☀️ June Status Update – DCL Regenesis Labs

Hi everyone,

During June we moved the mobile client to a much faster release cadence, put a big performance push into it, and finished the guest user work that removes our biggest onboarding blocker. We also launched the DCL Kickoff Challenge for the World Cup, our largest content push so far, paid out the first wave of Grants Season 1 milestones, and kept the Bevy web client moving fast on visual parity and creator tooling.

:spiral_calendar: Scope: Jun 1–30

:backhand_index_pointing_right: Living Roadmap: high-level goals, % complete, and short descriptions across hiring, projects, and funding.

:backhand_index_pointing_right: Financial Dashboard: treasury and ops overview, diversification activity, vault deposits/yields, and spend categories.


:money_with_wings: Financial Transparency

MANA price on 6/30: $0.06124, below the operational break-even price of $0.26.

Grants Season 1 milestone payments. We processed a first wave of milestone payments, all in MANA:

Grant Paid in MANA
Goal Legends 30,800
Adventure Land 28,045
Doge Hunt 24,240
Big Yellow Fish 20,431
Candy Shop 10,880
Total 114,396 MANA

Treasury strategy. During June the DAO Council worked with the Avantgarde team on a yield and diversification strategy for the treasury. The plan has two parts: a covered calls strategy on MANA to generate yield on the position the DAO holds, and a partial conversion of MANA into stablecoins to extend the runway. Stablecoins and premiums earned go into USDC vaults rather than sitting idle. Regenesis Labs worked with the Avantgarde team to sign the mandates and leave everything ready for the multisig signers.

Yield-generating positions across the Morpho and Gauntlet vaults continue to accrue.

Operational Wallet :link: DeBank Dashboard

Date Assets Amount Price SubTotal
6/30/26 $MANA 1,630,379.76 MANA $0.06124 $99,844.46
6/30/26 USDT $7,500.00 $1.0000 $7,500.00
6/30/26 USDC $71,503.64 $1.0000 $71,503.64
Current Total Assets $178,848.10

DCL Regenesis Labs Wallet :link: DeBank Dashboard

Date Assets Amount Price SubTotal
6/30/26 $MANA 10,738,209.00 MANA $0.06124 $657,607.92
6/30/26 USDT $0.00 $0.9996 $0.00
6/30/26 USDC $0.06 $1.0002 $0.06
6/30/26 Morpho Smokehouse USDT $415,916.00 $415,916.00
6/30/26 Morpho Stakehouse USDC $355,441.96 $355,441.96
6/30/26 Morpho Stakehouse USDC $355,085.81 $355,085.81
6/30/26 Morpho Gauntlet USDT Core $292,662.12 $292,662.12
6/30/26 Morpho Gauntlet USDC Prime $274,071.93 $274,071.93
Current Total Assets $2,350,785.81

Q2 closed on June 30, so the quarterly snapshot and the external audit for the period are now in progress. We also published the Q1 transparency report during the month.


:gift: Grants Program: Season 1

Season 1 is in progress, and June was the month the projects started becoming playable. Five grantees completed and were paid for milestones during the month (see the table above).

  • Goal Legends was playtested during June, with mobile bugs, animations, and portal integration as the main focus. It was also featured live in our June 10 community meet up. The experience launched right before the World Cup.

  • Adventure Land was tested at the end of the month. The obstacle course physics, leaderboards, and framerate all held up well on mobile.

  • Doge Hunt, Big Yellow Fish and Candy Sheep all closed milestones during June and continue on their mobile-first plans.

  • Flagtag also made good progress and shipped their second milestone.


:mobile_phone: Mobile Client

:android: Android v67 to v72 · :apple: iOS v1.6 to v1.10

65 PRs merged. June was our highest release cadence so far. We moved from one big monthly release to shorter cycles, shipping six version bumps during the month, which gets fixes to players much faster.

Our Product Designer ran a round of creator interviews on mobile controls. The clearest takeaway: creators want more flexible HUDs and less generic defaults, which is now feeding into our roadmap.

Changelog

Performance

This was the main focus of the month.

  • Mobile GPU optimization stack with an ETC2 texture pipeline (#2191)

  • iOS and macOS now default to the Metal driver (#2357)

  • Nameplates render in a single 2D layer instead of one viewport per avatar (#2224)

  • Removed the per-spawn mesh clone on avatars using surface override materials (#2311)

  • Avatar camera-distance fade and physics-only occlusion (#2321)

  • Fixed avatar impostors freezing near screen edges (#2192) and phantom impostors on hidden avatars (#2202)

Mobile UX & Controls
  • Scene UI no longer blocks app UI input on mobile (#2247)

  • Scene UI stays interactive while using the joystick or camera, with swipe-off handoff (#2369)

  • Hide Scene Interface toggle, with better mobile controls while the UI is hidden (#2253)

  • Fixed the navbar toggle stealing focus and disabling movement (#2198), plus chat close-on-tap and focus recovery (#2209)

  • Highlight effect on objects through pointer events (#2307)

Creator Tools & SDK
  • TextShape now renders through an enhanced Label3D (#2315) and matches the Unity client on font auto-size (#2178)

  • New CL_MAIN_PLAYER collision layer to tell the main player apart from remote players (#2234)

  • Fixed scene emotes not playing on the local player (#2232) and on remote players (#2252)

  • Fixed onLeaveScene not firing when players disconnect (#2216)

Accounts & Sessions
  • Full session teardown on sign out, so you get a fresh lobby like an app restart (#2210)

  • Fixed stale profile and wearables leaking into a new account after sign-out (#2213)

  • Notifications now clear on sign-out, and attended-events sync was repaired (#2223)

Build & Release Infrastructure
  • iOS now ships to TestFlight directly from GitHub Actions via fastlane (#2292)

  • Self-hosted iOS pipeline with a pinned Godot build (#2381)

  • Android APK publishing to R2 and a unified mobile build and distribute trigger (#2199)

Guest User

The guest user flow was completed in development during June and goes out in the first release of July. A guest is a real wallet, so social features, notifications, and blocking all work the same way. We also built the upgrade path from guest to a registered account through email, so players can start playing immediately and create their account later.

This is the single most important change we can make to onboarding right now, and it comes straight out of what the market tests told us.

Genesis Plaza on mobile

We ran a full audit of Genesis Plaza on mobile at the end of the month. The scene is very heavy for phones, with a large initial download and long load times, which makes it a poor first impression for new users arriving from a fresh download. We are now working with the Foundation Content team on what the plaza should be, and testing lighter approaches on isolated parcels first.


:chart_with_upwards_trend: Limited Market Tests

We ran two paid acquisition tests during June, continuing the work started in May with the Foundation’s growth team.

LMT 1.5 concentrated spend on Brazil. Efficiency dropped compared to the previous mixed geography split, with cost per install rising from around $0.22 to $0.69. The scene visit rate stayed at 36%, in line with earlier results. We concluded there were no new learnings left to extract and paused spend until guest user ships.

LMT 1.67 tested a different thesis: promote a specific experience instead of the Decentraland brand in general. We advertised the DCL Kickoff Challenge to football and gaming audiences in the US, Brazil, and several World Cup markets. With around $850 spent we saw very few players actually reaching a world, at a cost per in-world user far above what we had been achieving. We paused the campaign on June 21 rather than keep the spending.

Our reading is that World Cup advertising competition was extremely high during those weeks, and that we went in with too little creative material. One concrete gap we found: most of Google’s inventory wants horizontal video, and we did not have horizontal gameplay footage ready.

Both tests point the same way. Paid acquisition is not worth scaling until the entry funnel is fixed and there is content worth arriving to. That is exactly what guest user and the mobile content work are for, and it is why the next test is planned for later in July rather than immediately.


:credit_card: iOS In-App Purchases

The credits system was built and merged during June:

  • Credits purchase flow through StoreKit (#2099)

  • Marketplace integration for in-app purchases on mobile (#2276)

  • StoreKit environment reported to analytics at startup (#2221)

Credits are consumable, do not expire, and are capped per wallet with daily limits. Purchases are gated behind a linked account, so guests are asked to upgrade first.


:globe_with_meridians: Bevy Web Client

73 PRs merged, our busiest month on Bevy so far. On top of all the PRs listed, we are migrating the web client UI to React on top of the Bevy engine, which lets us reuse interface work across clients and iterate much faster on the explorer shell.

Visual Parity

  • Day-cycle sky, lighting, shadows, and cel-shaded avatars (#894)

  • Render-only avatar tilt for glide banking, plus movement animation pipeline fixes (#845)

  • Fixed non-deterministic shader composition that was breaking the GPU pipeline cache (#899)

We also closed a long-standing gap by bringing in the full avatar animation set from the Foundation, going from a handful of animations to the complete library.

Performance & Crowds

  • Cut per-packet and per-avatar frame costs in crowded scenes (#861)

  • CRDT work now skips idle components, caches sent transforms, and reuses buffers (#859)

  • Per-frame systems gated on actual change (#860)

  • New imposter pipeline with a V3 format and R2 CDN (#803)

  • Scene UI canvases now atlas into one camera and texture per scene (#896)

Stability on Web

  • WASM crash overlay gated on an engine heartbeat (#870), plus a fix for false positives on backgrounded tabs (#884)

  • Bumped the Bevy fork to fix a WASM asset loader crash (#872)

  • Per-request timeouts on every engine HTTP request (#863) and content-inactivity timeouts instead of total ones (#865)

  • Fixed concurrent entity allocation, added scene “not responding” timeouts, and cleared several scroll and focus bugs

Editor & Scene Tooling

  • Editor and inspector console commands for components, snapshots, saving, and entity allocation (#819, #812, #808)

  • Blocking status and block update stream exposed to BevyApi (#844)


:classical_building: Governance dApp

12 PRs merged. We picked up maintenance on the Governance dApp during June, mostly platform and security work that keeps the tool healthy:

  • Upgraded to Node 24 (#1926) and pinned the base image by digest (#1934)

  • Replaced the Blocknative gas API with the Polygon Gas Station (#1927)

  • Timing-safe webhook signature comparison and a blocked image-validation redirect (#1930)

  • Support for undoing enacted proposals (#1931)

  • Dependency and build modernization, including dropping node-fetch and upgrading Gatsby (#1935, #1936)


:video_game: Games & Content

:soccer_ball: DCL Kickoff Challenge (57 PRs)

Our biggest content project of the month, built for the World Cup. It is a prediction game where players call match results through the group stage and the knockout rounds, with a leaderboard and wearable prizes.

The build included scoring and tiebreaker logic, match locking, the admin result system, a knockout bracket layout, portals, a tutorial, an onboarding cinematic, and a lot of mobile UI work. We also had to cache the leaderboard to survive join bursts (#145).

The campaign launched on June 11 with promotion across X, Reddit, Discord, and the wider Decentraland ecosystem. Around 250 players took part in the group stage.

:sheaf_of_rice: Cozy Farm (16 PRs)

Cozy Farm passed 500 registered players, growing organically, with one player reaching level 31 purely by farming. The month went into a full UI overhaul: animal management (#126), expansions (#125), crops (#138), profile and leaderboard (#142), a sell crops UI (#155), and general mobile UI improvements (#154). We also fixed farm overlap and avatar freezing bugs.

:zombie: Dead Surge (7 PRs)

Dead Surge is close to done. June added a tutorial mode (#325) and background music (#326), moved the mobile camera closer with a larger tutorial UI (#330), and fixed collider issues.

:volcano: Magma Dash

June brought art dressing, music, a scrollable leaderboard, spectator mode, and a podium system, plus a round of fixes on spatial audio, VFX on mobile, and a server disconnection issue traced to storage timeouts. It was playtested several times through the month.

:tokyo_tower: Tower of Madness (5 PRs)

Fixes to attempt counting (#138), chunk colliders (#136), and mobile music and topbar issues.


:mega: Comms & Community

Community Meet Ups

  • Meet Up #8 (June 10). A football special with MeryShark as guest: a live playtest of Goal Legends Arena, a full walkthrough of the DCL Kickoff Challenge covering mechanics, scoring and prizes, and community Q&A.

  • Meet Up #9 (June 24). April and May status updates, the Grants Season 1 execution kickoff, and a community playtesting session.

Friendzone Buildathon

We are organizing a builder event focused on mobile-optimized social experiences and games, with a prize pool of around $7.5k and a requirement that projects be open source. Every valid project gets featured on Decentraland mobile.

We surveyed the community first, and the response was strongly positive. The main asks were more build time, more prize categories mixing winner prizes with participation rewards, and feedback sessions during the build phase. We are taking all three into the design. It runs in August, with a second edition planned for October.

Social media

Engagement on @RegenesisLabs nearly tripled, from 2.19% in May to 6.52% in June. The best performing post was the Kickoff Challenge group stage winner announcement.

Other

  • We improved our workflows for responding to App Store and Google Play reviews, so player feedback gets answered faster.

  • Weekly Friday playtests continued across all our titles.

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