Hey, everyone. This is a longer one, but it’s important.
We wanted to continue the conversation around “cash grab” rooms – a topic we know many care deeply about. We’ve shared our internal analysis - these rooms are not making money from Rec Room players. But, we heard the feedback from you that they are making money in other ways. So, as we’ve looked more closely at what’s contributing to the rise of these rooms, one area stood out: Room Rewards. While this program has helped support tons of great creators, it’s also been unintentionally propping up some low-effort content. We’re sharing this post with you all to explain how and why that’s happening and what changes we are making to fix it.
Understanding the Monetization Problem
A common question we hear is: Do these “cash grab” or “low-effort” rooms actually make money? For us or for the creator?
The short answer: not really.
Rooms created in the park – like costume parks and EscapeFrom-style experiences – account for less than 1% of our revenue. And while not all “cash grab” rooms come from the park, the pattern holds. These rooms often attract quick visits but don’t engage players deeply, and they rarely lead to monetization.
However, some of these rooms still earn significant payouts from Room Rewards. In February, 60% of Room Rewards rooms that the community would likely consider “low-effort” or “cash grabs” earned fewer than 1,000 tokens from actual players. Despite this, they still received hundreds of thousands of tokens through the program.
Room Rewards: What It’s Supposed to Do
The Room Rewards program should do one thing - provide a temporary boost to creators who are making great content that doesn’t sustain itself yet. You might need that boost because you’re an up-and-coming creator, or not enough people are seeing your content yet or you’re trying something really novel with our creation tools. Rewards are not meant to be guaranteed or permanent.
Unfortunately, the current system has gaps. It’s been too easy for low-effort rooms to meet the basic threshold of 63 players spending 120 minutes in a room across a month, even if the average visit is short, engagement is low, and monetization is near zero.
We need to change that.
Changes to Room Rewards
We will be excluding at least two rooms from being paid out in April for March who were patently abusing the Room Reward program. As we find more, we will exclude them.
The changes below go into effect for April Room Rewards that are paid out in May.
To better align Room Rewards with the content we want to celebrate and support, we’re adding some simple requirements for rooms to qualify for Room Rewards.
These filters are designed to make sure rewards go to rooms that are either engaging or monetizing well. In the long term, rooms eligible for tokens should be doing both. These changes are currently focused only on the Engagement track of Room Rewards. We’re not adding these pre-requirements to the Commerce track at this time. But, we will update that track as needed based on what we’re seeing in the future.
New baseline requirement:
- Rooms must have an average time spent per visit of at least 10 minutes
If the average visit is under 15 minutes, rooms must also meet both of the following:
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At least 2% of visitors spend tokens in the room
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Earn an average of more than 1 token per visit
Automatic qualification:
- Rooms that earn 10+ tokens per visitor on average will qualify regardless of time-spent metrics
These stats can be checked on rec.net via your room’s stats page. These requirements are in addition to the tier thresholds (meaning rooms still need at least 63 players spending 120+ minutes per month to qualify for Tier C).
What This Means for Creators
We know Room Rewards is an important program for many of you. That’s why we want to be as clear and transparent about what’s changing and why. We’re shifting incentives to better reward the kind of creativity and effort we all want to see doing well in Rec Room.
Room Rewards was always intended to act as a subsidy, not a salary. It should not be the dominant source of income for rooms that aren’t engaging players or monetizing meaningfully. If a room is earning significantly more from Room Rewards than from actual players, that’s a signal that the incentives aren’t working as intended.
Our goal is that these changes:
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Cut off the incentive to create low-effort rooms that don’t engage or monetize
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Refocus rewards on rooms that offer players great experiences
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Support creators who are already doing the right things
We will continue refining Room Rewards to ensure it serves its intended purpose. Currently, we are transitioning from the old system to the progressive system. We previously announced these changes here. The updated requirements will apply to April rewards, which will be paid out in May. If we make further changes to May rewards, we will aim to announce them by the end of April.
We realize some of you may still have concerns about these changes, and we welcome your feedback or questions in the comments.