July Status Update – DCL Regenesis Labs
Hi everyone,
July was about turning what the previous market tests for mobile taught us and build it into the product. We shipped guest user, which removes the sign-in wall that was our single biggest drop-off, moved iOS in-app purchases into a live MVP after Apple approved our approach, and kept the mobile client on a fast release cadence with a heavy performance and stability focus. On the Bevy side, we optimized how we build UI on top of the engine and started working on a headless bevy implementation for the multiplayer server, and on content, we lined up a set of mobile-first experiences and a discovery surface to give new users somewhere worth landing.
Scope: Jul 1–31
Living Roadmap: high-level goals, % complete, and short descriptions across hiring, projects, and funding.
Financial Dashboard: treasury and ops overview, diversification activity, vault deposits/yields, and spend categories.
Financial Transparency
Operational Wallet
DeBank Dashboard
| Date | Assets | Amount | Price | SubTotal |
|---|---|---|---|---|
| 7/31/26 | MANA | 1,517,446.26 MANA | $0.06647 | $100,864.65 |
| 7/31/26 | USDC | $212,525.33 | $1.0009 | $212,716.60 |
| 7/31/26 | USDT | $7,500.00 | $0.9990 | $7,492.50 |
| 7/31/26 | ETH | 0.0194 ETH | $1,863.10 | $36.14 |
| Current Total Assets | $321,109.90 |
DCL Regenesis Labs Wallet
DeBank Dashboard
| Date | Assets | Amount | Price | SubTotal |
|---|---|---|---|---|
| 7/31/26 | MANA | 10,738,209.00 MANA | $0.06647 | $713,768.75 |
| 7/31/26 | Smokehouse USDT | $418,256.31 | $0.9990 | $417,838.05 |
| 7/31/26 | Smokehouse USDC | $358,059.68 | $1.0009 | $358,381.93 |
| 7/31/26 | Gauntlet USDT Core | $294,508.71 | $0.9990 | $294,214.20 |
| 7/31/26 | Gauntlet USDC Prime | $275,622.04 | $1.0009 | $275,870.10 |
| 7/31/26 | Morpho | $4,034.56 | $4,034.56 | |
| Current Total Assets | $2,064,107.60 |
The Q2 Transparency external audit is in progress and will be published in late August.
Grants Program: Season 1
Season 1 reached its finish stretch during July, with most projects closing out and a few extending into August. The program funded a range of mobile-first experiences, and the goal now is to feature the strongest ones in the app.
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Goal Legends finished ahead of schedule, completed before the buildathon window. -
MetaDoge completed Milestone 2 with multiplayer implemented and movement fixes applied, and moved on to Milestone 3. The team adopted our authoritative server and dropped their previous approach of using Colysseus. -
Candy Sheep Meadow submitted its Milestone 3 request, a small cozy experience now moving into UI and model polish. -
Flag Tag,
Adventure Land and others continued developing their scenes.
Mobile Client
:android: Android v72 to v79 ·
iOS v1.10 to v1.12
69 PRs merged. We shipped releases 1.10 and 1.11 and moved 1.12 into candidate during the month, keeping the short-cycle cadence from June.
Guest User (shipped)
This was the headline change. A player can now start immediately, with no sign-in:
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Guest user enabled on iOS (#2545) and a redesigned guest onboarding UI (#2317)
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Native OTP email sign-in (#2452) and a username picker with support for minted names (#2547)
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The upgrade path from guest to a full account, including safe deletion of an upgraded guest (#2482), plus analytics on guest wallet creation (#2554)
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Aspirational upgrade and reward modals that nudge guests toward registering (#2553, #2589)
Guest user directly targets the sign-in step, where roughly 72% of new users were dropping off. It went out on Android during July with iOS coming soon and is the foundation for the next market test.
Onboarding, Loading & Metrics
Performance & Stability
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Graceful memory management with a low-memory warning on mobile (#2428) and clearer low-memory copy (#2526)
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Fixed infinite loading hangs across delete accounting, HTTP timeouts, and download notifications (#2461)
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Reduced spurious scene reconnects that were firing onSceneEnter repeatedly (#2571) and hardened the Colyseus WebSocket transport (#2431)
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Camera no longer clips through walls, with collision and proximity fade (#2546)
Creator Tools & SDK
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Implemented the ParticleSystem SDK component (#2588) and SDK component asset preload (#2567)
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New MobileInputControls and UiInputBinding components so scenes can define their own mobile controls (#2330), which came directly out of the creator interviews on HUD flexibility
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A scene stats and limits overlay for creators in preview (#2120)
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Fixed the Animator loop parameter on mobile (#2560) and further TextShape parity with the Unity client (#2602)
Worlds & Privacy
iOS In-App Purchases
The in-app purchases MVP went live on iOS during July. Credits are visible in the app, and the marketplace is browsable through an in-app browser.
Limited Market Test 2.0
With guest user shipping, we began preparing LMT 2.0, the next paid acquisition test, which runs a warm-up through late July and scales in August.
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We ran a low-budget warm-up split between Brazil and South Africa. Cost per install stayed very low, with an install-to-in-world conversion around 7.8%. Brazil clearly outperformed, so we are concentrating spend there and adding Argentina next.
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We rebuilt the ad creative around real gameplay footage rather than brand messaging, and dropped the “wander” and “open spaces” framing in favour of a “come hang out” message, with a new landing page and automatic device detection.
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The bigger lesson we carried in from June’s World Cup test: acquisition is cheap, but retention only works if there is content worth arriving to. So this time the campaign points at a set of linked, mobile-first experiences rather than a single scene or the plaza.
Bevy Web Client
56 PRs merged. The big one: the explorer’s interface — the menus, chat, map, backpack, everything that isn’t the 3D world — is now a web page layered over the 3D view (React DOM on top of the Bevy canvas), instead of something the game engine draws itself.
That is worth more than it sounds. Changing the interface takes seconds rather than a full rebuild of the engine, so polish and fixes reach players quickly. And it can be worked on with ordinary web skills, which widens who can improve the explorer.
In progress: Bevy Headless in the multiplayer server
Scenes that need a referee — anything with a score, a round, or a shared state worth cheating over — run one today on hammurabi, a separate engine from ours built with Babylon.js and currently unmaintained. We started building our replacement this month: a headless build of the bevy client that runs scenes with no GPU and no window, several at a time, each acting as the authority for its own scene.
It is not finished. What landed in July is the shape of it: the server role, the multi-scene binary and the first rounds of hardening. We expect to finish it next month.
The new HUD
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The React HUD moved onto a bridge scene, so one narrow seam talks to the engine instead of many (#901), served from the versioned CDN in production (#925), with the types on that boundary generated from the Rust so it cannot drift silently (#973)
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Everything a player touches went through it this month: profile cards and hover tooltips on nearby avatars (#915), chat (#932), the backpack with outfits (#984, fixed up in #991), and emote hotkeys on the number keys (#992)
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Engine-drawn scene UIs sit alongside the React HUD without fighting it for the screen (#978)
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Scenes can be embedded with the HUD turned off, for previews that are just the world (#972)
Rendering, performance & parity
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Deleting egui removed a cost every frame was paying in production builds (#938), and two Bevy fork bumps cut per-frame CPU further, through render-instance mirroring and visibility sets (#933) and a dense-index animation evaluator (#940)
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Graphics presets now default low, so a weaker machine starts playable instead of starting badly (#947)
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Particles landed (#918), and depth of field now focuses through transparent surfaces by opacity (#977)
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Movement got better to use: double jump and glide (#962), camera smoothing (#961), and an avatar outline toggle (#1011)
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Live worlds now appear in the Places “Live Now” section, so what is happening right now is findable (#943)
What scenes can do in the engine
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The engine gained billboard target entities (#948) and now exposes TextEncoder/TextDecoder to scene code (#958); continuous rotation tweens spin on the right axis again (#965)
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Out-of-bounds geometry renders in the editor now, not only in preview (#1003)
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Scene bundles that redeclare injected globals load instead of crashing, so scenes already running in the Unity kernel run here too (#1019)
Security & safety
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Governance
Our governance work continues on two tracks: keeping the tools the DAO votes with healthy, and bringing forward proposals that make Decentraland better for the people building on it.
Wearables and emotes submission fee
The proposal to cut the item submission fee is ready and was reviewed with curators and the Foundation. It takes the fee from $100 down to $25, with the Foundation covering $15 for the first six months so creators pay only $10, a 90% reduction. The analysis behind it showed that very few creators were ever breaking even at $100. Alongside the fee cut, an open-source automated validator handles the objective checks (possible IP infringement, triangle and polygon counts, armature compatibility), keeping a small human committee for judgement calls and appeals. The proposal was cleared to go on-chain.
Keeping the Governance dApp healthy
8 PRs merged, this month almost entirely from a backend security audit. We hardened account linking and the Discord verification read (#1949), external URL handling (#1947), and the jobs, delegation webhook, and account-linking paths (#1944), added test coverage over the project routes and fixed four defects found in the process (#1945, #1946), and bounded vesting and sitemap requests (#1948). This is the kind of work that is invisible when it goes well, and it keeps proposals, votes, and grant requests running safely.
Transparency
Council confirmed all DAO operations are up to date. The operational multisig addresses have been added to the transparency dashboard so anyone can follow DAO funds directly.
Games & Content
We built out a set of mobile-first experiences this month, both to give the market test somewhere to send players and to keep pushing on retention.
DCL Kickoff Challenge (5 PRs)
The World Cup prediction game moved through the knockout stage, with fixes to the live leaderboard, knockout bracket panels, and podium winners (#160, #163). The prediction format gave us the highest retention we have seen in over two years: a simple mechanic, a lightweight scene, and a reason to check back in.
Cozy Farm (18 PRs)
A second UI revamp (#189, #187), a new landscape (#182), a retexture pass (#171), and analytics instrumentation (#194). Cozy Farm was one of the entry experiences in the market-test warm-up.
Tower of Madness (12 PRs)
Added a mobile tutorial (#151), portals (#153), a wearable dispenser (#150), and a fix that forces a clean tower reset on server boot to prevent stale state (#167). Tower of Madness was the lead experience in the market-test cycle, driving around 150 daily players from Brazil.
Magma Dash, built by an independent studio made up of videogame developers, went through a full team playtest. After resolving some identified issues the experience is ready to be promoted.
Regenesis Club (news lounge)
A new social hub, styled as an eighties-style conversation pit with IP-free vintage cartoons and event highlights on the walls. It is designed as a five-minute space to orient new players and point them toward live experiences, and links out to the games, events, and community channels. Ten PRs went into it during July, including portals, an event board, and streaming and admin tools.
My Dear Pet (in development)
An early prototype of a pet-care experience with a Mars theme (15 PRs), covering the tutorial, a petting action, a breeding system, and cross-scene pet syncing. Scoped for an MVP toward the end of August.
Comms & Community
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DAO Town Hall (July 16) and a Community All Hands (July 23) were held during the month, with a vision update from the Foundation, a buildathon announcement, and guided play of the new experiences.
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Friendzone Buildathon. The mobile social-experiences buildathon is confirmed to run August 14 to September 4, with winners announced September 13. Prizes are $3,000 / $2,000 / $1,500 for the top three, with a total prize pool of $8,000 plus a merch voucher for the first fifty eligible submissions, and every valid project gets tested on mobile with the strongest featured in the app. Workshops this time are run directly by Regenesis Labs and the Foundation, and recorded for on-demand viewing.
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Weekly Friday playtests continued across all our titles.