# Decentraland Foundation 2026-Q3 Report

**URL:** <https://forum.decentraland.org/t/decentraland-foundation-2026-q3-report/25620>\
**Category:** Governance\
**Created:** [October 22, 2026, 8:27pm UTC](https://forum.decentraland.org/t/decentraland-foundation-2026-q3-report/25620 "2026-10-22T20:27:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![esteban](https://dub1.discourse-cdn.com/flex013/user_avatar/forum.decentraland.org/esteban/32/2_2.png) [@esteban](https://forum.decentraland.org/u/esteban)\
**Post date:** [October 22, 2026, 8:27pm UTC](https://forum.decentraland.org/t/decentraland-foundation-2026-q3-report/25620/1 "2026-10-22T20:27:53Z")

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Dear community members,

I wanted to give you a summary of Decentraland Foundation’s activities from July through September, our thoughts, and plans for the future.

Decentraland is a social gaming platform where creators build experiences and people come together to connect and play. We are building the long-term home for creator-owned virtual worlds. Our platform needs to be designed so the rights of creators and communities are protected even as leadership, ownership, or incentives change. We learned from past mistakes on this and we are committed to a better future for the platform, closer to this ideal. We believe that in the space of user-created virtual worlds, there is demand for a platform that preserves the rights of its users and creators over any other interest.

Decentraland has to demonstrate a better way to run a platform: one that gets out of the way. **People should be able to simply connect, create and play, without worrying about decentralization, infrastructure, or platform mechanics;** while the platform excels at those under the hood. It should simply work, and become the medium for creators to express themselves rather than something they have to think about.

**A public-good place for real humans to connect, built with respect for its inhabitants first and foremost.**

## Organizational Structure and Goals

In June, we went over a restructuring of how the organization works. We split our team in 7 small areas with 3-4 members each. Our main goal, and North Star metric, is to increase the number of creators making a living thanks to our platform.

- Discovery & First Day: Turn interest into a meaningful first session that convinces people Decentraland is worth coming back to. We’ve improved awareness and acquisition. Our focus is everything that happens between download and a visitor’s first great experience inside the world. Main metric: D1 Retention. By our definition, it started the quarter at 10.4% and reached 13.3% in mid-August.
- Retention & Hospitality: Make the platform disappear so the content can shine. Every bug, slow load, or confusing interaction reduces the chance that someone experiences what creators have built. Our responsibility is to remove that friction. Main metric: D7 Retention. The share of new desktop players who come back at least once in their first week rose from 17% to roughly 23-26%, just short of our 28% target.
- Wearables and Emote Creation (Wemotes): Make creating, publishing, selling, and measuring wearable content simple and predictable. Creators should have a clear path from creation to monetization, with publishing tools, marketplace flows, and analytics that support a sustainable business. Main metric: # of Creators making more than $50 per week. This is the number we’re least satisfied with, and we attribute it mainly to the suspension of our credits program.
- Creator Tools for Scenes: Give creators the fastest path from idea to published experience. Creators need reliable tools for building, publishing, measuring, and monetizing scenes so they can spend their time making great experiences instead of managing infrastructure. Main metric: # of Scenes deployed that have D7 Retention \> 15%. Despite many significant improvements on the Creator Hub, this number didn’t improve much.
- Creator Success & Content Team: Help creators build experiences people return to, build experiences that delight users. Prioritize experiences with strong replayability, meaningful progression, multiplayer that enhances the experience, and excellent performance across Desktop and Mobile. Main metric: # of Studio Scenes that have D7 Retention \> 20%. Studio experiences clearing that bar went from about 2 in June to 3 by mid-August; our target is 10. We relaunched “Get Paid to Make Games” on September 3, with a new contract under which developers keep their game’s IP. Three new studios joined through a new design-document flow-shaped program.
- Velocity and Infra: Remove friction that slows teams, creators, and users. Simplify the platform, reduce unnecessary surface area, and invest in infrastructure that improves reliability, lowers costs, and speeds up execution. Main metrics: Uptime, Time-to-ship. We shipped 29 desktop client minor versions and patches this quarter, and shipped twice as fast in September than in July. We also reduced our AWS bill by ~24% per month.
- Operational Support. Enable every team to execute at a high standard. Finance, QA, UX, and operations exist to remove blockers, improve quality, and help other teams move faster.

Several of these numbers come from small groups of people, so they are quite noisy metrics. In September we also changed how we count players and retention, to filter out test sessions and bots.

## What’s next: Q4

We plan Q4 around three pillars, in lockstep with Regenesis Labs:

- Build: creators should be able to publish without fighting the tools.
- Play: every visit should leave people with something worth coming back to.
- Earn: the people who enjoy a creator’s work should be the ones who reward them directly.
- Keep the lights on: stability, security and cost control.

This is our roadmap for the rest of October:

### Earn

- A creator’s fund: paying creators for outcomes: players who come back, real time spent playing, and new players brought in. Eligibility will come straight from platform data, under published rules, and the info for your scenes will be visible on the Creator Hub. In September we worked on bot-detection to be able to distinguish with some degree of certainty which players are real people. We’ll build this in October, run a trial week with no payouts, and announce the program by the end of the month.
- Publishing wearables and emotes gets much cheaper. The publishing fee dropped from $100 to $5 per item. To celebrate, a wearable contest with prizes opened on October 12.
- Seller discounts. Creators can run time-limited discounts on their items in the Shop.

### Play

- Halloweeks, all of October: a Halloween Shop, a sale, and new mini-games every week.
- Redesign of the in-world navigation bar (designs done, now in development).
- The desktop lobby’s next stage, shaped by community feedback.

### Build

- Improve the tools in the SDK to make scenes behave the same on desktop and mobile, correctness fixes, up-to-date docs and refreshed sample scenes.
- Local asset bundles on by default in the Creator Hub.
- Wearables submissions revamp underway.

### Keeping the lights on

- Security hardening across the platform.
- Lower infrastructure costs: we renewed our AWS savings plans through 2027. That makes the account cheaper and more stable, with less paid upfront, on top of the ~24% cut above.

We’re excited for what’s next this month, and have a lot more in the works for November. Thank you for building with us!

The Decentraland Foundation Team

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**Author:** ![PeterParker420](https://dub1.discourse-cdn.com/flex013/user_avatar/forum.decentraland.org/peterparker420/32/29193_2.png) [@PeterParker420](https://forum.decentraland.org/u/PeterParker420)\
**Post date:** [October 22, 2026, 10:03pm UTC](https://forum.decentraland.org/t/decentraland-foundation-2026-q3-report/25620/2 "2026-10-22T22:03:45Z")

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LFgrow the community!
