monthly active users

AppWizard
May 16, 2026
GameDiscoverCo held its annual offsite gathering, discussing various industry developments. Footprints.gg reported significant buzz for Forza Horizon 6 ahead of its launch, with GTA 6 also trending due to trailer speculation. Xbox plans include Project Saluki, a new Game Pass tier for the Chinese market, and Positron, potentially introducing a disc-to-digital entitlement program. Steam's bundle discounting interface has sparked discussions about pricing strategies. The PlayStation Plus Game Catalog for May includes Star Wars Outlaws and Red Dead Redemption 2. Roblox is experiencing shifts in user-generated content rights and cost models. The Source 2-powered s&box has launched on Steam, but interest is waning. Hushcrasher's analysis indicates rising game production costs are due to project scope rather than base costs. Concurrent user metrics suggest week one sales can reach 20 times peak concurrent users. Poppy Playtime, a horror puzzle game, has expanded from a free title to four paid chapters, with Huggy Wuggy becoming a popular character. Mob Entertainment, founded by brothers with a background in 3D animation, has seen Poppy Playtime Chapter 5 sell 408,000 copies on Steam and 19,000 on Epic Games Store. The free base game has 2.76 million downloads on Steam since the chapter's release. The franchise's revenue from four DLCs exceeds a million on Steam, with potential total revenue approaching 100 million when including console and mobile sales. The development team employs a parallel strategy for annual chapter releases, with varying DLC structures across platforms. The pricing of DLC has increased over time, reflecting greater ambition in production. Game director Bryce Clark emphasizes balancing puzzles and chase sequences to enhance player experience.
AppWizard
May 15, 2026
Netflix plans to enhance its advertising strategy by introducing additional ad placements within its "Clips" feed and podcasts. The company reported that its ads now reach 250 million global monthly active users, with over 80% of ad-supported members engaging with ads weekly. Netflix has expanded its ad-supported tier to 15 new countries, including Colombia, Ireland, Peru, Norway, and the Philippines. The company reported .5 billion in ad revenue at the end of 2025, marking a 16% year-over-year growth. However, it also raised subscription prices, with the Standard with Ads plan increasing from .99 to .99, the Standard Ad-Free plan rising to .49, and the Premium tier increasing to .99.
AppWizard
May 14, 2026
In the first quarter of 2026, Meta's Family of Apps, including Facebook Messenger, reported a revenue of USD 55.9 billion. Messenger's in-chat payment services facilitated nearly USD 6.8 billion in transactions across 47 countries during the same quarter. The platform had approximately 1.12 billion monthly active users as of Q1 2026, with the largest demographic segment being individuals aged 25-34. By October 2025, the Philippines and Vietnam achieved the highest global user reach for Messenger, at 83.3% and 78.1%, respectively. Southeast Asia accounted for 212 million Messenger users by the end of 2025, representing 22.4% of the global total. Users typically spend nearly 13 minutes per session on the app, with 42.6% accessing it daily. Messenger messages have an 80% open rate within the first hour of delivery. Over 60 million businesses utilize Messenger for various purposes, and the platform supports more than 500,000 active chatbots, with 41% of these employing generative AI. Meta matched 100% of the electricity used across Facebook Messenger with clean, renewable energy in 2026. In Q1 2026, Meta’s Family of Apps generated USD 55.9 billion in revenue. Messenger's business messaging tools contributed USD 3.2 billion to non-advertising revenue in the first half of 2026. In-chat payment services processed nearly USD 6.8 billion in transactions in 2026. Messenger had approximately 1.12 billion monthly active users, equating to about 12% of the global population. As of October 2025, Messenger had nearly 942 million users globally. Users aged 25-34 comprised nearly 32% of Messenger's user base in 2026. By October 2025, 55.8% of Messenger users were men, while 43.5% were women. The highest user reach for Messenger was in the Philippines at 83.3% and in Vietnam at 78.1% as of October 2025. Southeast Asia had 212 million Messenger users by the end of 2025, making up 22.4% of the global total. Users spend about 198-201 minutes per month on the app and open it approximately 183.9 times each month. Each session lasts about 1 minute and 6 seconds. About 42.6% of users open the app daily. Messenger ads reached nearly 947 million users worldwide in 2026.
BetaBeacon
April 1, 2026
Decentraland's native MANA token trades at roughly [openai_gpt model="gpt-3.5-turbo-0125" prompt="Summarize the content and extract only the fact described in the text bellow. The summary shall NOT include a title, introduction and conclusion. Text: Decentraland Expands Reach with Epic Games Store and Mobile Launch The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than 0 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables. Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly [cyberseo_openai model="gpt-3.5-turbo-0125" prompt="Rewrite a news story for a business publication, in a calm style with creativity and flair based on text below, making sure it reads like human-written text in a natural way. The article shall NOT include a title, introduction and conclusion. The article shall NOT start from a title. Response language English. Generate HTML-formatted content using tag for a sub-heading. You can use only , , , , and HTML tags if necessary. Text: The metaverse was supposed to be its own destination. You would put on a headset, enter a virtual world, and never need to think about the platform that brought you there. That was the pitch, anyway. Decentraland, one of the earliest and most persistent experiments in decentralised virtual worlds, appears to have reached a different conclusion. On Monday, the project launched on the Epic Games Store and released an Android app on Google Play, with an iOS version to follow. The message is clear: if people will not come to the metaverse, the metaverse will go to where people already are. The Epic Games Store listing is the more strategically significant of the two moves. Epic’s platform reached 317 million registered PC users in 2025 and set a record of 78 million monthly active users in December of that year, according to the company’s annual review. Third-party game spending on the store rose 57 per cent year on year to more than $400 million. For Decentraland, which has long struggled with the perception, and at times the reality, that its virtual world is sparsely populated, placing itself alongside Fortnite and other mainstream titles on a storefront with that kind of traffic represents an attempt to solve a distribution problem that no amount of blockchain architecture could fix on its own. Yemel Jardi, executive director of Decentraland, framed the launch in distribution terms rather than technological ones. Epic Games, he said, has become a primary discovery channel for desktop experiences, and being there strengthens how people find and access Decentraland. He described it as part of a broader strategy to meet people where they already are, with plans to expand to additional stores over time. The mobile launch follows a similar logic. Decentraland’s Android app is now live on Google Play, with the iOS version expected shortly. The project cites figures from Mordor Intelligence showing that mobile devices command 71.55 per cent of the social gaming market, and DataReportal statistics indicating that the average internet user spends three hours and 46 minutes per day on their phone. The Consumer Technology Association puts cross-platform play engagement at 61 per cent of gamers. Gino Cingolani, executive director of DCL Regenesis Labs, said the mobile experience is about reducing the barrier to access, allowing people to drop in from a phone rather than planning a desktop session. The timing is pointed. Meta, which staked its corporate identity on the metaverse in 2021 and spent roughly $70 billion on Reality Labs before reversing course, announced in March that it would shut down Horizon Worlds on VR headsets (a decision it partially walked back after user backlash, though the platform’s future remains uncertain). Meta cut 1,500 Reality Labs employees in January 2026, closed three internal game studios, and slashed its metaverse budget by 30 per cent. The company that did more than any other to popularise the word “metaverse” has effectively abandoned the concept in favour of AI infrastructure and wearables.The 💜 of EU techThe latest rumblings from the EU tech scene, a story from our wise ol' founder Boris, and some questionable AI art. It's free, every week, in your inbox. Sign up now! Decentraland’s pitch is that this retreat creates an opening. Where Meta built a proprietary virtual world controlled by a single corporation, Decentraland operates as a community-governed platform supported by a non-profit foundation. Users own their virtual land parcels and avatars as tokens on the Ethereum blockchain. The governance structure is decentralised, with decisions made through transparent community votes. There is no single company that can shut it down, which is precisely the vulnerability that Horizon Worlds users discovered when Meta decided the economics no longer worked. The question is whether Decentraland’s own economics work. The project’s native MANA token trades at roughly $0.08, down dramatically from its peak above $5 during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached $4.2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised $26 million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" ].08, down dramatically from its peak above during the 2021 crypto bull run. Measuring active users has been a persistently contentious exercise. A widely cited 2022 report from DappRadar suggested the platform had as few as 38 daily active wallet users, though Decentraland disputed the methodology, arguing that it captured only on-chain transactions rather than total visitors. The project’s own figures for late 2025 claim roughly 847,000 monthly unique visitors to its web client, with daily unique visitors up 23 per cent since mid-2025 following the release of a lighter, faster desktop client. In January 2026 alone, the platform says it hosted 312 community events with average attendance of 127 unique visitors each. Those numbers are modest by the standards of mainstream gaming but significant for a platform that has survived the metaverse winter largely intact. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31 per cent quarter on quarter. The project, founded in 2015 by Argentine developers Ari Meilich and Esteban Ordano, raised million in its 2017 initial coin offering and launched publicly in February 2020. It has outlasted or outpaced most of its contemporaries. The Epic Games Store launch comes with a promotional incentive: anyone who downloads Decentraland through Epic receives an exclusive wearable item called the Epic Arrival Shield. It is a small gesture, but it reflects an understanding that building a user base in a crowded digital landscape requires meeting the expectations of platforms where people are already spending money. Epic’s store ecosystem, which gave away 662 million free game copies in 2025 alone, has trained its audience to expect value upfront. Decentraland will mark the dual launch with an in-world party on 2 April at 7pm UTC, featuring performances by Dúo Dø and DirkNeuenfels, who will also stream on Twitch. The cross-platform nature of the event, accessible from desktop, mobile, and stream, encapsulates the project’s current strategy. The virtual world itself is the product, but the storefronts, app stores, and streaming platforms are the doors. Whether those doors lead to a meaningful audience remains the open question. The metaverse narrative has been bruised by Meta’s retreat, an industry-wide reallocation of capital toward AI infrastructure, and the broader crypto market’s decline from its 2021 highs. But Decentraland’s bet is that the underlying idea, a persistent, user-owned virtual space where people gather for events, socialise, and build, does not require a trillion-dollar corporate sponsor to survive. It just requires a good enough reason to show up, and a storefront that makes showing up easy. As of this week, it has 317 million potential new front doors." max_tokens="3500" temperature="0.3" top_p="1.0" best_of="1" presence_penalty="0.1" frequency_penalty="frequency_penalty"].08, down from its peak above during the 2021 crypto bull run. The platform has around 847,000 monthly unique visitors to its web client, with daily unique visitors increasing by 23% since mid-2025. Secondary market sales of Decentraland LAND parcels reached .2 million in the fourth quarter of 2025, up 31% quarter on quarter.
AppWizard
April 1, 2026
The KakaoTalk app is experiencing a surge in popularity in Russia, largely due to the Kremlin's actions against competing messaging services like Telegram, which has faced potential bans and restrictions. KakaoTalk, with an average of 46.35 million monthly active users in South Korea, has risen to the top of Russia's App Store as an alternative after reports of Telegram's functionality issues. Russian authorities are blocking Western messaging services like WhatsApp and Discord, making KakaoTalk a viable option for users seeking privacy. By late March, KakaoTalk reached No. 2 on Russia's App Store and No. 4 in the Social Networking category. Despite needing to comply with South Korean data requests, KakaoTalk's servers being located outside Russia may appeal to privacy-conscious users.
BetaBeacon
March 31, 2026
Decentraland is now available on the Epic Games Store for desktop users, offering an exclusive wearable for a limited time. The mobile app is currently available on Android with iOS coming soon, catering to the growing mobile gaming market. The mobile experience is designed for shorter, more frequent visits and seamless transition between desktop and mobile devices. Decentraland is a community-driven virtual space where users can engage in various activities and events.
AppWizard
March 13, 2026
The FBI is investigating malware hidden in several video games on the Steam platform, targeting users from May 2024 to January 2026. The investigation includes games like BlockBlasters, Chemia, Dashverse, DashFPS, Lampy, Lunara, PirateFi, and Tokenova, with some previously removed from Steam for malicious content. Steam had over 132 million monthly active users and more than 117,000 games in 2025. The FBI is reaching out to affected gamers, ensuring victim confidentiality and potential eligibility for services under federal and state law. This incident is part of a broader trend of malware targeting gamers, with previous cases involving fan games and cheat software affecting millions of accounts.
AppWizard
March 11, 2026
AlphaTON Capital Corp. and the Midnight Foundation launched the Vera Report, an anonymous reporting application for whistleblowers, on March 3, 2026. The platform uses advanced technologies such as confidential computing, zero-knowledge proofs, blockchain anchoring, and decentralized storage via IPFS. It targets a market of 1 billion monthly active users and addresses significant U.S. fraud losses estimated between 0 billion and trillion, with the DOJ recovering .8 billion in fiscal year 2025, of which .3 billion came from whistleblower cases. On the announcement day, ATON shares declined by 2.07%, with a market cap impact of approximately K. The Vera Report aims to improve privacy and accountability in government and corporate sectors by facilitating anonymous reporting while protecting whistleblower identities.
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