Ambition
Company
20 documents in the library are about Ambition, from writers such as Koei Tecmo, GameDiscoverCo and Game World Observer. Each has a summary and key insights with the page they come from.
Connections
The documents about Ambition on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Key figures from the reports
Flagship franchises continue to drive long-term value, with Dynasty Warriors reaching 24 million lifetime units and Nobunaga’s Ambition reaching 11 million.
Koei Tecmo, 2025 · Consolidated Quarterly Data Appendix: FY2025 3rd Quarter, p. 3
Key revenue drivers included repeat sales of 'Rise of the Ronin' and the continued performance of 'Nobunaga’s Ambition: Hadou' and 'Three Kingdoms Tactics,' the latter of which surpassed 100 million global downloads.
Koei Tecmo, 2024 · Consolidated Financial Results for the Three Months Ended June 30, 2024, p. 3
Mobile gaming achieved record-high sales, bolstered by the success of 'Atelier Resleriana' (over 3 million downloads) and first-anniversary events for 'Nobunaga’s Ambition: Hadou'.
Koei Tecmo, 2024 · Financial Results for the Third Quarter of the Fiscal Year Ending March 2024, p. 9
The company maintains a full-year sales target of 95 billion yen, supported by upcoming titles such as Atelier Marie Remake, Nobunaga’s Ambition: Awakening, and Fate/Samurai Remnant.
Koei Tecmo, 2023 · Financial Results for the First Quarter of the Fiscal Year Ending March 2024, p. 2
Documents about Ambition
Is 'Marketing Before You Build' a Good Discovery Idea in 2026?
The practice of marketing video games before full development—often referred to as "marketing before you build"—has emerged as a strategic approach for indie studios to validate market interest and mitigate financial risk.
- Marketing before full development is becoming a standard risk-mitigation strategy for indie studios to validate market interest and secure funding before committing significant capital.
- Early validation through short-form viral content and cinematic trailers can drive massive initial interest, as evidenced by 'Cartel Pilots Wanted' securing over 200,000 Steam wishlists in one week.
- The primary risk of this approach is a disconnect between initial 'vibes' and final gameplay, which can lead to poor reception if the finished product fails to meet the expectations set by early promotional material.
Consolidated Quarterly Data Appendix: FY2025 3rd Quarter
Koei Tecmo’s financial performance through the third quarter of fiscal year 2025 demonstrates robust growth driven by a strong international presence and the steady expansion of its core intellectual properties.
- Koei Tecmo achieved 51,729 million yen in year-to-date sales through Q3 FY2025, with the Entertainment segment contributing 47.5 billion yen and a 32% profit ratio in the third quarter.
- The company is heavily reliant on international markets, which now account for 36.1% of total revenue and 75.9% of total game units sold.
- Digital transformation is accelerating, with a 68% digital download rate across 6.06 million units sold during the period.
Consolidated Financial Results Data Appendix: FY2025 1st Quarter
This financial data appendix details the consolidated results for the first quarter of fiscal year 2025, ending June 30, 2024.
- Q1 FY2025 sales reached 14.8 billion yen, down from 17.6 billion yen in the same period last year, though the company maintains a full-year target of 92 billion yen in sales and 31 billion yen in operating profit.
- Digital sales penetration grew significantly to 88.5% of total revenue, up from 75.2% in Q1 FY2024.
- The Entertainment segment remains the core business driver, contributing 13.58 billion yen to the quarterly total of 14.8 billion yen.
Consolidated Financial Results Data Appendix: FY2025 Q2
Koei Tecmo’s financial performance for the second quarter of fiscal year 2025 reflects a transitional period characterized by a year-to-date decline in consolidated sales to 31,268 million yen and an operating profit of 7,964 million yen.
- Koei Tecmo reported a year-to-date decline in Q2 FY2025 with consolidated sales of 31,268 million yen and an operating profit of 7,964 million yen.
- The company maintains a full-year sales forecast of 92,000 million yen, driven by anticipated recovery in North American and European markets and the Entertainment segment.
- Digital sales now constitute 83.1% of total revenue, while overseas markets account for 72.1% of unit sales.
Consolidated Financial Results for the Three Months Ended June 30, 2024
This financial report details the consolidated results for Koei Tecmo Holdings Co., Ltd. for the first quarter of the fiscal year ending March 31, 2025, covering the period from April 1 to June 30, 2024.
- Koei Tecmo achieved record-high first-quarter profits, with ordinary profit rising 27.3% to 18.7 billion yen and profit attributable to owners of the parent increasing 29.2% to 13.6 billion yen.
- Operating profit declined 23.8% to 5.7 billion yen, driven by a lack of new mobile title launches and higher operational costs compared to the previous year.
- Net sales for the quarter fell 3.8% year-on-year to 17.6 billion yen, with the entertainment segment accounting for 16.5 billion yen of that total.
Pokémon GO Hits $8 Billion in Player Spending
Pokémon GO has reached a significant financial milestone, surpassing $8 billion in lifetime player spending since its 2016 launch.
- Pokémon GO has surpassed $8 billion in lifetime player spending since its 2016 launch, resulting in over $5.4 billion in net revenue after store fees and taxes.
- The game has achieved a global reach of 657 million lifetime downloads, with the United States (38%) and Japan (31%) serving as the primary revenue drivers.
- Annual net revenue for the title declined by 13% year-over-year in 2023, falling to $567 million.
Financial Results for the Third Quarter of the Fiscal Year Ending March 2024
Koei Tecmo Holdings reported its financial results for the first nine months of the fiscal year ending March 2024, highlighting a period of significant revenue growth driven by the online and mobile sectors.
- Koei Tecmo reported a 23.7% year-over-year increase in net sales to 61,136 million yen for the first nine months of the fiscal year ending March 2024.
- Ordinary profit doubled to 33,825 million yen, largely driven by non-operating income from the disposal of marketable securities, despite an 11.7% decline in operating profit to 20,316 million yen.
- Mobile gaming achieved record-high sales, bolstered by the success of 'Atelier Resleriana' (over 3 million downloads) and first-anniversary events for 'Nobunaga’s Ambition: Hadou'.
Financial Results for the FY 2024 and 4th Mid-term Management Plan
Koei Tecmo concluded fiscal year 2024 with a net profit of 37.6 billion yen, representing an 11.4% year-over-year increase that surpassed initial expectations.
- Koei Tecmo achieved a net profit of 37.6 billion yen in FY 2024, an 11.4% year-over-year increase that exceeded expectations despite a 1.7% dip in total sales.
- The company’s fourth mid-term management plan (FY 2025–2027) targets a cumulative operating profit of over 100 billion yen and a 30% profit margin to secure a top-ten global ranking in digital entertainment.
- Console and PC digital download sales surged by 57% in FY 2024, successfully offsetting an 11 billion yen decline in mobile revenue.
Savvy Games Group’s Ambition, Strategy, and Future
Savvy Games Group functions as a central pillar of Saudi Arabia’s Vision 2030, aiming to establish the Kingdom as a premier global hub for gaming and esports by 2033.
- Savvy Games Group aims to establish Saudi Arabia as a global gaming and esports hub by 2033 as a core component of the Vision 2030 initiative.
- The organization is executing a strategy to create 39,000 domestic jobs and develop a self-sustaining gaming infrastructure through internal studios like Steer Studios and the 966 entity.
- The group utilizes a decentralized management model that grants acquired studios, such as Scopely, creative autonomy while providing the capital necessary for long-term growth.
Financial Results for the First Quarter of the Fiscal Year Ending March 2024
Koei Tecmo Holdings reported financial results for the first quarter of the fiscal year ending March 2024, revealing a period of transition characterized by a shift toward mobile dominance and strategic investment.
- Koei Tecmo’s online and mobile sector achieved record quarterly sales of 10.9 billion yen, a 31.7% year-over-year increase driven by the launch of Dragon Quest Champions.
- Total sales for the quarter reached 18.3 billion yen, a 1.9% decrease year-over-year, while operating profit fell 35.6% to 7.5 billion yen due to rising employment and subcontracting costs.
- Ordinary profit rose 61.6% to 14.7 billion yen, primarily bolstered by non-operating income generated from the sale of marketable securities.
Financial Results for the Third Quarter of the Fiscal Year Ending March 2023
Koei Tecmo Holdings presented its financial results for the third quarter of the fiscal year ending March 2023, revealing a period of transition characterized by a year-over-year decline in sales and profits.
- Koei Tecmo reported a significant year-over-year decline for Q3 FY2023, with net sales falling 10.6% to 49.4 billion yen and net profit dropping 52.4% to 13.5 billion yen.
- Digital sales remain the core of the entertainment segment, accounting for 78.8% of total revenue despite a decline in physical packaged software sales.
- Total unit sales increased by 4.9% to 5.98 million units, demonstrating that strong digital download volume offset the overall revenue downturn.
All Hail Stray, as 'That Cat Game' Goes Big
This analysis examines the performance of PC and console game releases for the week of July 18, 2022, focusing primarily on Steam, while also providing cross-platform insights for Nintendo Switch, PlayStation, Xbox, and Meta Quest.
- Stray was the standout release for the week of July 18, 2022, achieving a 97% positive rating from over 26,000 reviews and reaching a peak of 62,000 concurrent users on Steam.
- MultiVersus successfully utilized a high-priced 'Founder’s Pack' strategy to drive early access monetization and engagement.
- Nobunaga's Ambition: Shinsei demonstrated strong regional performance by reaching over 10,000 concurrent users despite being limited exclusively to Asian markets.