OpenNashPodcasts

Topic

Rec Room

19 facts from 1 episode, in date order. These are what speakers said on the shows, each linked to the moment it was said. They aren't independently verified.

2017

Fajt says Rec Room grew about fivefold between October and December 2017.

“We had seen a lot of growth, like, probably from October to December 2017. The app, like, 5X'd.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:19:29

2018

Fajt says VRChat had started scaling outside VR around the same time, which gave Rec Room confidence that a cross-platform approach could work.

“there was an app called VRChat that had really started scaling kind of around the same time outside of VR.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:23:11

2019

Fajt says Rec Room had only about one month of revenue, roughly $20,000, around its Series B.

“I think we made like 20 grand in a month, you know, I think we were.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:56:11

2020

Rec Room raised a $20 million Series C from Madrona in November 2020, eight months into the pandemic.

“So in November we raised a series C, we raised 20 million from Madrona.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 1:03:02

2020

Rec Room's Xbox launch in December 2020 made it the number one free app on Xbox for several weeks.

“we launched on Xbox and we were like the number one free app on Xbox for several weeks around the holidays”

Acquired · Rec Room Part II (with CEO Nick Fajt), 1:05:17

2021

Rec Room reported over 15 million lifetime users, including 2 million creators, at the time of its 2021 funding announcement.

“now have over 15 million lifetime users, 2 million of which are creators on the platform.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:01:17

2021

Rec Room pays creators real money for in-game currency once they accumulate enough of it.

“if they amass enough of the currency, we'll actually pay them out for the currency.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:17:14

2021

Fajt says some teenage creators earn six to seven thousand dollars a month on Rec Room.

“we've got, you know, like, 14, 15-year-old kids in there who are earning six, seven grand a month in Rec Room.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:17:14

Undated

Nick Fajt and five other former Microsoft employees formed Against Gravity, the company behind Rec Room.

“So, me and five other people came together to form a company called Against Gravity.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:10:11

Undated

Microsoft's HoloLens headset was internally codenamed Gravity, which inspired the name Against Gravity, the company that became Rec Room.

“The HoloLens headset internally was codenamed Gravity. It was so heavy. You know, they were called like Gravity A units, Gravity B units.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:10:54

Undated

In game economy terms, soft currency is earned through play and hard currency is purchased with real money.

“And soft currency is currency you earn. Hard currency is currency that you buy.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 0:34:44

Undated

Fajt says Roblox's players skew nine to twelve while its creators are mostly in their mid twenties or older, whereas Rec Room targets teens who both play and create.

“there's nine to 12 year old players. And then the creator base is probably like, you know, mid twenties, thirties, maybe older.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 1:22:33

Undated

Fajt says Rec Room rejects cryptocurrency and NFTs because its economy benefits from central control that decentralized systems lack.

“the value of those entities is that they are decentralized. Like that's the value. And the value that rec room derives out of its economy and its things is they are centralized.”

Acquired · Rec Room Part II (with CEO Nick Fajt), 1:35:00

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