Dragalia Lost
Game
12 documents in the library are about Dragalia Lost, from writers such as Nintendo, Sensor Tower and GameRefinery. Each has a summary and key insights with the page they come from.
Connections
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Key figures from the reports
Nintendo’s other mobile titles, Animal Crossing: Pocket Camp and Dragalia Lost, have generated $287 million and $168.5 million in lifetime revenue, respectively.
Game World Observer, 2022 · Mario Kart Tour Approaching $300 Million in Revenue
Dragalia Lost leveraged partnerships with major franchises like Fire Emblem, Megaman, and Monster Hunter to achieve peak US iOS revenues exceeding 60K per event.
GameRefinery, 2020 · Take Your Game's Retention to the Next Level With Collaboration Events
Dragalia Lost generated $58.4 million in 2018 despite only being available for one quarter and limited to five territories, with 66% of its revenue originating from Japan.
Sensor Tower, 2019 · Nintendo's Mobile Revenue: 2018 Performance
The US Action RPG market saw significant disruption in 2018, as the launch of 'Dragalia Lost' and 'Honkai Impact 3rd' caused the revenue share of the 2017 leader, 'Legacy of Discord', to drop from 23% to below 9%.
GameRefinery, 2019 · Overview of the Mobile RPG Market
Documents about Dragalia Lost
It's 2045, I Spent $700 Rolling for Klee, and Genshin Impact Shut Down: Copyright Law, Media Preservation, and Gacha Games
This paper examines the copyright implications of preserving gacha games, a genre whose live-service model, reliance on remote servers, and periodic updates make archival far harder than for traditional software or established media like books, music, and film.
- Gacha games are harder to preserve than traditional software or established media because their live-service model depends on remote servers and periodic updates.
- The paper argues that technical preservation methods such as emulation, copy-protection circumvention, and server reimplementation may conflict with copyright law.
- Shutting down servers is the typical sunset response, whereas converting a game to run offline is the most archivally valuable outcome but is rare, and such conversions are sometimes sold for a fee to offset development costs.
Mario Kart Tour Approaching $300 Million in Revenue
Mario Kart Tour has reached a significant financial milestone, generating $293 million in global lifetime player spending on iOS and Android platforms.
- Mario Kart Tour has reached $293 million in lifetime global player spending, positioning it as Nintendo’s second highest-grossing mobile title.
- Nintendo’s physical game sales remain robust at 45.5% of total volume as of 2026, significantly outperforming the industry trend toward digital-only distribution.
- Fire Emblem Heroes remains Nintendo’s top-performing mobile game with over $1 billion in lifetime revenue.
Take Your Game's Retention to the Next Level With Collaboration Events
Promotional collaboration events serve as a strategic tool for mobile game developers to enhance player retention and increase lifetime value through live operations.
- Collaboration events can drive significant revenue spikes, as seen with Identity V, where a Persona 5 event increased US iOS revenue from 3K to 49K and a Danganronpa event boosted it from 9K to 65K.
- Dragalia Lost leveraged partnerships with major franchises like Fire Emblem, Megaman, and Monster Hunter to achieve peak US iOS revenues exceeding 60K per event.
- Collaboration events function as powerful live ops tools to re-engage existing players through unique, limited-time content and to acquire new users with high affinity for the partner brand.
Nintendo Mobile Games Reach $1 Billion in Lifetime Player Spending
Nintendo has surpassed $1 billion in lifetime gross revenue across its mobile gaming portfolio, according to data from Sensor Tower Store Intelligence.
- Nintendo’s six mobile titles have generated over $1 billion in lifetime gross revenue across the App Store and Google Play, supported by 452 million total downloads.
- Fire Emblem Heroes is the primary revenue driver, accounting for 61% ($656 million) of total lifetime mobile earnings despite representing only 4% of total downloads.
- Japan is the most significant market for Nintendo’s mobile revenue, contributing $581 million (54% of the total), followed by the U.S. at $316 million (29%).
Nintendo's Mobile Revenue: Q1 2019 Analysis
Nintendo’s mobile gaming division experienced a period of moderate growth in the first quarter of 2019, generating approximately $85 million in worldwide gross revenue across the Apple App Store and Google Play.
- Nintendo's mobile gaming revenue reached $85 million in Q1 2019, marking a 6% year-over-year increase from $80 million in Q1 2018.
- Fire Emblem Heroes remained the top performer with $46.6 million in revenue, though this figure represents a 30% decline compared to Q1 2018.
- Dragalia Lost generated $23.4 million in Q1 2019, a 55% quarter-over-quarter decline that nonetheless prevented an overall year-over-year revenue drop for the company.
Overview of the Mobile RPG Market
This analysis examines the performance and market positioning of mobile role-playing games (RPGs) across the United States, Japan, and China as of early 2019.
- In the US iOS market, RPGs account for slightly less than 10% of total revenue, ranking as the fifth-largest genre behind shooters.
- RPG market penetration varies significantly by region: RPGs comprise approximately 50% of the top-grossing games in both China and Japan, while remaining a smaller niche in the US.
- Puzzle RPGs are a dominant force in the US, with 'Empires & Puzzles' by Small Giant Games increasing its subgenre revenue share from 6% to 35% during 2018.
Nintendo's Mobile Revenue: 2018 Performance
Nintendo’s mobile gaming division experienced significant growth in 2018, generating a total of $348 million in worldwide player spending across the App Store and Google Play.
- Nintendo's total mobile revenue reached $348 million in 2018, representing a 15% year-over-year growth compared to 2017.
- Fire Emblem Heroes remained the primary revenue driver, accounting for approximately 66% of the company's total 2018 mobile earnings with over $230 million in player spending.
- Dragalia Lost generated $58.4 million in 2018 despite only being available for one quarter and limited to five territories, with 66% of its revenue originating from Japan.
Dragalia Lost: Meet Nintendo's New Cash Dragon
Dragalia Lost serves as a strategic case study in the intersection of Nintendo’s intellectual property and the specialized free-to-play design expertise of Cygames.
- Dragalia Lost represents a strategic partnership between Nintendo’s brand-building expertise and Cygames’ proven free-to-play monetization systems, aiming to replicate the success of titles like Fire Emblem Heroes.
- The game utilizes a complex, multi-layered progression system—including adventurers, dragons, weapons, and a Halidom kingdom builder—to drive a high ARPI (Average Revenue Per Install) of approximately $15.
- Cygames employs a massive gacha pool containing 190 items, including 70 characters, 40 dragons, and 80 Wyrmprints, supported by a pity mechanic to mitigate player churn caused by poor pull luck.
Six Months Financial Results Briefing: Fiscal Year Ending March 2019
Nintendo is currently executing a growth strategy centered on the Nintendo Switch ecosystem, aiming to solidify its market position through a combination of hardware expansion and a robust software library.
- Nintendo is driving hardware and software growth through a Switch ecosystem that now features over 1,300 titles from more than 500 publishers.
- The mobile segment has become a core revenue pillar, highlighted by Super Mario Run surpassing 300 million downloads.
- The company is utilizing a dual-pronged software strategy, combining evergreen titles with high-profile holiday releases like Super Smash Bros. Ultimate and Pokémon: Let's Go to boost hardware adoption.
Consolidated Financial Highlights: Six Months Ended September 30, 2018
Nintendo Co., Ltd. reported positive financial growth for the six-month period ending September 30, 2018, driven primarily by the sustained popularity of the Nintendo Switch platform.
- Nintendo's consolidated net sales for the six months ended September 30, 2018 reached 388.9 billion yen, up 4.0% year-on-year, while operating profit rose 53.7% to 61.4 billion yen.
- The Nintendo Switch was the primary growth driver, with 5.07 million hardware units sold and software sales surging 91.3% to 42.13 million units.
- Profit attributable to owners of the parent grew 25.4% to 64.5 billion yen, outpacing revenue growth and reflecting improved profitability.
Nintendo Consolidated Financial Highlights: Three Months Ended June 30, 2018
Nintendo’s consolidated financial results for the first quarter of the fiscal year ending March 31, 2019, demonstrate strong growth driven by the continued momentum of the Nintendo Switch platform.
- Nintendo's net sales for the quarter ended June 30, 2018 rose 9.1% year-on-year to 168.1 billion yen, while operating profit jumped 88.4% to 30.5 billion yen.
- Profit attributable to owners of the parent reached 30.6 billion yen, up 43.9% year-on-year, indicating strong bottom-line growth.
- Nintendo Switch software sales hit 17.96 million units, a 120.8% increase over the prior year, making the Switch the primary growth driver.
Nintendo Financial Results Briefing: Fiscal Year Ended March 2018
The Nintendo financial results briefing for the fiscal year ended March 2018 outlines the company’s strategic focus on expanding the Nintendo Switch installed base, maintaining the Nintendo 3DS legacy, and scaling the smart-device business.
- Digital revenue reached a record high of 60.8 billion yen, driven primarily by downloadable software and add-on content for the Nintendo Switch.
- The Nintendo eShop ecosystem expanded rapidly, hosting over 600 titles from various publishers at a rate ten times faster than the Nintendo 3DS during its comparable launch period.
- The Nintendo 3DS family reached a cumulative total of 72 million units sold, serving as a legacy platform alongside the company's focus on Switch growth.
Companies behind it
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