Hi everyone,
May continued the work we started in April. We shipped our second monthly mobile release (v1.5), ran our first paid market test on mobile with the Foundation, kicked off the development and support phase of the Grants Season 1, sent out the first milestone payments, kept polishing our games to get them ready for launch, and worked closely with the Decentraland Foundation during its leadership transition.
Scope: May 1โ31
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
MANA price on 5/31: $0.0880, below the operational break-even price of $0.26.
Treasury movements during the month:
- $233,378 USDC moved from the Treasury Wallet to the Operational Wallet on May 1 to fund operations (verify on Safe).
- 148,974 MANA swapped to ~$13,248 USDC via TWAP on May 20 from the Operational Wallet, at an average price of around $0.089 (below break-even). This was a tactical move to cover Grants Season 1 milestone payments under the current market conditions. We converted 50% of the MANA allocated to the Grants Program into stablecoin to cover a potential MANA downward trend following the general crypto market. The payments themselves are still made in MANA, as agreed. (verify swap on Safe)
- First Grants Season 1 milestone payments processed. Flag Tag (Milestone 1: 34,208 MANA) and Goal Legends (Milestone 1: 11,655 MANA, Milestone 2: 11,679 MANA), paid on May 28 via Request Finance.
Yield-generating positions across the Morpho and Gauntlet vaults keep accruing. No changes to vault allocations this month.
Operational Wallet
DeBank Dashboard
| Date | Assets | Amount | SubTotal |
|---|---|---|---|
| 5/31/26 | $MANA | 1,724,344.77 MANA | $151,742.34 |
| 5/31/26 | USDT | $0.00 | $0.00 |
| 5/31/26 | USDC | $3,325.11 | $3,325.11 |
| Current Total Assets | $155,067.45 |
DCL Regenesis Labs Wallet
DeBank Dashboard
| Date | Assets | Amount | SubTotal |
|---|---|---|---|
| 5/31/26 | $MANA | 10,738,209.00 MANA | $944,962.39 |
| 5/31/26 | USDT | $99,301.94 | $99,262.22 |
| 5/31/26 | USDC | $0.06 | $0.06 |
| 5/31/26 | Morpho Smokehouse USDT | $414,134.01 | $414,134.01 |
| 5/31/26 | Morpho Stakehouse USDC | $353,835.01 | $353,835.01 |
| 5/31/26 | Morpho Stakehouse USDC | $351,804.41 | $351,804.41 |
| 5/31/26 | Gauntlet USDT Core | $292,005.09 | $292,005.09 |
| 5/31/26 | Gauntlet USDC Prime | $273,434.51 | $273,434.51 |
| Current Total Assets | $2,729,437.70 |
Grants Program: Season 1
Season 1 moved from selection into execution. The kickoff calls ran through the first week of May, and we agreed the statement of work and milestone schedule with each project. All grants are paid milestone by milestone in MANA, and KYC is required for grants above $5K.
Flag Tag kicked off on May 6. Milestone 1 (core stability and bug fixes, a functional UI, and VFX polish on desktop and mobile) was done by the end of the month and validated in a good playtest with 10 to 15 players. Milestone 2 (avatar animations, audio, progression, and final UI) is now in progress.
Candy Sheep kicked off on May 8, with a mobile-first milestone plan that runs into August.
Goal Legends was accepted and scoped to be playable during the World Cup window. Its first two milestones were paid this month (see Financial Transparency).
A Season 1 transparency report with the full set of decisions and payments is in preparation.
Mobile Client
:android: Android v66 (v1.5) ยท
iOS v1.5
74 PRs merged. The May release (v1.5) went out to both stores on May 20 and 21. By May 28 it reached 95% adoption on Android and 80% on iOS.
Concurrency & Performance
- Avatar impostor system for high concurrency (#1914).
- Texture pixel-budget resizing with a hard 4K cap, plus a quality-parameterized fetch API (#2078, #2077).
- Rendering performance sweep: shadow cascade tuning, SubViewport handling, and the Floating Islands migration (#2036, #2038, #1899).
Social & UX
- Chat system rework with a portrait/landscape read-only mode (#1894).
- Travel modal for teleport and world links (#1934).
- New FTUE dynamic carousel and an AsyncImage component (#1995).
- Friends online carousel in Discover (#1916).
- Version update screen and system (#1887).
- Adaptive camera for the avatar preview (#1943).
Creator Tools & SDK
z_indexsupport for SDK7 UI components (#1990).- Scene UI scroll with touch drag and Unity-parity layout (#2119).
- Reload scene button in the HUD for preview mode (#1873).
- AvatarAttach extended to all 26 anchor points (#2158).
Analytics & Infrastructure
- Peer catalyst URL for faster profile fetching (#1909).
- Metabase analytics events and Hide UI tracking (#2058, #2048).
- iOS audio fix so playback mode bypasses silent mode (#2009).
[Screenshot placeholder: May mobile release (v1.5) highlights]
Limited Market Test #1 (LMT1)
Alongside the release, we ran our first Limited Market Test, together with the Decentraland Foundationโs marketing growth team. It is a four-week paid acquisition test (May 4 to 30) on Android through Google Ads, across NA, LATAM, Asia, Pacific, and India. The goal is to read how brand-new users move through the funnel, with people who are not already Decentraland fans.
Early takeaways:
- Mobile is now more than 55% of DCL unique wallets, up from 36% in April, and it grew over 100% month over month.
- We reached that with around $1k spent so far, out of a $5k test budget.
- The clearest learning is the entry funnel: most new users drop before they reach a world, and the sign-in step is the main blocker. This is exactly why guest login, native auth, and an implicit EULA are our top priorities for the next releases.
- The follow-up build (LMT1.5, shipped with v1.5) already moved game-entry completion from 25% to 36% and median playtime from 2.8 to 3.4 minutes, so the direction is working.
- Until we improve the top of the funnel, we wonโt keep investing in acquisition.
Next on the mobile roadmap: guest user, native auth, performance improvements, and more mobile content, leading into LMT2 later in July.
Bevy Web Client
26 PRs merged, plus more work on the Bevy UI scene (minimap, friends and communities, proximity tooltips).
Interaction & Avatars
- New full transport layer (#795).
- Proximity events with interaction type and priority resolution (#764).
- Look-at and point-at avatar gestures (#752).
- Foot IK refinements: thresholds scaled by avatar height, and display-only avatars are now skipped (#757).
max_player_distancefor PointerEvents (#758).
Scene UI & Stability
- Scene UI input improvements: honor
clear_on_submitand preserve the cursor position (#774, #778). - Social client startup deferred until a scene asks for it (#783).
- Crash, collider, and timing fixes across the preview server connection, the scene loop, and proximity (#794, #779, #769).
- Worlds scenes no longer survive a realm change (#770).
OpenDCL: Agentic Scene Builder
OpenDCL adoption kept growing, reaching around 25 monthly active users, with high profile community creators among them. On the agent side:
- The editor now coexists cleanly with scene click handlers and UI (#47).
- New visual editor gizmo skill (#28).
- npm publishing switched to an OIDC trusted publisher (#45).
Games & Content
A polish sprint to get the game ready for launch. We desynchronized the hazards so players spread out across the arena, added an escalating difficulty curve, refined the cannon mechanics with a trajectory telegraph before each shot, switched to an incremental survival timer with a โFrenzyโ indicator, and added per-player screen shake on hits. We also fixed some mobile-only animation and VFX bugs. Next up are the podium and ranking system and the final UI dressing.
Cozy Farm (29 PRs)
Cozy Farm went into feature freeze so we could focus on polish before an ad campaign. Highlights this month: the full animals system (#48), multiplier farms that duplicate as more players join (#71), a new UI map (#82), animal tutorials (#61), server connection UI (#59), and a plaza spawn point (#74).
Dead Surge (13 PRs)
The survival zombie game kept working on retention and feel: a reworked upgrade shop (#285, #283), an end-game recap UI (#291), leaderboard fixes (#309), respawn protection (#304), and random respawns (#312). Player feedback this month was very positive.
Tower of Madness (1 PR)
Removed the double-jump blocker (#130).
Raft Game (12 PRs)
A new prototype that came out of an internal hackathon. It is a survival raft experience with floating islands and loot chests (#13), reworked hook and rod throw mechanics (#11), a hunger and thirst system (#4), and an SFX system (#12). A nice example of what the team can build in a short, focused sprint.
iOS In-App Purchases
Steady progress toward the early-July Apple compliance target:
- The credits model is defined: consumable, non-transferable, capped per package, and held at the profile level.
- The structure routes App Store payments through the Foundation as publisher, using a mandate/agency agreement, with the funds then flowing to the DAO treasury. The underlying Apple business agreement was signed in mid-May.
- We tested IAP successfully in a local setup. The webhook integration is still pending final approval of the Apple agreement.
We are on track for the work to land in June, ahead of the deadline.
Comms & Community
- Foundation leadership transition. @esteban has stepped in as interim Executive Director of the Decentraland Foundation. We have been working with Esteban and the Foundation team, and he is also in direct contact with the DAO Council as well. Continuity and alignment across product, ops, and governance stay strong.
- Weekly Friday playtests continued across our titles throughout May.
- The RGL X account kept gaining traction, with good engagement on our product and OpenDCL posts.