Meta Cuts Jobs Across VR Teams as Supernatural and Sanzaru Report Staff Losses

Meta’s investment in VR content is undergoing another round of changes. Reporting published April 24 indicates the company has laid off employees across parts of its acquired VR operations, including the team behind subscription fitness app Supernatural. Earlier job cuts also affected Sanzaru Games, the developer of the Asgard’s Wrath series.
Meta confirmed to The Verge that some teams within Oculus Studios are experiencing changes in structure and roles that affect their size. Bloomberg also reported that a small number of operations roles were cut; Meta declined to comment on reports of hardware cuts.
The precise number of employees across all impacted teams has not been fully disclosed. That is an important distinction: evidence of layoffs should not be transformed into an invented studio-wide headcount or a claim that an entire product is being discontinued.
Supernatural remains active, but production changes
Supernatural occupies a distinctive place in Quest’s catalog. It is a subscription-based fitness experience that combines guided movement, music and immersive environments rather than offering a conventional video game with a one-time purchase.
In a message to its community, the team acknowledged losing talented staff members and said it would adjust its production approach. Users were told to expect a reduced rate of new workout releases, although the company also discussed offering multiple intensity options for workouts.
That shift may sound operational, but it matters directly to subscribers. Fitness products often depend on a steady stream of new routines, coaching styles and music selections to give users reasons to return. Producing that content can require ongoing creative and technical work long after the original software is built.
A smaller team may be able to sustain a strong service, but its success will depend on how well subscribers respond to the new schedule. The company has not announced that Supernatural is closing, and there is no basis for describing the layoffs as a shutdown.
Sanzaru and the premium VR challenge
UploadVR also identified earlier staff reductions at Sanzaru Games, a studio known for Asgard’s Wrath and Asgard’s Wrath 2. Those games represent the opposite end of the VR content spectrum from daily fitness: large, elaborate role-playing adventures designed to showcase the platform’s capabilities.
Premium projects carry their own economic risks. Extensive worlds, voice performances, complex combat systems and long campaigns require substantial development investment. VR’s audience is smaller than the potential audience for a major flat-screen console or PC release, which limits the number of buyers able to repay that investment.
Meta has historically acquired studios to create distinctive experiences for its headsets. The approach can help a platform attract customers, but it also leaves those studios exposed when corporate priorities or spending targets change.
The current layoffs are therefore noteworthy beyond the immediate employment effects. They raise questions about which categories of first-party content Meta intends to fund at the highest level over the coming years.
More than one way to build an ecosystem
A headset platform can support games through internal studios, outside publishing partnerships, grants, marketing assistance or developer tools. None of those approaches is automatically sufficient on its own.
First-party games can demonstrate features and provide exclusives that make a device attractive. Independent developers, meanwhile, can explore unusual concepts and smaller commercial niches. Subscription services offer recurring revenue but must continuously convince subscribers to stay.
Meta’s content strategy operates across all these areas, and a change in staffing at one studio does not establish that the company is abandoning VR. It does suggest more attention is being paid to how organizational resources are allocated.
Players have a reasonable interest in those decisions. They invest not only money but time in platforms and ongoing services. Changes to the teams maintaining their favorite experiences can affect confidence even when the software remains available.
The wider industry context
VR studios face the same pressures as the broader game business, including rising development costs and competition for attention. They also contend with a relatively fragmented hardware market, performance differences between standalone and PC devices, and discovery problems within headset storefronts.
For small studios, a few successful releases may determine whether the business can finance its next project. For larger platform owners, even widely appreciated content may be measured against strategic goals unrelated to the critical reception of an individual game.
The consequences extend to talent retention. Building credible physical interactions, locomotion and comfort systems requires specialized experience that cannot always be replaced quickly when teams are reduced.
What remains unknown
Meta has not provided a comprehensive project-by-project explanation of what the changes mean for future Supernatural updates, Asgard’s Wrath development or other Oculus Studios work. Claims of specific cancellations should be treated as speculation unless supported by company statements or credible reporting.
For now, the facts are narrower and still important: staff members have lost jobs, some content workflows are changing, and Meta is restructuring parts of its acquired VR portfolio.
The industry’s challenge is to turn enthusiast demand into sustainable businesses. Today’s cuts show that even studios backed by one of technology’s richest companies are not insulated from that question.
Related coverage on Virtual Reality Times
- Reality Labs Loses $4.21 Billion in Q1 2025 as Revenue Falls Year Over Year
- Meta Reality Labs Posts $4.97 Billion Quarterly Loss as XR Spending Continues
- Meta Acquires Quest Exclusive VR Fitness App ‘Supernatural’ Creator
- VR Fitness App Supernatural Adds Meditation Coaching and a Family Plan
- Within Launches ‘Supernatural’ In-Home VR Workout Experience for Quest


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