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Sora

CompanyJapan

11 documents in the library are about Sora, from writers such as Nihon Falcom, Aiming and Brutally Honest. Each has a summary and key insights with the page they come from.

Documents
11
newest 13 May 2026
Steam revenue
$11K
estimate, its games

Connections

The documents about Sora 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.

On Steam

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

Revenue as publisher
$11K
4 games
Revenue as developer
$11K
4 games
Units sold
2,767
as publisher or developer
Headquarters
Japan

Sora’s best-selling games on Steam

GameReleasedShare of the best sellerRevenueUnits
星辰大陆Developer and Publisher2025$9K1,958
挂机升级爆装备Developer and Publisher2026$1K420
DESCENTDeveloper and Publisher2024$1K389
挂机升级打怪兽Developer and Publisher2026——

Documents about Sora

Cover of Podcast: AI and Video Games (with Julian Togelius)
Article

Podcast: AI and Video Games (with Julian Togelius)

The episode explores the intersection of artificial intelligence and video game design through a conversation between podcast host Eric Seufert and NYU professor Julian Togelius.

  • Video games serve as critical sandbox environments for AI research, providing complex reward structures and learning signals that effectively model real-world challenges like financial markets.
  • Current AI research is shifting away from narrow benchmarks like chess and Go toward broader applications, including procedural content generation, player modeling, and general game-playing agents.
  • Generative AI tools offer the potential to accelerate production cycles and enable highly personalized player experiences, though their adoption is currently tempered by industry concerns regarding consumer backlash and authenticity.
Mobile Dev MemoMay 2026
Cover of What Does a Nintendo Game Cost in 2026? -OR- Should Physical Games Cost More? | Games For Breakfast
103 min
Extra Credits103 min

What Does a Nintendo Game Cost in 2026? -OR- Should Physical Games Cost More? | Games For Breakfast

The gaming industry is currently undergoing a structural transformation characterized by the erosion of price parity between physical and digital media.

  • Nintendo is decoupling physical and digital pricing by setting physical editions at $70 while keeping digital versions at $60, signaling a shift away from traditional retail price parity.
  • Publishers are increasingly adopting $70 as the new industry baseline for physical media to offset supply chain costs and the declining influence of brick-and-mortar retailers.
  • The gaming industry is experiencing structural instability due to the high costs of generative AI, corporate consolidation, and the failure of growth-focused initiatives like OpenAI’s Sora.
Extra CreditsApr 2026
Cover of Global Mobile Apps in November 2025
Article

Global Mobile Apps in November 2025

The November 2025 snapshot of the global mobile app market highlights a sharp shift toward AI-driven content and strategic partnerships.

  • Gemini maintained its position as the top-downloaded app on both the App Store and Google Play in November 2025, driven by viral social media buzz surrounding its pixel-level AI features.
  • Life360 reported a 34% year-over-year revenue increase to $124.5 million, bolstered by an 82% surge in advertising revenue.
  • Novelmates dominated the advertising landscape by utilizing AI-generated content for over 92% of its ad placements.
SocialPetaDec 2025
Cover of 🚨📢 BREAKING NEWS: Netflix heartbroken after WB, Disney AI fun, Meta losing $70B 🤯
11 min
Two & a Half Gamers11 min

🚨📢 BREAKING NEWS: Netflix heartbroken after WB, Disney AI fun, Meta losing $70B 🤯

This analysis covers major developments in the global entertainment and gaming sectors as of early December, focusing on corporate consolidation, artificial intelligence integration, and shifting market strategies.

  • Disney has secured a $1 billion equity agreement with OpenAI, granting the AI firm access to 200 iconic characters for generative content development.
  • Meta is pivoting away from its Metaverse division, Reality Labs, after accumulating approximately $70 billion in losses to focus resources on AI.
  • Paramount has submitted a $108 billion all-cash offer for Warner Bros., creating significant competition for Netflix, which is also pursuing the acquisition.
Two & a Half GamersDec 2025
Cover of Nihon Falcom 2025 Fiscal Year Financial Results Supplementary Material
Financial report33 pages

Nihon Falcom 2025 Fiscal Year Financial Results Supplementary Material

Nihon Falcom’s financial results for the fiscal year ending September 2025 demonstrate consistent growth, characterized by an increase in both revenue and profit.

  • Nihon Falcom reported fiscal year 2025 sales of 2,612 million yen (up 3.5%) and an operating profit of 1,340 million yen (up 8.1%).
  • Net income for the fiscal year ending September 2025 reached 903 million yen, reflecting a 6.0% year-over-year improvement.
  • Financial performance remains heavily reliant on the core Trails and Ys intellectual properties, supported by multi-platform releases on PlayStation 5, Nintendo Switch, and Steam.
Nihon FalcomNov 2025
Cover of 11 Tips for Killer UA Operations: Q3 2025
Article

11 Tips for Killer UA Operations: Q3 2025

User acquisition strategies for the third quarter of 2025 center on the necessity of multi-channel diversification and the implementation of creative-first funnels to combat rising costs per install.

  • Scaling a mobile game requires meeting strict performance benchmarks, including a minimum of 10-15% Day 30 retention and consistent, predictable monetization across multiple user cohorts.
  • In Q1 2025, the top 2% of ad creatives accounted for 53% of total spend in gaming apps, though there is a broader industry trend toward diversifying creative concepts rather than relying on single 'hero' assets.
  • Android UA spend is heavily concentrated in three networks: Google (67.7%), AppLovin (14.5%), and Meta (11.3%), necessitating a strategy that diversifies spend across 3–5 networks to mitigate channel dependence.
Brutally HonestSep 2025
Cover of Nihon Falcom Q1 2025 Financial Results
Financial report7 pages

Nihon Falcom Q1 2025 Financial Results

Nihon Falcom’s financial results for the first quarter of the fiscal year ending September 2025, covering the period from October 1, 2024, to December 31, 2024, reflect a significant decline in performance compared to the same period in the previous year.

  • Nihon Falcom reported a significant decline in Q1 2025 performance, with net sales dropping 46.1% year-on-year to 374 million yen and operating profit falling 80.1% to 88 million yen.
  • The company's licensing division saw a 55.8% revenue decrease to 278 million yen, while the product division grew 50.9% to 95 million yen following the release of 'The Legend of Heroes: Kai no Kiseki'.
  • Quarterly net profit plummeted 72.9% to 81 million yen compared to the same period in the previous fiscal year.
Nihon FalcomFeb 2025
Cover of Kadokawa Dwango Financial Results for the First Quarter Ended June 30, 2015
Financial report18 pages

Kadokawa Dwango Financial Results for the First Quarter Ended June 30, 2015

Kadokawa Dwango’s financial results for the first quarter ending June 30, 2015, reflect a period of mixed performance across its diversified business segments.

  • Kadokawa Dwango reported revenue of 46,906 million yen and an operating income of 1,145 million yen for the first quarter ended June 30, 2015.
  • The Game business returned to profitability with 535 million yen in operating income, driven by titles such as 'The Witcher: Wild Hunt', 'The Legend of Heroes -Sora no Kiseki-', 'Furai-no-Shiren 5 plus', and contingency fees from 'Bloodborne'.
  • Profit attributable to owners of the parent fell to a loss of 220 million yen, primarily due to increased corporate taxes following the reversal of deferred tax assets related to previous restructuring expenses.
Kadokawa DwangoAug 2015
Cover of Sega Sammy Holdings Consolidated Financial Statements: 3 Months Ended June 30, 2006
Financial report6 pages

Sega Sammy Holdings Consolidated Financial Statements: 3 Months Ended June 30, 2006

Sega Sammy Holdings reported its consolidated financial results for the first quarter of the fiscal year ending March 31, 2007, covering the period from April 1, 2006, to June 30, 2006.

Sega Sammy HoldingsJul 2006
Cover of Aiming 2016 Fiscal Year Financial Results: Q&A Summary
Financial report1 page

Aiming 2016 Fiscal Year Financial Results: Q&A Summary

Aiming’s 2016 fiscal year financial review outlines a strategic shift in development priorities aimed at balancing rising production costs with sustainable growth.

Aiming
Cover of Financial Results: Fiscal Year 2026 Second Quarter (Japan)
Financial report9 pages

Financial Results: Fiscal Year 2026 Second Quarter (Japan)

Fiscal year 2026, second-quarter results for Falcom Corporation show a dramatic rebound from the previous quarter.

  • Falcom Corporation reported a significant rebound in Q2 FY2026, with total sales rising 153.9% to ¥1,535 million and net profit surging 1,454.3% to ¥689 million compared to the prior year's quarter.
  • Operating profit grew 1,216.4% to ¥969 million, driven primarily by a 194.8% increase in licensing revenue and favorable foreign-exchange gains.
  • The company has issued an upward revision for its full-year FY2026 forecast, projecting revenue of ¥3,600 million (up 37.7%) and net income of ¥1,500 million (up 65.9%).
Nihon Falcom