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Gamexplore > My Bookmarks > VR News > Supernatural’s Uncertain Future Leaves VR Fitness Users Looking For Options
VR News

Supernatural’s Uncertain Future Leaves VR Fitness Users Looking For Options

January 19, 2026 13 Min Read
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13 Min Read
Supernatural’s Uncertain Future Leaves VR Fitness Users Looking For Options
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Table of Contents

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  • FunFitLand
    • FitXR
    • Les Mills XR Bodycombat
    • PowerBeats VR
    • XR Workout
  • Other Fitness Experiences

Supernatural continues to rank at or near number one on the Meta Quest charts in the wake of Meta’s decision to pause content updates and lay off much of the team behind one of VR’s most effective fitness apps.

Many in the VR fitness community have been looking into their options.

Supernatural has always been positioned as a premium experience. Access as of this writing is subscription-only, with users paying either $9.99 per month or $99 per year. That recurring revenue, combined with strong engagement and brand recognition, made Supernatural feel like a rare success story in consumer VR fitness.

Meta says the existing library, which spans thousands of workouts, will stay accessible. Current subscribers can continue paying for full access and new users are still able to sign up. In the short term, that keeps Supernatural viable, especially for users already invested in its structure and coaching. What happens to the mainstream music used in the project if licenses expire?

What makes Supernatural’s situation so disruptive is not just the pause in new content, but the loss of certainty. VR fitness depends on habit, trust, and long-term commitment. When a chart-topping, subscription-only app can be upended overnight, the entire health journey some people are may see potential disruption down the line.

In that context, ownership models, studio independence, and transparency do actually matter to many more than production value alone. At a moment when VR fitness is proving its ability to retain paying users and drive real behavior change, Meta appears to be stepping back from one of its strongest examples.

For users navigating this moment, the good news is that the ecosystem is deeper than it once was. The harder question is which platforms feel stable enough to earn long-term trust.

I’ve tried a number of VR fitness options besides Supernatural to check out what the latest options offer.


FunFitLand

Photo: FunFitLand

I have spent a meaningful amount of time inside FunFitLand, starting back in its early alpha period. Early on, it leaned heavily on Supernatural’s blueprint, with real coaches in 3D as well as beautiful real-world and imaginary scenes for workouts. Over time, it moved past that influence and developed its own identity.

That evolution is most visible in the community and coaching. The tone is supportive and motivational without feeling performative. Coaches have sharpened their virtual instruction skills, with clearer cues, tighter pacing, and better movement guidance. On the workout side, the platform has expanded its movement set with additions like side steps and hammer strikes, giving sessions more physical range.

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DanceFit has since evolved into GrooveFit, favoring looser, more expressive routines. The addition of FlowFit has been especially meaningful. It introduces a meditative, tai chi-inspired experience focused on balance, breath, and intentional movement. It reinforces the idea that VR fitness does not need to be all intensity to be effective.

FunFitLand also improved its music selection. The library now spans a wider range of genres, including cinematic tracks and some heavy metal. That added variety helps reduce repetition and gives different workout modes a clearer identity.

FunFitLand mirrors Supernatural’s pricing structure, offering both monthly and annual subscriptions. At the time of writing, a first-year annual discount of $69.99 appears to still be available for new subscribers, undercutting Supernatural’s standard annual fee. The app, which also supports hand tracking, has also launched on Apple Vision Pro, signaling ambition at a time when others are pulling back.

FitXR

Photo: FitXR

FitXR began life as BoxVR in 2017 and has since grown into one of the most feature-rich VR fitness platforms available. It operates on a subscription model priced at $12.99 per month or $108.99 per year.

The platform, which also supports hand tracking, currently offers seven workout types: Box, Combat, HIIT, Sculpt, Dance, Zumba, and the newer mixed-reality SLAM mode. Workouts span multiple intensity levels and are supported by a progression and rewards system designed to encourage consistency. Regular content updates and monthly themed challenges keep the experience from feeling static.

FitXR uses recognizable fitness personalities as coaches, though in some modes, particularly Sculpt, Dance and Zumba, those coaches appear as stylized cartoon avatars. Choreography across disciplines is strong, and the workouts are fully capable of delivering a serious sweat.

Where FitXR falls slightly behind Supernatural and FunFitLand is in environmental range and polish. There are fewer workout environments, and those that do exist are not as breathtakingly beautiful – think functional rather than awe-inspiring. Hit feedback in the boxing and combat modes also lacks the satisfying auditory impact found in FunFitLand, which remains best in class in this area. Even so, FitXR’s breadth, progression systems, and consistent update cadence make it a strong long-term subscription for users who value variety and structure.

FitXR is also expanding beyond Meta’s ecosystem. The app is now available on Samsung’s Galaxy XR headset, running Android XR, marking an early move to support next-generation mixed reality hardware outside the Quest platform.

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Les Mills XR Bodycombat

Photo: Les Mills XR Bodycombat

Les Mills XR Bodycombat takes a fundamentally different approach. It is sold as a one-time purchase priced at $29.99, with optional DLC packs typically around $9.99. For users wary of subscriptions, that alone makes it appealing.

The workouts are demanding and efficient. Sessions are designed to escalate intensity quickly, and it does not take long to work up a sweat. Real-life Les Mills coaches Dan Cohen and Rachael Newsham appear briefly at the start of sessions as holograms, then transition to voice-only guidance for the remainder of the workout.

The workouts share a familiar structure, and for people who train often, that repetition becomes noticeable over time. Even so, the effectiveness is hard to argue with. The sessions move quickly, the combinations stay demanding, and by the end you feel the work you put in. This is not a gentle program, and that intensity is what many users seek.

PowerBeats VR

Photo: PowerBeatsVR

PowerBeats VR has been a fixture in VR fitness since launching on SteamVR in 2019 and arriving on Meta Quest in 2021. On Quest, it retails for $22.99, with DLC packs typically priced between $2.99 and $5.99.

Its defining feature is customizability. PowerBeats VR allows users to upload their own music and fully customize workouts, sidestepping licensing concerns entirely. That level of control is uncommon and will appeal to users with established playlists or specific training goals.

The experience itself is less refined than many competitors. Visuals are straightforward, presentation is functional, and there is less emphasis on coaching personality or community. Even so, it remains enjoyable and effective at getting users moving when workouts are tuned to personal preferences.

The one-time purchase model combined with deep customization makes PowerBeats VR compelling for a specific audience. It does not sit in my personal top tier, but it fills a niche for many users.

XR Workout

Photo: XR Workout

XR Workout takes a different approach from most VR fitness platforms by prioritizing open movement and functional, full-body training over scripted classes and cinematic presentation. The app is free to download and use, with the free tier limited to eight minutes per day. A paid Pro membership unlocks the full feature set, including extended workout time, expanded modes, deeper customization tools, and multiplayer functionality.

One of its defining characteristics is controller-free movement through hand tracking, allowing users to exercise without holding controllers for extended sessions. Workouts rely heavily on bodyweight movements such as squats, jumps, running in place, and target-based striking that engages both upper and lower body at the same time. The result feels closer to an open training circuit than a guided class.

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XR Workout also supports mixed reality, blending the user’s physical space into the workout environment so surroundings remain visible during sessions. Multiplayer workouts, playlist selection, and the ability to build or customize routines give the app a level of flexibility that most top platforms do not attempt.

XR Workout feels very different from most VR fitness apps. There is little hand-holding, and very little emphasis on presentation. You load in, start moving, and manage your own pace. If you are looking for coaching, structure, or personality, it will likely feel bare. If you are comfortable setting your own rhythm and just want a space to move hard for a few minutes, it does exactly that.

Starwave

Photo: Starewave

Starwave sits closer to the dance rhythm game end of the VR fitness spectrum, but it overlaps in interesting ways with Supernatural’s Flow workouts. Movement is driven by techno and electronic tracks, with players slashing incoming notes using glowing, cosmic batons. The emphasis is on rhythm, timing, and continuous motion rather than precision or scoring.

There are no coaches, no guided programs, and no overt fitness framing. You load in, follow the beat, and keep moving. In practice, the experience can feel meditative in the same way Flow sessions do, especially during longer play sessions where movement becomes more fluid and less deliberate.

I have found Starwave to be an enjoyable and consistent addition to my weekly fitness rotation. It is not a replacement for structured workouts, but it works well as a lighter, movement-focused session that still gets the heart rate up.

Starwave is a one-time purchase, priced at $19.99 on the Meta Quest store. Additional content is offered through an optional DLC pack at $4.99. There is no subscription model.


Other Fitness Experiences

The platforms I picked here represent what I would consider the top tier VR fitness experiences available in VR headsets right now. They combine polish, consistency, ongoing development, and enough depth to support long-term use. There are plenty of other VR fitness apps on the Quest platform, but many are less refined or narrower in scope, but they are still fun and fully capable of working up a sweat. For users experimenting with VR fitness for the first time, those options can still be worthwhile.

I certainly haven’t covered everything, so please share your favorite ways to get fit in VR in the comments below too. If you’re the developer behind an app building something new in this space, you can also email UploadVR via tips@uploadVR.com.

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