Neal Stephenson, the science fiction author whose 1992 novel Snow Crash gave the world the word “metaverse,” has broken his silence on Meta’s slow-motion retreat from its $80 billion VR bet—and he’s not exactly devastated. In a post on his Substack newsletter Graphomane, Stephenson said he was “curiously detached” from the whole episode. He found out Meta had renamed itself after his fictional concept the same way most people did: by Googling it. A former colleague had texted him “Sorry for your loss,” and he had no idea what that meant at first.“They hadn’t communicated with me in any way. They hadn’t paid me off. And no, I wasn’t going to sue them,” he wrote, heading off the questions he’s apparently been fielding for years.Meta this month announced that users would no longer be able to access Horizon Worlds—its flagship virtual social platform—through VR headsets starting June 15. The company has since slightly walked that back, saying it would maintain some existing VR apps but wouldn’t add new ones. Either way, the message is clear: the goggle-based metaverse is effectively over. Reality Labs, the division that housed the effort, lost $19.1 billion in 2025 alone.
Stephenson’s actual argument: The metaverse already exists, and has for years
Stephenson’s sharpest point isn’t about Meta specifically—it’s about how badly the VR industry misread what the metaverse was ever supposed to be.Fortnite has 650 million registered players. Roblox has around 380 million monthly active users. Minecraft has 60 million. All of them are persistent virtual 3D worlds where people walk around in avatars and interact with strangers across the internet. None of them require a headset.“The only thing that differentiates them from the Metaverse, as narrowly construed by Metaverse-tombstone-cartoon-posting halfwits, is that no goggles are involved,” he wrote.His other argument is more practical: people simply do not want to wear things on their faces. He admits he used to believe otherwise, back when he worked at Magic Leap and was convinced that handheld rectangles would eventually feel obsolete. He no longer believes that. The rectangle won.
Why the headset bet was always a tough sell
The hardware problem ran deeper than comfort. Developers had almost no financial incentive to build for headsets that had only a few thousand units in circulation, compared to hundreds of millions for mobile and PC. And when headset companies shut down their servers—as many have—software built for those platforms simply stops working. Years of creative work, gone.Stephenson also returns to a point worth sitting with: fictional metaverses have plots. They have beginnings, middles, and ends. A real virtual space, once built, is just a lot of people standing around waiting for something to happen. Games like Fortnite solve this with structure—a play session, a goal, twenty minutes, done.He’s now working with a small team writing code in Verse, a programming language being developed inside Epic Games, building on exactly that kind of structured virtual experience. “Even one one-millionth of what Meta spent is enough to fund significant progress in this area if you have a small, talented, and dedicated team,” he wrote.As for future companies eyeing the space once the tombstone cartoons fade again—Stephenson has one piece of free advice front and centre: consider picking a different name.
