Quest
Company
394 documents in the library are about Quest, from writers such as GameDiscoverCo, Square Enix and Aiming. Each has a summary and key insights with the page they come from.
Connections
The documents about Quest 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
The Dragon Quest series has surpassed 100 million lifetime copies sold, up from 95 million in autumn 2025.
GameDev Reports, 2026 · Games and Numbers: September 9 – September 21, 2026
The platform offers a performance-based 'Coin Quest' product that generates approximately 10,000 verified Steam wishlist adds per week, with a low cancellation rate of under 10%.
Deconstructor of Fun, 2026 · WEBTOON Is Bigger Than Monopoly Go: Inside a New Game Marketing Channel
Aiming reported Q2 FY2026 revenue of 3,622 million yen, exceeding forecasts due to the launch of Inazuma Eleven: Victory Road, which offset declines from Dragon Quest Tact.
Aiming, 2026 · Aiming FY2026 Q2 Financial Results and Business Plan, p. 6
The Entertainment segment, anchored by titles like Dragon Quest Walk, generated 9,820 million yen in net sales, reflecting a decline in revenue from the company's aging smartphone game portfolio.
COLOPL, 2026 · Consolidated Financial Results for the Six Months Ended March 31, 2026: Japan, p. 4
The VR gaming market in 2025 shifted heavily toward free-to-play, social sandbox experiences, which now account for approximately 70% of user time on the Meta Quest platform.
GameDiscoverCo, 2026 · What Happened to VR Games in 2025?
Documents about Quest
Aiming Q3 2026 Financial Results
Aiming’s financial results for the third quarter of 2026 reflect a period of contraction within its core online game business, characterized by increased market competition and rising development costs.
- Aiming experienced a significant financial downturn for the nine-month period ending September 30, 2026, with net sales falling 11.6% to 11,167 million yen and operating profit dropping 38.6% to 1,289 million yen.
- The company revised its full-year 2026 revenue forecast to 14,676 million yen as it faces increased market competition and rising development costs within the Japanese smartphone gaming sector.
- While older titles in the portfolio are seeing natural performance declines, the June 2026 launch of 'Inazuma Eleven: Victory Road' provided a positive contribution to quarterly earnings.
Should devs change their release plans due to AI clones?
The rapid advancement of AI-assisted decompilation has introduced new security concerns regarding the cloning of unreleased game titles.
- AI-assisted decompilation threats are primarily limited to simple, memetic projects, meaning developers should prioritize market visibility and early prototyping over delaying releases to protect complex, original intellectual property.
- Major studios must balance the pressure of rigorous annual release schedules with the need to maintain cultural relevance through direct consumer communication and the pursuit of industry accolades.
- The Meta Quest ecosystem is experiencing a demographic shift, with younger users increasingly driving demand for free-to-play, sandbox-style gaming experiences.
Meta's Role in Gaming Today: Muse, VR, and UA
Meta is currently undergoing a strategic pivot in the gaming sector, shifting away from its struggling metaverse and virtual reality hardware ambitions to re-establish itself as a dominant force in mobile user acquisition (UA).
- Meta has reclaimed its position as a dominant gaming user acquisition channel, growing its share of social media gaming ad impressions from 54% to 69% in 2025 while TikTok and YouTube shares dropped to 12.7% and 12.0% respectively.
- Meta’s Reality Labs division has struggled to gain traction, incurring $88 billion in losses between 2020 and 2026 and resulting in the closure or downsizing of most of its nine acquired VR studios.
- Meta is pivoting its VR hardware strategy toward casual media and productivity, with new VR glasses prioritizing hand-tracking and social mechanics over the traditional controller-based, high-intensity gaming experiences of the Quest line.
Games and Numbers: September 9 – September 21, 2026
This bi-weekly industry update provides a summary of key performance milestones for PC, console, and mobile titles between September 9 and September 21, 2026.
- The Dragon Quest series has surpassed 100 million lifetime copies sold, up from 95 million in autumn 2025.
- Dave the Diver by Mintrocket has reached 10 million units sold, with its 'In the Jungle' DLC contributing an additional 1 million sales.
- Bulkhead’s Wardogs sold 2 million copies in its first five days of Early Access, significantly exceeding the 400,000-unit break-even threshold.
WEBTOON Is Bigger Than Monopoly Go: Inside a New Game Marketing Channel
WEBTOON serves as an underutilized, high-potential marketing channel for the gaming industry, offering access to a massive, highly engaged audience that overlaps significantly with gaming demographics.
- WEBTOON reaches 156.9 million global monthly readers, 69% of whom are gamers, providing a massive, untapped audience for game marketing across mobile, PC, and console.
- In Tier 1 Western markets as of July 2026, the WEBTOON mobile app reached 21.2 million readers, outperforming platforms like Paramount+, Candy Crush, and Monopoly Go! in reach.
- The platform offers a performance-based 'Coin Quest' product that generates approximately 10,000 verified Steam wishlist adds per week, with a low cancellation rate of under 10%.
260 Hours of MoCap: Baldur's Gate 3's Karlach Actor on Game Performance | GDC Side Quest
The production of modern narrative-driven video games requires a fundamental shift in how studios engage with performers, moving away from treating actors as mere technical assets toward fostering deep, collaborative partnerships.
- Samantha Béart performed 260 hours of motion capture work for the character Karlach in Baldur's Gate 3, requiring the recording of multiple thematic variations for scenes to account for various player-driven narrative outcomes.
- Game studios should integrate actors earlier in the development process by utilizing traditional theatrical practices like table readings and chemistry tests to improve performance quality and character consistency.
- Actors can improve their performance in abstract or green-screen environments by applying theatrical techniques, such as Peter Brook’s 'magic space,' to visualize and ground their interactions within the game world.
Aiming FY2026 Q2 Financial Results and Business Plan
Aiming is currently navigating a period of robust growth, characterized by a strategic shift toward diversifying its portfolio and capitalizing on high-profile intellectual property.
- Aiming reported Q2 FY2026 revenue of 3,622 million yen, exceeding forecasts due to the launch of Inazuma Eleven: Victory Road, which offset declines from Dragon Quest Tact.
- The company projects Q3 FY2026 revenue of 4.479 billion yen and operating profits of 482 million yen, representing year-over-year increases of 23.7% and 67.4%, respectively.
- To strengthen its financial position, the firm secured 600 million yen in new financing and implemented disciplined cost management.
Nintendo Direct Highlights: November 2026
Nintendo’s June 2026 Direct highlighted a modest slate of releases for the Switch 2, with Atlus announcing a port of its 2024 role-playing title Metaphor Re:Fantazio to ship on November 12.
- Atlus will release a port of 'Metaphor: Re:Fantazio' for the Switch 2 on November 12, marking a rare instance of major third-party support during the platform's launch window.
- Nintendo has yet to announce release dates for its own Switch 2 exclusives for November and December, suggesting a potential delay in marketing until September.
- The broader November 2026 gaming landscape is dominated by the November 19 release of Rockstar’s 'Grand Theft Auto VI' and niche titles from Atari.
September's Packed Schedule
September’s release calendar is densely packed, with a cluster of high-profile titles slated for mid-to-late September across multiple platforms.
- The U.S. gaming market grew to 212.3 million players in 2026, an increase from 205.1 million the previous year.
- September features a highly competitive release calendar, with major titles like Marvel’s Wolverine (Sept 15), Dune Awakening (Sept 22), and a cluster of releases on Sept 24, including Silent Hill Townfall and Dragon Quest XI S, strategically scheduled to avoid the November launch of Grand Theft Auto VI.
- The Tokyo Game Show (Sept 17–22) is driving a surge in Japanese software releases, with multiple titles from publishers like Konami, Capcom, and Square Enix launching immediately following the event.
Scary Baboons, Sim Hits: The State of Quest Discovery in 2026
The newsletter examines the Meta Quest VR market in 2026, arguing that the platform remains vibrant but has shifted from early-stage experimentation to a mature ecosystem dominated by free-to-play (F2P) titles and social-centric experiences.
- The 2026 Meta Quest market is dominated by free-to-play (F2P) titles, which account for seven of the top ten grossing games.
- Revenue generation is primarily driven by high-volume downloads and in-app purchases, specifically focusing on cosmetic and functional items.
- Social-centric experiences and co-op world spaces like VRChat, Rec Room, and Job Simulator lead the market in total hours played.
How Old Are Your Players, and Does It Matter for Discovery?
The piece investigates the average age of Steam players for games released after January 2020 that have sold over 25,000 copies, using a 10,000-sample survey called the Steam Fan Snapshot.
- The median age of Steam players for games released after January 2020 with over 25,000 sales is 33, confirming that older players constitute the core demographic.
- Games with an average player age of 36 typically feature single-player and strategy tags, while those averaging 28 years old are five times more likely to feature multiplayer tags.
- High-average-age titles are predominantly single-player, strategy-heavy, or retro games like Titan Quest and Songs of Conquest that appeal to users with long PC histories.
Mobile Game Market Review: April 2026
The April 2026 mobile game market review highlights a blend of innovative retention mechanics, event design, and monetization shifts across casual and midcore titles.
- Casual and midcore titles are increasingly adopting hybrid gameplay models, such as Gossip Harbor’s integration of match-3 and merge progression and Dragon Quest Smash’s blend of roguelite and co-op elements.
- Midcore games like Last Z and MLB Perfect Inning are shifting monetization strategies by replacing direct real-money purchases with webstore-based currency systems.
- Event-driven retention strategies are yielding measurable success, exemplified by Hay Day’s April 2026 milestone-based event, which resulted in record monthly revenue.