Skip to main content

Quest

Company

Documents about Quest

Cover of Aiming Q1 2021 Earnings Results: Difference Between Forecast and Actuals
Financial report2 pages

Aiming Q1 2021 Earnings Results: Difference Between Forecast and Actuals

Aiming’s financial performance for the first quarter of the 2021 fiscal year significantly outperformed initial projections released in February 2021.

AimingApr 2021
Cover of Aiming Q1 2021 Earnings Results
Financial report28 pages

Aiming Q1 2021 Earnings Results

Aiming’s financial results for the first quarter of 2021 reflect a period of steady profitability and operational transition within the Japanese mobile gaming sector.

AimingApr 2021
Cover of Clash Quest Deconstruction
Article

Clash Quest Deconstruction

Clash Quest, a puzzle RPG soft-launched by Supercell in Nordic countries in April 2021, represents a strategic attempt to enter a competitive mobile gaming subgenre.

  • Supercell soft-launched the puzzle RPG 'Clash Quest' in Nordic countries on April 6, 2021, as part of a trio of new titles set in the Clash universe.
  • The Puzzle RPG genre in the US market lacks a dominant new leader, as top-grossing titles remain dominated by older games like 'Dragonball Z Dokkan Battle' and 'Empires & Puzzles', though hybrid 4X strategy games like 'Puzzles & Survival' have successfully entered the Top 50.
  • Data indicates that while only 33% of Puzzle RPGs in the US feature three or more character upgrade types, 75% of the top 20% highest-grossing titles in the genre utilize this more complex progression system.
GameRefineryApr 2021
Article

The Evolution of Steam Tags

This analysis examines the strategic importance of Steam’s evolving taxonomy and the shifting economic landscape of the virtual reality and console markets as of mid-2022.

  • Steam’s community-driven tagging system has become a superior discovery engine for its library of nearly 100,000 titles, with recent trends favoring granular subgenres like Action Roguelike, Colony Sim, and Deckbuilding.
  • Meta increased the price of the Quest 2 by $100 to prioritize profitability over market share, following a $10 billion loss in its Reality Labs division during 2021.
  • The VR market shows a clear preference for standalone hardware, evidenced by Ultrawings 2 selling ten times more units on Quest than on PC VR.
GameDiscoverCoApr 2021
Cover of Aiming Annual Securities Report: 10th Fiscal Year
Financial report87 pages

Aiming Annual Securities Report: 10th Fiscal Year

Aiming Inc. successfully transitioned from a period of financial instability to profitability during its 10th fiscal year, ending in December 2020.

  • Aiming Inc. achieved a significant financial turnaround in its 10th fiscal year (ending December 2020), moving from a net loss to a net profit of approximately 1.69 billion yen.
  • Annual sales doubled to approximately 11.9 billion yen, driven primarily by the performance of mobile titles including Dragon Quest Tact, Caravan Stories, and Sword of Fantasy.
  • The company successfully resolved its status as a going concern, ending the fiscal year with 4.5 billion yen in cash and cash equivalents.
AimingMar 2021
Cover of Square Enix Holdings 1-3Q FY2021/3 Financial Results Briefing
Financial report7 pages

Square Enix Holdings 1-3Q FY2021/3 Financial Results Briefing

Square Enix Holdings reported strong financial performance for the first three quarters of the fiscal year ending March 31, 2021, characterized by significant growth in its Digital Entertainment and Publication segments.

  • Square Enix reported net sales of ¥253.6 billion and operating income of ¥41 billion for the first three quarters of FY2021/3, marking year-over-year increases of ¥63.9 billion and ¥13.3 billion, respectively.
  • The Digital Entertainment segment drove growth with ¥203.5 billion in net sales, fueled by the profitability of HD titles like Final Fantasy VII Remake and Marvel's Avengers, as well as strong performance in mobile and browser games.
  • Net income attributable to parent company shareholders fell by ¥800 million to ¥18.3 billion, primarily due to foreign exchange losses and extraordinary costs from pandemic-related operational suspensions.
Square EnixMar 2021
Cover of Aiming 2020 Fiscal Year Earnings Results
Financial report30 pages

Aiming 2020 Fiscal Year Earnings Results

Aiming’s fiscal year 2020 earnings results demonstrate a successful turnaround for the company, marked by a return to profitability driven primarily by the strong performance of the mobile title Dragon Quest Tact.

AimingFeb 2021
Cover of 2020年12月期 通期決算説明会 質疑応答概要
Financial report2 pages

2020年12月期 通期決算説明会 質疑応答概要

The 2020 fiscal year-end earnings Q&A session outlines the strategic direction and operational priorities for the company’s game development and business partnerships.

  • The company is pivoting away from high-risk, large-scale MMO development in favor of mid-sized titles that bridge the gap between casual and hardcore gaming.
  • A capital injection of 80 million yen from Growth Capital has been secured specifically to fund marketing and advertising efforts for original titles.
  • Management is intentionally avoiding exclusive publisher partnerships to maintain operational flexibility and reduce dependency risks.
AimingFeb 2021
Cover of Aiming 2020 Fiscal Year Financial Results
Financial report15 pages

Aiming 2020 Fiscal Year Financial Results

Aiming’s 2020 fiscal year financial results demonstrate a significant turnaround, characterized by a return to profitability and substantial revenue growth.

AimingFeb 2021
Article

What Stadia's Pivot Tells Us About the Future of Cloud Gaming

The pivot of Google Stadia from a first-party content creator to a third-party platform service marks a significant shift in the cloud gaming landscape.

  • Google has shuttered its internal Stadia development studios in Montreal and Los Angeles, abandoning the strategy of creating exclusive, platform-defining software to compete with established console manufacturers.
  • Stadia is pivoting to a third-party distribution model, prioritizing its technical infrastructure and subscription-based services over the high-cost development of cloud-native exclusive titles.
  • The cancellation of multiple projects slated for release beyond 2021 highlights the financial volatility for developers who rely on emerging platform holders for project funding.
GameDiscoverCoFeb 2021
Cover of Square Enix Holdings Financial Results: Nine-Month Period Ended December 31, 2020
Financial report17 pages

Square Enix Holdings Financial Results: Nine-Month Period Ended December 31, 2020

Square Enix Holdings reported strong financial growth for the nine-month period ending December 31, 2020, characterized by significant increases in net sales and operating income compared to the same period in the previous fiscal year.

  • Square Enix reported a strong nine-month performance ending December 31, 2020, with net sales reaching 253.6 billion yen and operating income rising to 41.0 billion yen, a significant increase from 27.7 billion yen in the same period the previous year.
  • The Digital Entertainment segment drove growth through major HD game releases like 'FINAL FANTASY VII REMAKE' and 'Marvel's Avengers,' alongside strong performance in smart device and PC browser titles such as 'DRAGON QUEST WALK' and 'DRAGON QUEST TACT.'
  • The Amusement segment suffered a sharp decline, recording an operating loss due to COVID-19-related facility closures through mid-June 2020, with quarterly net sales bottoming out at 4.6 billion yen in Q1 FY2021/3.
Square Enix HoldingsFeb 2021
Cover of State of the Game Industry 2021
Report29 pages

State of the Game Industry 2021

The global game industry entered 2021 characterized by a shift toward next-generation hardware and a complex transition to remote work environments.

  • The PlayStation 5 is the primary console of interest for 44% of developers, while interest in VR and AR has cooled to 38% as the market consolidates around the Oculus Quest.
  • Remote work has proven effective, with 66% of professionals reporting stable or increased productivity, despite project delays rising from 33% to 44% year-over-year.
  • Labor tensions remain high, as 30% of the workforce reports 'crunch' weeks exceeding 60 hours, leading to 51% of developers supporting unionization.
Game Developers ConferenceJan 2021