Wooster Games, yeah, they’re the minds behind Animal Company. I heard they hit over a million monthly active users. Crazy, right? Like, out of nowhere, boom, they’re on their way to social VR stardom. And—get this—they’re now the fifth highest-grossing Quest game ever. In just a year! Who knew?
So, here’s the deal. Animal Company dropped into early access last July on Quest. It’s got this unique mix, like if Gorilla Tag’s arm-powered locomotion had a wild night with Lethal Company’s vibe, that’s what you’d get. Horror, mystery, and just… utter mayhem socially. Honestly, can’t explain why it works, but it does.
I’ve been keeping tabs on its climb to fame. It’s been duking it out with the big players like Yeeps 2.0, Beat Saber, and Gorilla Tag for top billing on the earnings charts. Like a wild west showdown, if VR games had cowboy hats.
Oh, fun fact. I caught this Meta developer chat where Wooster spilled some beans. Monetization only kicked in three months post-launch. Why? Because they wanted to see those engagement numbers first. Which, kudos to them, I guess? Anyway, they got stuff like 100 minutes of average playtime per person per day. And a jaw-dropping billion TikTok views. TikTok! Seriously! It’s like everyone’s talking about it. Or watching. Whatever.
Now, here’s the kicker. They pulled off 9x paying user growth over six months. That sorta math puts them at this crazy high on the Quest moneymaker list. Around Christmas to March 2025, their daily active user count skyrocketed from 145K to 500K on Quest.
Anyway—where was I? Ah, if you’re into digging deeper about this VR curiosity from its humble game jam origins to today, there’s an interview and a quick five-minute video floating around. Dive in, if you want the whole shebang.