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Shift

CompanyJapan

60 documents in the library are about Shift, from writers such as Shift Up, Game World Observer and PocketGamer.biz. Each has a summary and key insights with the page they come from.

Documents
60
newest 16 Oct 2026
Steam revenue
$12.2M
estimate, its games

Connections

The documents about Shift 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

  • Shift Up and Kakao Games experienced sharp revenue declines of 50.4% and 35.2% respectively, highlighting the volatility caused by reliance on legacy titles and the absence of new, successful launches.

    InvestGame, 2026 · 11 Mobile Gaming Stocks: Q2 Performance Review

  • The $10 co-optional title Shift At Midnight emerged as a viral hit in July 2026, reaching 37,000 concurrent users on Steam and selling nearly 1 million units.

    Game Discovery Now, 2026 · July 2026's Top New PC & Console Games

  • Shift Up reported record-breaking annual results for fiscal year 2025 with 294 billion KRW in total revenue and 181 billion KRW in operating profit.

    Shift Up, 2026 · Shift Up 4Q25 Earnings Results, p. 5

  • Shift Up maximized its performance in China through strategic localization, including full lip-sync dubs, and aggressive local pricing at ¥268 ($37) compared to the $60 US price point.

    Alinea Analytics, 2025 · Stellar Blade: Steam Launch Performance

  • Shift Up reported 75.5 billion KRW in total operating revenue for 3Q25, a 30.1% year-over-year increase, with a high operating profit margin of 65.6%.

    Shift Up, 2025 · Shift Up 3Q25 Earnings Results, p. 5

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue as publisher
$2K
1 games
Revenue as developer
$12.2M
2 games
Units sold
385K
as publisher or developer
Headquarters
Japan

Shift’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
GOD EATER 2 Rage BurstDeveloper2016$12.2M385K
Pixel Chess Idle RPGDeveloper and Publisher2026$2K413

Documents about Shift

Cover of Vibe Shift
Article

Vibe Shift

The video game industry is currently experiencing a significant shift in the discourse surrounding generative AI, moving from theoretical discussions of potential to aggressive, practical implementation.

  • Epic Games has indefinitely delayed its upcoming online shooter featuring Marvel and Star Wars characters to pivot to an 'AI-first' development model, mandating the use of Claude for programming and AI-generated assets.
  • The release of the Claude Opus 5.5 update has enabled a surge in 'vibe coding,' allowing hobbyists to rapidly decompile and recompile game source code, leading to a wave of unauthorized projects and subsequent DMCA takedowns.
  • Epic Games CEO Tim Sweeney has officially moved the company toward 'maximum AI acceleration,' recently launching an AI-coded update to the Epic Games Launcher that aimed to outperform Steam in boot speeds.
Hit PointsOct 2026
Cover of Graveyard Shift
Article

Graveyard Shift

The Western triple-A game industry is currently facing an existential crisis characterized by unsustainable production costs, ballooning team sizes, and a rigid focus on photorealistic graphical fidelity.

  • Western triple-A development is facing a structural crisis driven by unsustainable budget inflation, ballooning team sizes, and a fixation on photorealism that necessitates massive sales to achieve profitability.
  • Major platform holders are struggling to innovate, with recent attempts to pivot toward live-service models or subscription-based industry dominance failing to resonate with players.
  • The next generation of consoles, potentially arriving in 2028, faces significant market skepticism as hardware costs rise and the industry struggles to justify the need for further processing power increases.
Hit PointsOct 2026
Cover of 11 Mobile Gaming Stocks: Q2 Performance Review
Article

11 Mobile Gaming Stocks: Q2 Performance Review

The second quarter of 2026 presented a challenging landscape for the mobile gaming industry, characterized by widespread revenue declines and cautious investor sentiment.

  • Only 4 of the 11 tracked mobile gaming companies saw their stock price increase year-to-date as of August 28, 2026, with regional indices for the West and Asia down 15.4% and 7.8% respectively.
  • Median revenue for Q2 2026 declined year-over-year by 7.3% in the West and 5.8% in Asia, reflecting a broader sector-wide contraction.
  • Growth was driven by specific hit titles, including KRAFTON’s Subnautica 2 (+94.9% revenue growth), NCSoft’s Lineage Classic (+101.5% revenue growth), and Playtika’s Disney Solitaire (+288.6% growth).
InvestGameSep 2026
Cover of July 2026's Top New PC & Console Games
Article

July 2026's Top New PC & Console Games

This analysis provides a comprehensive overview of the video game industry landscape for July 2026, focusing on market performance, platform trends, and notable new releases across PC and console sectors.

  • The Assassin’s Creed Black Flag remaster was a major July 2026 commercial success, grossing over $200 million with more than 1 million units sold on Steam and over 2 million combined on PlayStation and Xbox.
  • EA Sports FC 26 maintains a massive player base with approximately 10 million daily active users, with over 75% of that traffic on PlayStation consoles and only 5% on Steam.
  • The $10 co-optional title Shift At Midnight emerged as a viral hit in July 2026, reaching 37,000 concurrent users on Steam and selling nearly 1 million units.
Game Discovery NowAug 2026
Cover of Cannes Lions 2026: The Attention Shift
Article

Cannes Lions 2026: The Attention Shift

The 2026 Cannes Lions session titled "The Attention Shift" addresses the growing disconnect between traditional advertising channels and modern consumer behavior.

  • Consumer attention is increasingly scarce, with 63% of people reporting that their attention span is only okay or not great.
  • Traditional brand advertising is losing influence, as only 31% of consumers cite it as a primary factor in purchase decisions, compared to 71% for word of mouth and 43% for influencers.
  • Gaming environments offer superior engagement compared to traditional media because players are actively participating in the content rather than passively consuming it.
OverwolfJul 2026
Cover of Session: From Workflows to Agents: The AI Shift Redefining UA Creative Production - I. Kuznetsov.
21 min
PocketGamer.biz21 min

Session: From Workflows to Agents: The AI Shift Redefining UA Creative Production - I. Kuznetsov.

The shift from static AI workflows to autonomous agentic systems is fundamentally redefining user acquisition (UA) creative production in the mobile gaming industry.

  • Top-performing mobile developers are now shipping up to 15,000 creative assets per quarter, with many studios tripling their ad iteration volume over the last three to four months.
  • Fully automated AI creative workflows using UGC components have demonstrated significant performance gains, including 4% lower CPI, 7% higher CTR, and 8% higher ROAS compared to control groups.
  • The shift from manual node-based AI workflows to agentic systems allows teams to generate multi-format ad campaigns from a single brief, eliminating the need to write individual prompts for every concept.
PocketGamer.bizJul 2026
Cover of Overwolf Ads at Cannes Lions 2026
Article

Overwolf Ads at Cannes Lions 2026

Overwolf Ads has positioned itself as a key player in the gaming advertising landscape by sponsoring Cannes Lions 2026, the premier global creative and advertising festival.

  • Overwolf currently reaches over 113 million monthly users, establishing itself as the second-largest gaming property in the US according to Comscore.
  • At Cannes Lions 2026, Overwolf is positioning gaming environments as a primary destination for brand investment by focusing on attention measurement and non-traditional inventory.
  • The company is leveraging partnerships with major global brands including Universal Pictures, P&G, AMD, and Nissan to validate its high-impact advertising solutions.
OverwolfJun 2026
Cover of TWIG #383: Turkey Dominates Puzzle Games, Royal Kingdom’s Struggles, and Playtika’s Big Shift
61 min
Deconstructor of Fun61 min

TWIG #383: Turkey Dominates Puzzle Games, Royal Kingdom’s Struggles, and Playtika’s Big Shift

Turkey has solidified its position as a global powerhouse in the puzzle and hybrid-casual game sectors, driven by a sophisticated ecosystem of repeat founders and aggressive government subsidies.

  • The Turkish government is fueling the local puzzle and hybrid-casual game sector by reimbursing up to 70% of overseas user acquisition costs.
  • Turkish game studios are shifting away from traditional probabilistic casual game models toward skill-based mechanics to gain a competitive edge in saturated markets.
  • Major mobile publishers like Playtika are pivoting away from legacy social casino models in favor of casual titles to combat stagnant growth in established genres.
Deconstructor of FunMay 2026
Cover of Skillz, Beamable and The LiveOps Shift
48 min
PocketGamer.biz48 min

Skillz, Beamable and The LiveOps Shift

The integration of Skillz and Beamable represents a strategic shift toward providing developers with a comprehensive business operating system designed to democratize access to high-end infrastructure.

  • Skillz has acquired Beamable to provide developers with a comprehensive 'business operating system' that handles backend infrastructure, allowing studios to focus resources on gameplay rather than technical debt.
  • The new Skillz Pro SDK enables developers to maintain 100% control over their game's front-end user experience while integrating advanced live-service layers, virtual economies, and flexible monetization models.
  • Beamable’s platform supports over 100 publishers and thousands of developers, maintaining a 99.99% service level agreement (SLA) to ensure the reliability and scalability required for competitive mobile games.
PocketGamer.bizApr 2026
Cover of Aiming Annual Securities Report: 15th Fiscal Year
Financial report102 pages

Aiming Annual Securities Report: 15th Fiscal Year

Aiming achieved a significant financial turnaround during the 15th fiscal year ending December 31, 2025, transitioning from the previous year’s operating losses to a robust profit.

  • Aiming achieved a financial turnaround in the 15th fiscal year ending December 31, 2025, reporting 15.83 billion yen in sales, 2 billion yen in operating profit, and 1.08 billion yen in net income.
  • The company’s financial position improved significantly, growing cash and cash equivalents to 5.5 billion yen and shifting from a retained earnings deficit to a surplus.
  • Profitability was driven by disciplined management of selling, general, and administrative expenses alongside the strong performance of core MMO titles.
AimingMar 2026
Cover of Shift Up 4Q25 Earnings Results
Financial report12 pages

Shift Up 4Q25 Earnings Results

Shift Up achieved record-breaking annual financial results for fiscal year 2025, reporting total revenue of 294 billion KRW and an operating profit of 181 billion KRW.

  • Shift Up reported record-breaking annual results for fiscal year 2025 with 294 billion KRW in total revenue and 181 billion KRW in operating profit.
  • Fourth-quarter 2025 revenue reached 64.1 billion KRW, a 1% year-over-year increase, with an operating profit of 37.1 billion KRW.
  • Operating expenses for Q4 2025 rose 4% quarter-over-quarter to 27 billion KRW, driven by live service investments despite lower variable transaction fees.
Shift UpMar 2026
Cover of IEM’s Shift from Katowice to Kraków: Bigger Arena, Tighter Footprint
Article

IEM’s Shift from Katowice to Kraków: Bigger Arena, Tighter Footprint

The relocation of the Intel Extreme Masters (IEM) winter Counter-Strike event from Katowice’s Spodek Arena to the Tauron Arena in Kraków marks a strategic shift in the event’s physical and commercial execution.

  • ESL FACEIT Group (EFG) has relocated its flagship winter Counter-Strike event from Katowice’s Spodek Arena to the Tauron Arena in Kraków under a multi-year agreement.
  • The move increases venue capacity from approximately 11,000 seats at Spodek to roughly 15,000 seats at the Tauron Arena.
  • The transition has resulted in a more compressed event footprint, as the absence of a large, dedicated Expo hall forces partner booths and merchandise sales into the main arena concourses.
The Esports AdvocateMar 2026