The Sandbox published its official 2025 year in review, outlining platform activity across gameplay, creator tools, live events, governance, and infrastructure. The update details how the metaverse platform operated over the past year as web3 markets remained uneven.
Good to Know
For the first time, The Sandbox ran two Alpha Seasons in a single year. Combined participation reached more than 144,000 players, who completed over 7.9 million quests and earned more than 200,000 NFTs.
Alpha Season 5 featured more than 40 Experiences with content tied to brands and IP such as Jurassic World, King Kong of Skull Island, and Casio G-SHOCK. New abilities entered gameplay, including Fly, Double Jump, and Air Dance. Average session time reached 97 minutes, and total rewards distributed across the season hit $1 million.
Alpha Season 6 followed with Cirque du Soleil as the headline partner. The season delivered 30 Experiences and introduced Dash and Glide abilities. Save Data launched across 16 Experiences, allowing players to resume progress rather than restart. Content from Terminator and Chupa Chups returned alongside popular Experiences from the prior season.
Creator tooling remained a central focus during 2025. Releases of Game Maker 0.11 and 0.12 expanded multiplayer functionality and design control. New features included Quick Play matchmaking, team scoring systems, and expanded options for multiplayer NPC behavior.
Save Data marked a key technical shift. Experiences can now track player progress, currencies, and level systems across sessions. Additional upgrades covered character controls, camera handling, customizable HUDs, and improved input systems.
The Game Client received parallel improvements. Adaptive chat, interface updates, and visual enhancements such as advanced water rendering aimed to improve performance and usability for players and creators alike.
Avatar content continued to scale. The Sandbox released 10 new Avatar collections during the year, featuring brands such as Atari, Attack on Titan, and King Kong.
Brand led Experiences also remained active. New releases included Ubisoft Champions Tactics, Lord Krishna, AVATARIs, The Smurfs, and ATEEZ. Story driven content arrived through Crash! and Heroes vs Creatures, created with the British Museum. Gordon Ramsay returned with an updated Hell Kitchen Experience, while Terminator Human vs Machines explored combat themed gameplay.
The Sandbox maintained an active presence at global web3 events. The team attended NFT Paris, ETHDenver, NFT NYC, and TOKEN2049. A side event with Mocaverse took place in Paris, followed by a Cirque du Soleil reveal at NFT NYC.
At TOKEN2049 Singapore, the platform announced SANDchain during a private SandHouse event supported by Animoca Brands and ecosystem partners. The event combined panels, demos, and previews tied to upcoming infrastructure changes.
User generated content moved further into the spotlight. Game Jams now anchor every Alpha Season, with a minimum of 20 UGC Experiences planned per season. New reward systems, polish grants, and guaranteed placements aimed to increase creator participation.
Competitions across Game Maker, VoxEdit, and Avatar design produced more than 400 Experiences, 376 assets, and over 100 Avatar submissions. Builders Challenge 3 attracted creators from more than 50 countries and resulted in nearly 500 Experiences.
A new Community Avatar Design Contest opened submissions across formats ranging from sketches to 3D models. The top 10 designs will launch as part of the first Community Collection in 2026.
The Sandbox roadmap for 2025 introduced the first phase of The Sandbox 3.0. The update positions the platform as a distribution hub for digital culture supported by web3 and AI systems. The ecosystem now includes more than 8 million users and over 400,000 creators.
AI tooling entered testing during the year. Models trained on a database of 1.7 million assets assist with content creation. A partnership with Rosebud AI enables natural language code generation, reducing technical barriers for game development.
Mobile playtests also began, with wider testing planned. Corners launched as a free content curation tool, adding a new layer of interaction alongside the Game, DAO, and SANDchain.
SANDchain debuted as a new Layer 2 network designed for lower cost and faster transactions. The network supports $SAND, SAND Points, Creator Points, and Creator Tokens within a single onchain environment. The testnet is live, with mainnet scheduled for 2026.
Governance activity continued through The Sandbox DAO. During 2025, the DAO approved 20 proposals covering LAND sales, NFT management, and grant distribution. A total of 38 grants distributed 200,000 USDC to creators across 20 countries.
Even with $SAND trading far below its 2021 peak, the token remains the foundation of platform activity, tooling, and governance.
Mid year restructuring reshaped internal operations. In August, The Sandbox confirmed workforce reductions affecting teams across multiple regions. Co founders Arthur Madrid and Sebastien Borget stepped away from executive roles. Leadership transitioned to Robby Yung, CEO of Investments at Animoca Brands.
The company cited AI adoption and operational flexibility as drivers behind the changes. Community reaction varied, with feedback ranging from concern over layoffs to debate around brand partnerships versus organic growth.
More than 144,000 players participated across two Alpha Seasons.
Game Maker updates added multiplayer features, Save Data, and expanded design controls.
SANDchain is a Layer 2 network supporting tokens, points, and creator assets with faster transactions.
Robby Yung oversees the platform following leadership changes.