Devlog #45: Immersive and beyond
We've been experimenting with immersive access. Headset support, room-scale, and the kind of presence that changes how you experience the world. Early days. We're excited.
Extended reality—VR, AR, mixed—isn't a separate product for us. It's an interface layer. Same world, same session when you switch; different way in. We've been running experiments with headset support and room-scale presence. The industry is converging on open standards (OpenXR and the like) so that a world can support multiple hardware ecosystems without building a separate app per headset. We're aligning with that. When you're in a headset, the world feels different. Embodiment matters. So does stability: frame times, latency, and the kind of predictability that keeps people from getting sick or disoriented.
Why this is hard (and why we're doing it anyway)
XR also raises the stakes for safety and identity. Harassment in a text channel is bad; harassment in a spatial environment with embodied cues can be worse. We're building with that in mind—stronger norms, clearer consent, and systems that can protect participants when presence is more intimate. We're not announcing a launch date. We're saying: we're experimenting, we're excited, and we're doing it in a way that respects both the thrill of presence and the responsibility that comes with it. Early days.