Dragon Quest
Game
158 documents in the library are about Dragon Quest, from writers such as Square Enix, Aiming and Square Enix Holdings. Each has a summary and key insights with the page they come from.
Connections
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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
Branded campaigns on the platform, such as those run by Square Enix for 'Visions of Mana' and 'Dragon Quest VII Reimagined,' have demonstrated high engagement, with one campaign achieving a 124% page view lift and click-through rates 184% above benchmarks.
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
Dragon Quest viewership is trending upward, with the 2023 spin-off Dragon Quest Monsters: The Dark Prince generating 6.8 million hours watched in its debut week.
Stream Hatchet, 2024 · Dragon Quest and HD-2D RPGs on Live Streaming
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Games on Steam
- 11
- with sales
- Revenue to date
- $47.3M
- all of them
- Units sold
- 1.3M
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| DRAGON QUEST® XI: Echoes of an Elusive Age™ | 2018 | $10.1M | 256K | |
| DRAGON QUEST XI S: Echoes of an Elusive Age – Definitive Edition | 2020 | $10.1M | 367K | |
| DRAGON QUEST BUILDERS™ 2 | 2019 | $9.6M | 244K | |
| DRAGON QUEST III HD-2D Remake | 2024 | $6.2M | 147K | |
| DRAGON QUEST I & II HD-2D Remake | 2025 | $2.9M | 66K | |
| DRAGON QUEST HEROES™ Slime Edition | 2015 | $2.8M | 75K | |
| DRAGON QUEST HEROES™ II | 2017 | $2.3M | 52K | |
| DRAGON QUEST MONSTERS: The Dark Prince | 2024 | $1.7M | 73K | |
| Infinity Strash: DRAGON QUEST The Adventure of Dai | 2023 | $581K | 13K | |
| DRAGON QUEST BUILDERS | 2024 | $477K | 24K |
Documents about Dragon Quest
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.
Square Enix Holdings Q1 FY2027 Financial Results Briefing
Square Enix Holdings reported strong financial performance for the first quarter of the fiscal year ending March 31, 2027, marking a successful start to the final year of its current medium-term business plan.
- Square Enix reported strong Q1 FY2027 results with net sales of ¥78.4 billion (up ¥19.2 billion YoY) and operating income of ¥17.0 billion (up ¥8.0 billion YoY), achieving an operating margin of 21.7%.
- The Digital Entertainment segment drove performance with a ¥17.0 billion increase in net sales, supported by growth across HD Games, MMO, and Smart Devices/PC Browser sub-segments.
- Smart Devices/PC Browser profitability reached nearly 30% operating margin, driven by a shift from quantity to quality and the successful launches of 'DISSIDIA DUELLUM FINAL FANTASY' and 'DRAGON QUEST Smash/Grow'.
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%.
KLab FY2026 2Q Financial Results Presentation
KLab’s financial results for the second quarter of fiscal year 2026 demonstrate a successful return to profitability, driven primarily by the strong launch of the mobile title DRAGON QUEST Smash/Grow.
- KLab returned to profitability in Q2 FY2026 with an operating income of 493 million yen, successfully offsetting Q1 losses to achieve a cumulative profit for the first half of the year.
- Quarterly revenue reached 3,263 million yen, marking a 91.3% increase over the previous quarter and a 113.9% year-over-year growth.
- The launch of the mobile title DRAGON QUEST Smash/Grow in April was the primary driver for the company's 15.1% operating margin.
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.
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.
Consolidated Financial Results for the Six Months Ended March 31, 2026: Japan
The consolidated financial results for the six months ended March 31, 2026, detail the performance of COLOPL, Inc. across its Entertainment and Investment and Development business segments.
- COLOPL, Inc. reported a 28.2% year-over-year decrease in net sales to 10,088 million yen and a 62.3% decline in operating profit to 533 million yen for the six months ended March 31, 2026.
- Profit attributable to owners of the parent surged 364.0% to 825 million yen, primarily driven by a reduction in extraordinary losses compared to the previous fiscal period.
- 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.
Circana: The U.S. Gaming Market in February 2026
The United States gaming market experienced modest growth in February 2026, with total consumer spending reaching $4.557 billion, a 1% increase compared to the same period in 2025.
- The U.S. gaming market grew 1% year-over-year in February 2026 to $4.557 billion, supported by a 27% surge in subscription revenue that offset flat content spending.
- Hardware spending rose 22% to $326 million, driven by the Nintendo Switch 2, which is currently tracking 45% ahead of the original Switch’s performance during its comparable launch window.
- Legacy console sales saw significant declines, with Xbox Series consoles dropping 32%, the original Nintendo Switch falling 69%, and the PlayStation 5 decreasing 10%.
Review of Operations: Square Enix Holdings Co., Ltd. Annual Report 2025
The Square Enix Group’s operational review for the fiscal year ended March 31, 2025, reveals a period of strategic transition characterized by improved profitability despite a decline in overall revenue.
- Square Enix achieved a 24.6% increase in operating income to ¥40,580 million for the fiscal year ending March 31, 2025, despite an 8.9% decline in net sales to ¥324,506 million.
- The Digital Entertainment segment, representing 63.6% of total sales, grew operating income by 33.0% through cost-optimization, reduced advertising, and lower development amortization, even as segment revenue fell 16.8%.
- Key intellectual property performance, specifically the 'Dragon Quest III HD-2D Remake' and 'Final Fantasy XIV: Dawntrail' expansion, served as the primary drivers for the company's improved profitability.
Full-Year Financial Results for the Fiscal Year Ended December 2025 (Japanese GAAP)
Aiming Inc. reported its consolidated financial results for the fiscal year ended December 31, 2025, revealing a significant turnaround in profitability despite a decline in top-line revenue.
- Aiming Inc. returned to profitability in FY2025 with an operating profit of 2,079 million yen and a net profit of 1,086 million yen, recovering from losses in the previous year.
- Total revenue declined 7.4% year-over-year to 15,826 million yen, driven by the online game business in the Japanese smartphone market.
- Core revenue was sustained by titles including 'Dragon Quest Tact' (with Square Enix) and 'The Eminence in Shadow: Master of Garden', alongside newer releases like '2.5 Dimensional Seduction: Angels' Stage'.
Companies behind it
As the documents state it.
