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CyberAgent Reveals 88 Percent Success Rate for Major Mobile Games and Plans Seven More Releases

CyberAgent disclosed on November 11 that seven of eight major mobile games developed since Uma Musume: Pretty Derby have achieved monthly revenue exceeding one billion yen, an 88 percent success rate against its benchmark, and announced plans to release seven more major titles by fiscal 2030.

By Gameforce Mobile News Desk

CyberAgent mobile gaming portfolio visual highlighting 88 percent success rate and upcoming major smartphone game releases

Key facts

Topic:
Mobile Game News
Published:
2026-11-12
Reported by:
Gameforce Mobile News Desk

Key takeaways

  • CyberAgent reported that 7 of 8 major mobile games (defined as titles with development budgets over one billion yen) have exceeded one billion yen monthly revenue since Uma Musume: Pretty Derby.
  • The qualifying games include Uma Musume, Gakuen Idolmaster, Shadowverse: Worlds Beyond, Final Fantasy VII Ever Crisis, Jujutsu Kaisen Phantom Parade, SD Gundam G Generation Eternal and hololive Dreams.
  • CyberAgent plans to release seven more major mobile games by fiscal 2030, demonstrating continued confidence in the high-budget mobile market.

Japanese technology and entertainment group CyberAgent has disclosed a striking performance statistic concerning its major mobile gaming investments. During its November 11 financial presentation, the company reported that seven of eight substantial smartphone games developed since Uma Musume: Pretty Derby have achieved monthly revenue of at least one billion yen.

CyberAgent defines the relevant projects as titles with development budgets exceeding one billion yen, producing an 88 percent success rate against its stated benchmark. The qualifying games include Uma Musume: Pretty Derby, Gakuen Idolmaster, Shadowverse: Worlds Beyond, Final Fantasy VII Ever Crisis, Jujutsu Kaisen Phantom Parade, SD Gundam G Generation Eternal and hololive Dreams.

The company intends to release another seven major smartphone games by fiscal 2030, indicating continued confidence in the market despite increasing competition and production costs. The results demonstrate the advantages of combining substantial investment with established intellectual properties and experienced development teams. However, a game reaching one billion yen in monthly revenue has not necessarily recovered its development costs or achieved sustainable profitability.

CyberAgent's reported success rate also reflects its own selected group of high-budget projects rather than the performance of the wider industry. Nevertheless, the figures offer an interesting demonstration of how a diversified portfolio of development studios can create commercial opportunities.

Apparently CyberAgent has discovered that releasing successful mobile games is a repeatable business process, although smaller developers should probably resist interpreting that as advice to spend a billion yen on their next match-three prototype.

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