Welcome Adventurers,
For the last few years, Meta Quest has been the center of gravity in consumer VR. Quest 2 in particular helped bring standalone VR to a much larger audience, and a lot of developers (including us) built workflows and expectations around that reality.
It’s designed around higher-end PC hardware and the demands that come with it: higher fidelity, more headroom, and fewer compromises that would fundamentally reshape the game.
With that context, our team has decided that Valve’s upcoming Steam Frame will be our primary headset target moving forward. This post explains why, in a level-headed way, based on what’s publicly known right now.
We’re not writing this to declare Quest “dead,” or to pretend Meta hasn’t contributed to VR’s growth. Quest remains a major VR platform and it makes sense for a lot of players and a lot of games.
What changed for us is the fit between our needs as a PCVR-first team and the direction the platform signals it’s prioritizing.
The biggest signal wasn’t a single feature. It was the way Quest 3 was positioned. Meta publicly framed Quest 3 as a mixed reality product, putting mixed reality front and center in the headset’s identity and messaging.
Mixed reality clearly has an audience, and we’re not dismissing it. But our studio builds VR games. When MR becomes the headline, it naturally raises a question for VR developers: where does VR gaming sit in the priority list over the next few years?
Game development is long-cycle work. Hardware cadence affects performance targets, QA, and production scheduling. Right now, Meta has not publicly locked a Quest 4 date. Meanwhile, credible reporting has pointed to a longer timeline that could push major next‑ gen timing out to 2027 and beyond.
Plans can change. But we can’t build a studio roadmap on “maybe.” For a PCVR-first game with real production goals, long uncertainty makes it difficult to keep Quest as the lead platform that drives our decisions.
In mid‑ January 2026, multiple outlets reported significant Reality Labs layoffs and the shutdown of multiple Meta-owned VR studios, including teams tied to high-profile VR titles.
Layoffs happen across the industry, and we don’t take any satisfaction in seeing people lose work. But from a developer’s perspective, these moves are meaningful signals about where investment and attention may be shifting. Coverage also linked these cuts to a broader reallocation toward wearables and other initiatives.
Valve has positioned Steam Frame as a streaming-first VR headset with an early 2026 window. The reason that matters to us is simple: our game is PCVR-first, and Steam Frame’s pitch is built around delivering a strong PCVR experience.
Based on early reporting and Valve’s own public materials, a few points stand out:
None of this guarantees Steam Frame will be perfect. New hardware always has unknowns until it’s in players’ hands at scale. But the direction is clear, and it matches the kind of project we’re building.
Steam Frame becomes our primary headset target for “Into The Light”. That’s where we’ll focus our main tuning, platform-first UX decisions, and performance priorities.
Quest doesn’t disappear from our world. Quest is still an important part of the VR market, and we’ll keep watching where Meta goes next. But we’re no longer treating it as the platform that should drive our core decisions.
Best regards,
The “Triple Goat Games” Team