the testing tools work in Windows 7, but not the final compiler, which was INSANE! Took a few months to figure out what that random error was all about. It turned out that one single tool, out of dozens, required Windows 10 or it errored. For a big chunk of QuestORama’s development, I was the ONLY person who could play it!

    Getting something on SideQuest was a chore, but App Lab was nearly a god-like feat for novice like myself. It’s a high bar with alot of expectations that you’ll already know what you’re doing. If you’re a programmer by trade, it’s probably alot easier, but I’m more of an artist that learned some programming… so… REAL HARD!

    But even something simple like app images was confusing on that website. It made every other app sharing website I’ve ever dealt with seem simple and straightforward.

    Even after submitting it, it was ages before anyone looked at either game.

  • I could make the list soon, just need more reviews, the tik tok videos have been driving downloads.

  • Larry Cornell

    I have an app in App Lab, Quiver Quest. I have been trying for almost six months to resolve some simple issues with meta platform services. It takes almost two months for anyone to reply to messages sent through the developer platform and every time we turn around there are new insurmountable restrictions placed in the way. It doesn’t seem to me that App Lab is going to thrive in the end. Rather than being a platform for increasing development, I have found it to be an exercise in frustration. We can’t update the metadata for our app because they don’t like our privacy policy. There is no way to say we have decided not to use oculus platform features. Sincerely, we are getting ready to market completely outside the Meta control grid. There is practically zero legitimate customer service for developers on App Lab from my experience.