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Delightworks

CompanyJapan · Founded 2014

Delightworks is a Japanese game developer and publisher known for Fate/Grand Order and other titles. Its games business, including the team behind Fate/Grand Order, was transferred to Lasengle in 2022, while Delightworks continues to operate in other areas, such as sports entertainment.

Connections

Each row is a game or company named alongside Delightworks, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the company

Founded
2014
Country
Japan

Company data from IGDB.com

Documents about Delightworks

Cover of Views on Gacha Games and Mechanics from a Canadian Context: A Qualitative Study
Whitepaper4 pages

Views on Gacha Games and Mechanics from a Canadian Context: A Qualitative Study

This qualitative study examines how Canadian video game players perceive gacha games, a monetization system that lets players spend real money on randomized virtual rewards, and how they distinguish it from loot boxes.

  • Canadian players largely see gacha and loot boxes as functionally similar, both involving spending currency for randomized rewards and sharing an element of randomness, with some comparing the experience to slot machines.
  • The main perceived difference is that gacha is integral to progression and competitiveness, whereas loot boxes were more often viewed as purely cosmetic.
  • Of 29 Canadian gamers who had opened loot boxes, 70% reported familiarity with gacha, with HoYoverse titles the most frequently mentioned, followed by Umamusume: Pretty Derby and Fate/Grand Order.
DiGRASep 2026
Cover of Fate/Grand Order: Revenue and Active Player Stats 2026
Article

Fate/Grand Order: Revenue and Active Player Stats 2026

Fate/Grand Order, the Aniplex-published gacha RPG that launched in Japan in July 2015, is presented as one of the highest-earning mobile games ever and a rare title that has stayed relevant for over a decade.

  • Fate/Grand Order has generated $4.8 billion in lifetime IAP revenue since its 2015 launch, maintaining its status as a top-grossing title despite a decline from its 2018 peak of nearly $700 million in annual revenue.
  • The game is heavily reliant on the Japanese market, which accounts for 81.1% of its total lifetime player spending, while China follows at 8.1% and the United States at 5.8%.
  • As of 2026, the game is in a mature retention phase with approximately 600,448 monthly active users and 137,239 daily active users, representing a 65% decline in MAU from its peak.
UdonisJun 2026
Cover of Aiming 2019 Q2 Financial Results
Financial report8 pages

Aiming 2019 Q2 Financial Results

Aiming’s financial results for the second quarter of the fiscal year ending December 2019 reflect a period of significant operational challenges and strategic restructuring.

  • Aiming reported a net loss of 469 million yen and an operating loss of 375 million yen for the six-month period ending June 30, 2019.
  • Sales for the first half of 2019 totaled 2.96 billion yen, generated entirely from the company's sole business segment of online gaming.
  • A February 2019 third-party allotment of shares to Delightworks Inc. increased the company's capital and capital surplus by approximately 375 million yen each.
AimingJul 2019
Cover of Aiming Q1 2019 Earnings Results: Q&A Summary
Financial report1 page

Aiming Q1 2019 Earnings Results: Q&A Summary

Aiming’s first-quarter 2019 financial results briefing focused on strategic development, cost management, and operational partnerships.

  • Aiming is prioritizing product readiness over fixed release schedules for its two upcoming titles, choosing to delay launches rather than adhere to specific seasonal windows.
  • The company is maintaining a disciplined cost structure by aligning expenses with current performance metrics rather than speculative future earnings.
  • Development strategy is shifting toward collaborative joint ventures, such as the partnership with Delightworks, to mitigate the prohibitive financial risks of independent development.
AimingMay 2019
Cover of Aiming Annual Securities Report: Fiscal Year 2018
Financial report94 pages

Aiming Annual Securities Report: Fiscal Year 2018

Aiming Inc. faced a period of significant financial volatility during the 2018 fiscal year, characterized by persistent operational losses and a heavy reliance on a narrow portfolio of titles.

  • Aiming Inc. reported an operating loss of 1.48 billion yen and a net loss of 1.55 billion yen for fiscal year 2018, despite a 7% increase in annual revenue to 7.3 billion yen.
  • The company’s revenue is highly concentrated, with 81% of total sales derived from only two titles: Logres of Swords and Sorcery and CARAVAN STORIES.
  • Cash and deposits fell significantly from 5.11 billion yen to 2.92 billion yen, leading to the liquidation of the subsidiary Aiming Global Service, Inc.
AimingMar 2019
Cover of Aiming 2018 Full-Year Financial Results Briefing
Financial report32 pages

Aiming 2018 Full-Year Financial Results Briefing

The 2018 full-year financial results for Aiming reflect a challenging period characterized by a second consecutive year of operating losses.

  • Aiming posted a second consecutive year of operating losses in 2018, with revenue of 7.314 billion yen, 6% below its initial forecast but up from 6.829 billion yen in 2017.
  • The operating deficit narrowed to 1.486 billion yen from 2.949 billion yen in 2017, mainly due to lower development costs for its flagship title, Caravan Stories.
  • Total assets contracted to 4.902 billion yen at the end of 2018 from 6.969 billion yen a year earlier, with cash and deposits declining significantly.
AimingFeb 2019
Cover of Aiming Fiscal Year 2018 Financial Results Q&A Summary
Financial report1 page

Aiming Fiscal Year 2018 Financial Results Q&A Summary

Aiming’s fiscal year 2018 financial outlook emphasizes a strategic shift in revenue composition and development cost management.

  • Aiming is shifting its revenue reliance away from new releases, which are expected to contribute only marginally, toward established core properties like Logres and Caravan Stories.
  • The company is targeting improved profitability by reducing development costs previously covered by external partners, with financial impacts exceeding the 10 to 20 million yen range.
  • A strategic capital and business alliance with Delightworks has been established to combine Aiming’s large-scale graphic and online development capabilities with Delightworks’ expertise in conceptual planning.
Aiming