Hi everyone,
We’re back with our monthly update from Regenesis Labs, the execution arm of the Decentraland DAO. As part of our commitment to transparency and community alignment, we’re sharing progress across hiring, operations, financials, and our ongoing technical initiatives.
Starting this month, we’re also opening up more of our day-to-day operations. We believe transparency shouldn’t be something we craft only when we publish an update—it should be a natural byproduct of how we work. That’s why we’re now sharing the living roadmap we use internally to track execution across hiring, projects, and funding:
There, you’ll find high-level goals, completion percentages, and descriptions of each initiative. This is the same artifact we use daily to monitor progress. Please note that subtasks remain private, as they may include sensitive information such as team discussions, contact details, or internal notes.
Scope of this update: July 1 – July 31 2025
Hiring
We’re excited to announce that Gonzalo Pombo has joined Regenesis Labs as our new Engineering Director. Based in Buenos Aires, Gonzalo brings over 14 years of experience as a software engineer and was a founding member of the SDK team at the Decentraland Foundation. Over the past four years, he helped redesign the platform from SDK6 to SDK7—pioneering innovations like React-ECS, serverless multiplayer, and performance-boosting protobuf components.
At Regenesis Labs, Gonzalo will lead the engineering team, help shape the technical strategy for the Godot and Bevy clients, and serve as the technical liaison between the Foundation and Regenesis Labs. His deep knowledge of the Decentraland stack and passion for creator tools make him an ideal addition to our team.
He will make the transition from Decentraland Foundation to DCL Regenesis Labs on the first day of September but he’s already available to discuss projects with builders and anyone interested in helping shape new tools for creators in Decentraland.
On the Product Manager front for the Research and Development team, we saw an increase in qualified candidates after partnering with DAM, a recruitment firm with deep expertise in the gaming industry. We have a couple of strong candidates moving through the pipeline and expect to fill the role during August, a bit later than planned.
Legal
We hit a roadblock in our entity formation process. The registered agent we were working with in the Cayman Islands expressed concerns about representing a DAO-funded Foundation at this stage. We’ve activated plan B and are now working closely with our legal partners at SyLS to move forward with incorporating in the same jurisdiction via an alternate agent. We’ll keep the community informed as we make progress.
Financials
We completed our treasury diversification strategy for the current operational cycle. In total, $1.5M worth of MANA was diversified, securing the funding needed to support Regenesis Labs through the 18-month runway.
Here’s how it’s allocated:
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$950K was swapped directly into the operational wallet and deployed via Steakhouse and Smokehouse to generate low-risk yield.
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$609K was swapped and stored in the Regenesis Labs Treasury multisig.
Our current average MANA/USDT swap price is: 0.3026 (+16.3% from break-even price)
DCL Regenesis Labs Treasury Wallet
Our OPEX (Not considering funds allocated to content and ecosystem funds, marketing budget, and others) for the full 18-month period is $1.2M, so we are currently well-positioned financially. We plan to pause further MANA sales until the price reaches or exceeds $0.30.
Ongoing Projects
Team Hub
In collaboration with Coding Cave (The team behind the former SDK Migration Squad) and Fanny Pack Studios, we’re developing a new scene called the Team Hub—an interactive engagement layer for Decentraland experiences. It allows creators to add features like polls, surveys, and other community prompts to their scenes.
This tool is being designed both for our internal use and as a public good for the broader ecosystem. Once polished, we will publish it on the decentraland-scenes GitHub repo and eventually make it available via the Creator Hub and as a Smart Item. We can’t wait to use it in DAO Townhalls to replace tools like Slido.
You can see a WIP in this World
Clients & R&D
Throughout July, the R&D team has focused on making our mobile and web experimental clients more stable, usable, and feature-rich. We’re moving from experimentation toward production readiness, with the goal of delivering usable apps for new audiences by early next year.
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On mobile (Built in Godot), we’ve added more social features (like nearby user lists, mute/report tools, and voice chat improvements), made scenes more visually consistent, and continued the integration of SDK7 components. We’re now working on releasing a Profile Editor and improving video playback performance on iOS and Android.
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On web (Built on Bevy), we’ve introduced support for streaming, audio, and persistent settings, and made meaningful performance and stability improvements. A new UI is underway that mirrors the reference client, bringing a more cohesive user experience.
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On the infrastructure side, we’ve made progress on a static scene compilation pipeline, which will unlock new deployment flows for creators and pave the way for a broader shift toward self-hosted and modular clients.
Detailed Changelog
Mobile
• Added favorites, likes, and dislikes to Scene Info and Jump In UI to enrich player interactions
• Enabled visibility of nearby Desktop users via LiveKit voice room support
• Rolled out a new Nearby Players list, including block, mute, and report options
• Updated the visual style of nickname tags and improved avatar movement mechanics
• Delivered several iOS-specific fixes, including color/material rendering in big scenes like DAO HQ
• Improved mobile rendering compatibility by integrating with GPU server infrastructure
• Upgraded key dependencies (Rust, LiveKit, Deno, GDext) and refactored the internal developer CLI (xtask)Next steps include:
• Refactoring shadows for performance
• Launching a Profile Editor
• Integrating missing SDK7 components
• Refactoring the VideoPlayer to leverage native GPU-accelerated playback on iOS and Android
• Releasing these improvements publicly in the first week of August Web Experimental
• Introduced support for imposters, video/audio streams, and a new IndexedDB-powered local settings store
• Shipped major performance optimizations, including asset loading in a separate worker, GPU upload throttling, and image auto-resizing
• Resolved numerous stability issues:
• Increased WASM thread stack size to 10MB
• Added spin-based locking to prevent crashes in key modules (wallet, IPFS metadata)
• Improved audio buffer handling and download concurrency
• Embedded scene import scripts directly in WASM for improved load consistency
• Re-activated analytics to support usage tracking and performance tuning
Core Engine & Explorer UI
• Enhanced UI capabilities with clickable elements and better text input fields (keyboard shortcuts, mouse interaction, multi-line support)
• Improved permission management API and SerializedProfile integration
• Fixed bugs related to avatar name tag wrapping, line breaks, and profile snapshot images
• Released early versions of the new Passport/Profile Editor and Nearby Chat components in the Explorer UI
Ongoing Experiments
We also made strong progress on a scene compilation system for the Web client, which now runs without a backend server by redirecting to Blob URLs—paving the way for fully static deployments. Additionally, we’re working toward the first release of the redesigned Web UI, which mirrors the reference client design and aligns with upcoming platform standards.
If you have questions, feedback, or referrals for the roles we’re hiring, feel free to reach out on the Forum or Discord.
GinoCT
Executive Director, DCL Regenesis Labs