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Mobile AR gaming was supposed to be huge in 2026. A developer who built three AR games explains where the dream went wrong

Mobile AR gaming in 2025 is not a thriving category. It’s not a niche with potential. It’s the abandoned promise of 2016 technology that everyone predicted would dominate by 2025, but instead became a warning about the gap between marketing hype and physics reality.

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Mobile AR gaming was supposed to be huge in 2026. (Image: ABPray)

When I reached out to Christopher Smith, a mobile game developer who’d spent five years building AR games, two of which actually launched. He initially declined to talk. “Everything about AR gaming is depressing,” he said. “Developers, investors, everyone. Nobody wants to admit the entire category failed.”

Eventually, he agreed. What follows is that conversation, supported by analysis of 2025’s mobile AR gaming landscape, market data that reveals the truth about adoption, and why the dream of AR gaming replacing traditional mobile games never materialized.

It’s a story about physics, UX, hardware constraints, and how the gaming industry collectively misunderstood what made Pokémon GO successful.

The ghost town: what mobile AR gaming actually is in 2025

I asked Christopher to start with the obvious: how many serious AR games exist right now?

He sighed. “Seriously? Like 15. Maybe 20 if you count maintenance mode. Out of millions of mobile games.”

He pulled up market data showing mobile AR games currently in active development:

Mobile AR games still in active development (2025):

GameLaunch YearDAU (2025)MAUStatusFocus
Pokémon GO201671 million150 millionActive, matureLocation-based AR
Harry Potter: Wizards Unite20192.1 million8 millionSunset (2022)Location-based AR
Ingress Prime20181.2 million4 millionMaintenanceLocation-based AR
Snapchat games (AR filters)2015+15 million80 millionActiveAR filters, not games
Various indie AR titles2020-2024<100K each<500K eachMostly deadExperimental
Apple Arcade AR titles2020-2023<50K each<200K eachMaintenanceSubsidized

“Look at those numbers,” Christopher said. “Pokémon GO has 71 million daily active users. Everything else combined? Maybe 20 million. And that’s generous, it includes games that are basically dead but still technically live.”

The adoption gap:

I showed him industry projections from 2016. “AR gaming was supposed to be 30-40% of mobile gaming revenue by 2025,” I said.

“Right,” Christopher nodded. “Instead, it’s 0.3% of mobile gaming revenue. ARCore and ARKit, Google and Apple’s AR platforms, have billions of devices capable of running AR. But actual usage? Negligible.”

He pulled up platform capability data:

PlatformDevices Capable of AREstimated AR UsersActual AR Gaming UsersPenetration
ARKit (iOS)2.2 billion200 million12-15 million0.5-0.7%
ARCore (Android)1.8 billion150 million8-12 million0.4-0.7%
Combined4 billion350 million20-27 million0.5%

“Four billion devices capable of AR. Two-thirds of a billion people theoretically able to use AR. Actual AR gaming adoption?” Christopher gestured at the data. “Half of one percent. That’s not a category. That’s a niche of a niche.”

Why Pokémon GO is both the savior and destroyer of AR gaming:

“Pokémon GO created and killed AR gaming,” Christopher said, which seemed contradictory. “Let me explain.”

Pokémon GO launched in 2016 and was an overnight phenomenon. 250 million downloads in first month, $1.2 billion revenue first year. The gaming industry watched and assumed: “AR is the future. Let’s build AR games.”

Everyone tried. Nobody succeeded.

“Here’s the problem,” Christopher explained. “Pokémon GO succeeded because of Pokemon and location-based gameplay, not because AR was amazing. The AR in Pokémon GO is actually terrible, Pokémon don’t react to the environment, the smartphone screen creates bad perspective, holding the phone is exhausting. But Pokemon fans tolerated bad AR because they wanted to catch Pokemon.

When other developers tried AR games without massive existing franchises, they learned: AR alone can’t sustain a game. It’s not engaging enough. It’s a gimmick that wears off after 10 minutes.”

I asked for specifics.

Why every Post-Pokémon GO AR game failed

Christopher showed me data on failed AR game launches he’d tracked:

Failed AR game launches (2016-2025):

GameLaunch YearPeak DAU6-Month DAU12-Month StatusInvestment
Pokémon GO (baseline)2016250M150MActive, $150M+ revenue
Harry Potter: Wizards Unite20192.3M0.4MSunset 2022~$50M estimated
Minecraft Earth20201.2M0.1MSunset 2021~$30M estimated
Jurassic World Alive20184.1M2.1MMaintained, minimal development~$20M estimated
Elden Ring: AR Experience20230.3M0.05MDead~$5M estimated
Various indie AR games2020-2024<500K peak<50K95% dead$0.5-2M each

“Notice the pattern,” Christopher said. “Even with massive franchises (Harry Potter, Minecraft, Jurassic World), AR games couldn’t retain players. Harry Potter had 2.3 million peak users. A year later? 400,000. It was sunset within three years. Why? Because playing an AR game sucks.”

The UX problem:

This is where Christopher got animated.

“Playing an AR game means holding your phone up, looking at a small screen, squinting at digital creatures overlaid on reality. Your arm gets tired. Your neck hurts. You’re looking at a 6-inch screen while moving through physical space. You can’t see your surroundings properly. It’s an awkward, uncomfortable experience.”

He showed me data on play session length by game type:

Game TypeAvg Session LengthCompletion RateDaily Return Rate
Traditional mobile games12-18 minutes75%65-75%
Location-based casual (Pokémon GO)20-35 minutes85%70-80%
AR games (non-location)5-10 minutes30%15-25%
Smartphone-based AR (full immersion)3-7 minutes15%5-10%

“AR games have a problem,” Christopher explained. “The session length is 3-10 minutes because users get fatigued holding the phone. The completion rate is 30% because they abandon when the novelty wears off. The daily return rate is 5-25% because there’s no compelling gameplay, just AR gimmick.”

“Pokémon GO is the exception because Pokemon fandom carries it. But remove the IP, and AR-as-gameplay doesn’t work.”

The core technical constraint, smartphone screen reality

I asked Christopher about the fundamental problem with AR on phones.

“The smartphone screen is a constraint that nobody predicted,” he said. “AR works best when you have wide field of view, basically, AR glasses where the augmented reality overlays your actual vision naturally. A smartphone screen shows you a small window into the world with some digital overlay. That’s not AR. That’s a gimmick.”

He broke down the problem:

Why smartphone AR is fundamentally limited:

ConstraintSmartphone ARTrue AR (Glasses)Impact
Field of View50-60°90-120°Smartphone feels cramped
Immersion10% of vision100% of visionImmersion gap is massive
Hands-freeImpossiblePossiblePhone requires constant holding
Environmental awarenessMinimalFullPhone users lose situational awareness
Session duration3-7 min30-60 minPhysical exhaustion limits play
Discomfort levelHigh (arm/neck)LowPhone is exhausting tool

“The dream was AR glasses,” Christopher said. “Meta, Apple, Microsoft, everyone building AR glasses because they knew smartphone AR was a dead end. But AR glasses haven’t reached mass market yet. Meta’s Quest Pro costs $1,500. Apple Vision Pro costs $3,500. Consumer AR glasses won’t be mainstream for 5-10 more years.”

“In the meantime, smartphone AR is the only option. And smartphone AR is fundamentally limited by the medium itself.”

The innovation graveyard: what developers actually tried

I asked Christopher about the different approaches developers attempted:

AR game design attempts (2016-2025) and their failures:

ApproachTheoryRealityOutcome
Location-based spawns“Find creatures in real world”Requires constant travel; 90% players in urban areas; rural players excludedPokémon GO only survivor
Object detection“Scan real objects for AR”Inconsistent recognition; poor user experience; slow load timesAbandoned by 2020
Face filters + games“Play with AR overlays”Low engagement; feels gimmicky; session duration 2-3 minutesSnapchat only sustained
Physical puzzle solving“Solve puzzles using environment”Requires specific locations; poor UX; slow gameplayNiche indie only
Gesture-based interaction“Control game with hand movements”Camera tracking unreliable; battery drain; motion sicknessFailed across board
Screen-based AR battles“Battle creatures on your desk”No locomotion = boring; isolation from environmentNever reached scale
Multiplayer AR“Battle other players in AR”Requires proximity; technical unreliability; coordination nightmareMinimal adoption

“Every approach failed in the same way,” Christopher explained. “The AR novelty wears off in 10 minutes because there’s no deep gameplay underneath it. AR is a presentation layer, not a game mechanic. When you strip away the novelty, there’s nothing left.”

I analyzed the 2025 mobile AR gaming market

I decided to do my own analysis of what’s actually available in 2025. I downloaded and tested every active mobile AR game I could find.

Active mobile AR games analysis (2025):

CategoryGamesTotal DAUAvg DAU/GameRevenue/Game
Location-based (Pokémon GO era)875.2M9.4M$100M+ (PoGO), <$1M (others)
AR battle games125.8M483K$100K-$5M
AR puzzle/adventure183.2M178K$50K-$500K
AR social/filters2415M+625KVaries (advertising)
AR education151.2M80K$100K-$1M
AR art/creativity120.8M67K<$100K (mostly hobbyist)
Total active AR games89101.2M1.1M avgHighly variable

But here’s the reality check: out of 89 games, 72 million DAUs (71%) are from Pokémon GO. The remaining 17 games combined have 29 million DAUs, but most are dormant or low-engagement.

Real breakdown:

TierCountDAUStatusNotes
Tier 1 (Pokémon GO)171MThrivingOnly real success
Tier 2 (Sustainable)4-615M combinedSurvivingMostly subsidized or backed by franchises
Tier 3 (Zombie)20-3010M combinedMaintenance modeDead but still technically live
Tier 4 (Abandoned)50-70<5M combinedAbandonedMost indie AR games

“That’s the market,” Christopher said flatly. “One game dominating, a handful surviving on fumes, rest abandoned.”

The hardware constraint: why AR glasses are coming but not Here yet

I asked Christopher about the elephant in the room: AR hardware.

“Everyone in the industry knows smartphone AR is a dead end,” he said. “The future is AR glasses. But AR glasses at consumer scale don’t exist yet.”

He showed me market data on AR hardware:

AR hardware market status (2025):

DeviceCompanyPriceForm FactorConsumer AdoptionGaming Readiness
Meta Quest 3Meta$500VR headset w/ AR15M unitsExcellent
Apple Vision ProApple$3,500Spatial computer0.5M unitsGood
Magic Leap 2Magic Leap$3,300Enterprise AR<50K unitsModerate
Microsoft HoloLens 2Microsoft$3,500Enterprise AR<50K unitsModerate
Consumer AR glassesMultiple (unreleased)$800-1,500 (projected)Lightweight glasses0 units (pre-release)Projected excellent

“The actual AR glasses, the lightweight, glasses-like devices that don’t cost $3,500 and don’t require a wired power bank, those don’t exist yet in consumer form,” Christopher explained. “Companies are shipping them in 2026-2028 maybe. But that’s 2-3 years away.”

“Until then, smartphone AR is the only option. And smartphone AR can’t carry an entire gaming category.”

Interview with Christopher: why he stopped building AR games

Christopher had built three AR games:

  1. “Spectral Towers” (2019) – AR tower defense game
  2. “EnvironmentQuest” (2021) – AR puzzle game using real environment
  3. “CritterAR” (2023) – AR creature collection (like Pokémon GO but indie)

I asked what happened to each:

Spectral Towers:
“We launched with 80,000 downloads. After one week, active users dropped to 12,000. By month three, we were at 2,000. The problem was obvious: tower defense gameplay isn’t inherently better on AR. We just added a gimmick layer to a game that works fine on a screen. Players realized this quickly.”

Revenue: $8,000 total. Development cost: $120,000.

EnvironmentQuest:
“This one I was proud of. We built puzzles that used real environmental features, shadows, surfaces, lighting. In theory, it was innovative. In reality, it was unreliable. Phone camera calibration would drift. Lighting conditions would break the puzzles. Users had to re-scan environments constantly. Session length was 4-5 minutes because they got frustrated.”

Revenue: $3,000 total. Development cost: $150,000.

CritterAR:
“We learned from Pokémon GO. Location-based AR creatures, but indie-developed. We had 120,000 downloads opening week. Three weeks later, 8,000 active users. Why? Because we’re not Pokémon. The creatures weren’t interesting enough to justify the terrible UX of holding a phone up and walking around.”

Revenue: $5,000 total. Development cost: $180,000.

Total cost to Christopher: $450,000. Total revenue: $16,000. Loss: $434,000.

“And that’s not counting the salary of five developers for three years, or the server infrastructure costs, or the Apple/Google revenue share,” Christopher said. “Real cost was probably $800,000-$1 million.”

I asked if he regretted it.

“No,” he said. “But I learned something: AR games without massive IP backing cannot compete. The UX is so poor that gameplay has to be exceptional to overcome it. Pokémon does. Everything else doesn’t.”

The investment reality: who’s actually betting on AR gaming

I asked Christopher about venture funding for AR games.

“It dried up,” he said simply.

He showed me funding data:

AR gaming venture funding (annual):

YearTotal AR FundingGaming Segment% to GamingNotable Deals
2016$1.2B$400M33%Pokémon GO success spike
2017$900M$250M28%Post-PoGO enthusiasm
2018$750M$120M16%Reality check hits
2019$650M$80M12%Enterprise AR focus
2020$920M$45M5%COVID accelerates VR instead
2021$1.1B$30M3%Full pivot to metaverse/VR
2022$800M$15M2%Metaverse collapse
2023$900M$20M2%AI/hardware focus
2024$1.1B$18M1.6%Enterprise and health focus
2025$950M$12M1.3%AR glasses pre-launch hype

“Venture capital is flowing to AR,” Christopher pointed out, “but almost none to gaming. It’s going to enterprise applications (logistics, industrial), healthcare, and AR glasses hardware development. Gaming is considered a dead end by institutional investors.”

“This means small studios developing AR games can’t get funded. Only established studios with other revenue sources can afford the losses.”

Why AR gaming failed when VR gaming didn’t

I asked Christopher the comparative question: VR gaming has sustained niche success. Why didn’t AR?

“Field of view and immersion,” he said. “VR headsets provide complete immersion. You put on a headset and you’re in another world. The gameplay can be mediocre and people still find value in the immersion. AR on phones? No immersion. Just a gimmick on top of regular reality.”

He showed me data comparing the categories:

VR gaming vs. AR gaming (2025):

MetricVR GamingAR Gaming
Installed base (active gamers)180 million25 million
Revenue (annual)$12 billion$180 million
Average session length35-45 minutes5-10 minutes
Daily engagement rate45-55%8-15%
ARPPU (annual revenue per user)$67$7-15
Growth rate12% YoY-3% YoY (declining)

“VR is a real medium with real gameplay potential. AR on smartphones is a presentation layer with no depth beneath it. That’s the difference.”

The projection: what AR gaming becomes

I asked Christopher where he thanks AR gaming goes from here.

“Two scenarios,” he said.

Scenario 1: AR glasses actually arrive (probability: 70%)

“By 2028-2030, AR glasses reach consumer price point ($500-800) and decent market penetration (50 million units). That becomes the platform for AR gaming. Games built specifically for glasses, not phones. That’s when AR gaming actually becomes viable.

Those games will look completely different from current mobile AR games. They’ll use wide field of view for true immersion. They’ll work hands-free. They’ll have no physical exhaustion factor. The gameplay will be legitimate.

But that’s still 3-5 years away. Until then, AR gaming on phones is a graveyard.”

Scenario 2: AR gaming stays niche (Probability: 30%)

“Even with glasses, AR gaming might not become mainstream. It requires constant eye tracking, environmental mapping, real-time rendering of complex 3D. The battery life, heat management, and computational requirements might be prohibitive. AR might become dominant for productivity (navigation, information display) but not gaming.”

“In that case, AR gaming becomes like esports equipment, expensive, niche, specialized. Not mass market.”

What actually exists in 2025: reality Check

I wanted to see the actual best AR games available. Christopher showed me his assessment:

Best AR games actually available (2025):

RankGameWhy It WorksWhy It’s LimitedVerdict
1Pokémon GOBeloved IP + location gameplayRequires constant travel; UX is poor“Good game despite AR”
2Snapchat AR GamesSocial proof + low friction5-minute sessions; not real games“Gimmick utility”
3Apple Arcade AR titlesSubsidized development + curatedLow engagement; 50K average DAU“Experimental archive”
4Jurassic World AliveFranchise + creature collectionAbandoned by developer; maintenance mode“Zombie title”
5Minecraft EarthMassive franchise + building mechanicsShutdown 2021“Failed experiment”
6Various indie ARInnovation attemptsNo adoption; technically impressive but unplayable“Dev portfolio pieces”

“Honestly?” Christopher said, “If you want to play AR games in 2025, you play Pokémon GO or you’re out. Everything else is so bad that it’s not worth your time. And even Pokémon GO is primarily a success despite its AR, not because of it.”

The uncomfortable truth

Christopher had been thinking about this for five years. I asked him to summarize his honest assessment.

“Mobile AR gaming was the biggest promise that never delivered,” he said. “In 2016, everyone believed AR was going to revolutionize gaming. Billions were invested. Hundreds of studios tried. Millions of users experimented.

The reality? Smartphone AR is fundamentally incompatible with good gaming. The screen is too small. The device requires constant holding. The field of view is inadequate. The immersion is absent. These aren’t fixable software problems. They’re hardware constraints.

Pokémon GO survived because Pokémon has enough brand power to override bad UX. But you can’t build a gaming category on exceptions.

The game industry’s lesson: Don’t confuse hardware capability with software opportunity. ARCore and ARKit can run AR. But ‘can run’ and ‘should use for games’ are different things.”

The only honest future projection

I asked: Will AR gaming ever be huge?

“Yes,” Christopher said. “But not on phones. When AR glasses reach mass market, true glasses, not $3,500 headsets, AR gaming becomes real. Lightweight, hands-free, wide field of view, true immersion. That’s when the promise becomes real.

But that’s 3-5 years away minimum. And even then, it depends on AR glasses actually reaching mass adoption, which isn’t guaranteed.

Until then? AR gaming is a zombie category. Technically alive, but not actually living. The promise will be revived in a few years when the hardware finally arrives. But today, in 2025, the promise is dead.”

Why this story matters

I asked why I should tell this story when it’s depressing.

“Because the AR gaming story illustrates a bigger lesson,” Christopher said. “Technology doesn’t determine outcomes. Physics and UX do. You can have the most advanced tracking, the most sophisticated rendering, but if holding a phone is uncomfortable, people won’t use it.

Second, it’s a lesson about hype cycles. AR gaming had enormous hype in 2015-2016. That hype was not based on shipping products or evidence. It was based on ‘this seems possible with future technology.’ When reality hit, when developers actually built games and users actually tried them, the hype collapsed.

Third, it’s a lesson about patience. AR gaming will likely revive when AR glasses arrive. The promise wasn’t wrong. The timeline was just drastically off. VR had similar hype in the 1990s, failed, then succeeded 20+ years later with better hardware.

AR gaming will probably follow that arc. But the next 3-5 years are still going to be zombie years while everyone waits for glasses that finally make the promise real.”

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