Here are some basic content standards that we apply to all apps and games. The following is not accepted in the Oculus Store:
When it comes to depictions of violence, alcohol/drugs, or adult language, what we are likely to accept generally falls within the threshold of an R-rating for a movie.
Comfort is very important to us. Comfort is a subjective, variable, and individual experience. However, we want to communicate to users as best we can about what they can generally expect from an app. To do so, we employ three comfort ratings: Comfortable, Moderate, and Intense. You can get a sense for how these are applied by looking through the Oculus Store catalog.
“Comfortable” experiences generally avoid camera movement, player motion, or disorienting content and effects. Generally, apps that have fixed camera position will be classified this way. “Moderate” experiences, on the other hand, might have more camera and player motion. “Intense” experiences usually incorporate first person camera motion, acceleration, or significant camera movement and player motion. In general, pay a lot of attention to how comfortable the experience is. Investing in comfort is worth it. Even “Moderate” and “Intense” apps should strive to be comfortable as possible.
Unique, high-quality 360-degree videos are welcome, especially if they’re interactive. If your app is primarily video, consider integrating spatialized audio. We generally do not accept applications that only present a small number of 2D videos, nor apps that are a wrapper for a single 360 video. Also consider that Facebook itself has a growing 360 video platform at https://www.facebook.com/facebookmedia/get-started/360.
For mobile apps, be extra careful to remove any unused Android permissions from your application manifest, particularly those that relate to the user’s private data.
Apps in the Oculus Store must not contain other platforms or commerce solutions. If your app has in-app purchases and you want to distribute in the Oculus Store, you must use the Platform SDK to handle billing. Apps distributed outside of our Store may use their own commerce systems. See Distribution Options.
All Rift apps must be rated by the International Age Rating Coalition (IARC). All Gear VR apps must be rated by both the IARC and the Game Rating and Administrator Committee (GRAC). You can obtain ratings directly through the Developer Dashboard, in the Submission Info > Content Ratings section.
The IARC and its member rating authorities provide ratings designed to reflect cultural differences around the world. The IARC streamlines the rating process by generating ratings that reflect each rating authority's standards based on the answers you provide through the IARC questionnaire.
You will be redirected from the dashboard to the IARC website to complete the questionnaire. Once completed, the IARC provides age ratings that help users make age-appropriate choices. By requesting an IARC rating, you understand and accept Oculus will disclose your application name, organization name, and contact email to the IARC for purposes of obtaining a rating.
Oculus is certified by GRAC, the South Korean video game content ratings board, to provide GRAC ratings for Gear VR content.
We ask that you provide the initial age rating and content descriptors. During the Oculus Store review process, our ratings team will evaluate your app and determine the final GRAC rating. By submitting your app for review, you understand and agree that Oculus may submit a copy of your app to any applicable rating agency as part of this process.
The trademarks of Oculus, including its name, logo, and those of it or its partners' products such as “Rift” or “Gear VR” must not appear anywhere in your app. The exceptions are:
We need to review the art assets used to present your app in the Oculus store. Some assets, such as your logo and screenshots, are required. Others, such as the preview video, are optional. Upload your art assets on the Submission Info > Assets page of the Developer Dashboard.
When submitting your cover art, be sure there is no text in the bottom 25%. This is the most common reason we reject art assets and have to delay releasing an app to the Oculus Store. We display our own text overlay at the bottom of your artwork, so make sure nothing in the bottom area can obscure our overlay.
There are many other requirements for art assets. See: Oculus Store Art Guidelines.