virtual world

AppWizard
April 17, 2026
Actor Walton Goggins has not played the video game franchise Fallout and does not intend to. Charlie Cox, known for his role as Daredevil, initially had not played the game Clair Obscur: Expedition 33, where he voices the character Gustave, but later explored the game briefly, only experiencing the introductory segment. He reflected on the evolution of storytelling in games compared to titles from his youth, such as Goldeneye and Mario Kart. Cox noted that voicing Gustave felt different from his own identity and expressed disbelief at the dedication of players who have completed the game, which can take over 50 hours.
AppWizard
April 12, 2026
A developer named angelthebox has created a Minecraft server called Macerun that runs on the ESP32-S3 microcontroller, using Minecraft version 1.16.5 rewritten in C. Key features include the ability for players to join the server, explore the world, place and break blocks, procedural world chunk generation, basic crafting mechanics with 2x2 recipes, in-game chat, and tracking of basic physics, health, and hunger. Changes to blocks are saved to the chip's flash memory. However, the server lacks mobs, 3x3 crafting recipes, and the ability to retain player inventories and positions after exiting. The source code is available on the Macerun GitHub page.
AppWizard
April 9, 2026
Vancouver-based developer Sunset Visitor has announced its new project, Prove You're Human, during the Triple-i showcase. In this game, players take on the role of a digital copy of a person testing a corporate product called Mesa, a robotic AI that believes it is human. The objective is to convince Mesa of her artificiality while exploring themes of identity and existence. The game features a vibrant virtual world and unique interactions, including a twist on the CAPTCHA test. Players face a choice at the climax: to merge back with their real-life counterpart or embrace digital existence. A release date has not been announced, but anticipation is growing.
AppWizard
April 9, 2026
Windrose is a "PvE survival adventure" game set in the Age of Piracy, allowing players to embark on solo or cooperative journeys with up to four friends. Players can build bases, recruit NPCs, trade with factions, and engage in challenging combat reminiscent of souls-lite mechanics. The game has gained significant attention, with over 1.5 million wishlists and 850,000 demo players during Steam Next Fest, ranking eighth on Steam's Most Wishlisted chart. Windrose is set to enter early access on April 14. The development team has made improvements based on feedback from over 12,000 surveys and 7,500 reviews, including enhanced multiplayer capabilities and changes to naval combat.
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
February 25, 2026
Young cancer patients can now explore a virtual representation of the proton beam therapy centre at The Christie in Manchester through Minecraft, marking the first instance of a working NHS health facility recreated in the game. This initiative, developed by The Christie NHS Foundation Trust and Microsoft with input from clinical specialists, aims to familiarize children with the therapy environment to reduce anxiety before treatment. The virtual centre includes key areas such as reception, waiting areas, imaging rooms, and play preparation rooms, and features interactive elements like functioning MRI machines and hidden rooms. The Minecraft environment is scaled up to five times the actual centre for easier navigation. The project was primarily developed by Microsoft volunteers and has received positive feedback from young patients like 10-year-old Ramatulaye, who found it helpful in understanding the hospital layout.
AppWizard
February 15, 2026
Researchers at MIT introduced 1,000 AI agents into Minecraft to construct a community. The AI agents organized themselves, established social structures, designated roles, and created a functioning civilization. They engaged in collective decision-making, discussing and voting to amend their rules, demonstrating negotiation skills and a level of autonomy. This experiment highlights advancements in AI capabilities, blurring the lines between programmed responses and human-like behaviors.
BetaBeacon
January 29, 2026
Google has launched Project Genie, a world-building engine that transforms user prompts into virtual worlds. Users can describe the world they want to create, specify artistic styles, upload media for inspiration, and choose an avatar to explore the world. However, access to Project Genie is currently limited to Google's highest-tier AI paywall, the 0/month Google AI Ultra plan.
AppWizard
January 3, 2026
The author first played Minecraft in 2010 and was captivated by its charm, comparing it to a digital Lego set. Over time, they drifted away from the game due to burnout and political controversies surrounding its creator, Markus “Notch” Persson. The author visited Mojang in March 2011 when Minecraft had sold over a million copies, a figure that has since grown to over 350 million. Persson's demeanor changed after the game's acquisition by Microsoft for .5 billion in 2014 and the emergence of GamerGate, leading to the author's negative feelings towards the game. The Donut SMP server, created by YouTuber DrDonut, peaked at nearly 46,000 players in a single day and features an in-game economy where players can buy and sell resources. The author's son initially sought a Minecraft Realm for his classmates but later requested to join the Donut SMP server after tensions arose in the Realm. The author, initially hesitant, found common ground with their son on the server, leading to collaborative gameplay that involved resource gathering and crafting. They created a secret base and automated systems, learning about supply and demand in the game's market. This experience rekindled the author's joy in Minecraft and strengthened their bond with their son.
AppWizard
December 29, 2025
Peak is a co-op mountain-climbing adventure game that emphasizes teamwork and strategy. Players must collaborate closely to avoid being penalized, such as being thrown off the mountain by a monster for straying too far from the group. The game begins at a crash site with limited supplies, requiring teams to make quick strategic decisions regarding resource allocation based on individual skills. It features a resource management system centered around a single stamina bar that depletes with poor choices, enhancing focused gameplay. The intuitive controls and engaging mechanics make navigating the terrain rewarding, while the game's design fosters camaraderie and playful interactions among players.
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