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Dragon Quest VII Reimagined

GameBy HEXADRIVE Inc.

8 documents in the library are about Dragon Quest VII Reimagined, from writers such as Square Enix, Deconstructor of Fun and Circana. Each has a summary and key insights with the page they come from.

Documents
8
newest 19 Aug 2026
Steam revenue
$4.4M
estimate, to date

Connections

The documents about Dragon Quest VII Reimagined 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 to date
$4.4M
Units sold
96K
Last 12 months
$4.4M
95K units
Price
$59.99
Positive reviews
89%
of 2,974 reviews
Followers
26K
Average playtime
34 h

On Steam since Feb 5, 2026 · Developer HEXADRIVE Inc., Square Enix · Publisher Square EnixSteam store page

Documents about Dragon Quest VII Reimagined

Cover of WEBTOON Is Bigger Than Monopoly Go: Inside a New Game Marketing Channel
Article

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%.
Deconstructor of FunAug 2026
Cover of WEBTOON Is Bigger Than Monopoly Go: Inside a New Game Marketing Channel
45 min
Deconstructor of Fun45 min

WEBTOON Is Bigger Than Monopoly Go: Inside a New Game Marketing Channel

WEBTOON has established itself as a potent marketing channel for the gaming industry, effectively bridging the gap between brand awareness and performance-based user acquisition.

  • WEBTOON reaches a global audience of 160 million monthly active users, 90% of whom are under the age of 35, providing direct access to a core gaming demographic.
  • The platform’s 'Coin Hunter' offerwall tool currently generates 10,000 verified Steam wishlist additions per week, demonstrating its capacity for measurable lower-funnel conversion.
  • Brands can integrate into existing comic narratives through branded epilogues and creator partnerships, moving away from disruptive advertising to achieve higher engagement rates.
Deconstructor of FunAug 2026
Cover of Square Enix Holdings Financial Results Briefing: Fiscal Year Ended March 31, 2026
Financial report23 pages

Square Enix Holdings Financial Results Briefing: Fiscal Year Ended March 31, 2026

Square Enix achieved a significant pivot toward operational efficiency during the fiscal year ended March 31, 2026, prioritizing high-quality output over sheer volume.

  • Square Enix reported FY2026/3 consolidated net sales of ¥297.6 billion and an operating income of ¥54.7 billion, achieving an operating margin of 18.4%, a 5.9 percentage point increase year-on-year.
  • The Digital Entertainment segment's HD Games division saw net sales rise to ¥76.5 billion and operating income jump to ¥14.1 billion, driven by the strong performance of 'Life is Strange: Reunion' and 'DRAGON QUEST VII Reimagined'.
  • Square Enix is shifting to a multi-platform strategy for HD Games, with plans to release 'FINAL FANTASY VII REBIRTH' on Xbox and Nintendo Switch 2 to expand its total addressable market.
Square EnixJun 2026
Cover of Progress Report on the Medium-Term Business Plan (FY2025/3-FY2027/3)
Financial report26 pages

Progress Report on the Medium-Term Business Plan (FY2025/3-FY2027/3)

The Square Enix medium-term business plan for the fiscal years 2025 through 2027 outlines a comprehensive three-year "reboot" strategy designed to maximize corporate value through the cultivation and expansion of intellectual property.

  • Square Enix is shifting its Digital Entertainment strategy from quantity to quality by reorganizing into a Creative Studio structure and consolidating overseas development resources into Japan.
  • The company is executing a multi-platform strategy for major titles, with upcoming releases including 'Dragon Quest I & II HD-2D Remake' in June 2026 and 'Final Fantasy Tactics - The Ivalice Chronicles' in January 2027.
  • Structural reforms of overseas operations are projected to generate annual cost savings of over ¥3.0 billion starting in FY2027/3, supported by a new global marketing and data analytics organization.
Square EnixMay 2026
Article

What a Banned PlayStation Dev Tells Us About Discovery for Console Games

The analysis examines the discovery strategies employed by low-quality, "shovelware" developers on console platforms, specifically focusing on entities recently banned from the PlayStation Store.

  • Shovelware developers manipulate console discovery algorithms by utilizing three primary tactics: leveraging open-source-adjacent IP, keyword squatting on high-demand game titles, and offering 'easy Platinum' trophy achievements to incentivize purchases.
  • Bad actors frequently target search traffic by mimicking the names of popular titles that have not yet been released on specific console platforms.
  • Legitimate developers can ethically improve visibility by adopting similar keyword optimization strategies and pursuing 'fast-follow' releases that incorporate unique creative twists.
GameDiscoverCoMar 2026
Article

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%.
CircanaMar 2026
Article

Games for Change Is Coming to London

The Video Games Industry Memo (VGIM) has announced a strategic partnership with the London Games Festival and the non-profit organization Games for Change to host a inaugural one-day summit in London on April 15, 2026.

  • The Video Games Industry Memo, London Games Festival, and Games for Change will host an inaugural social impact summit in London on April 15, 2026, targeting 150 professionals from the gaming, civil society, and political sectors.
  • The summit aims to establish a centralized forum for 'serious games' development in the UK and Europe, addressing gaps in consistent support and funding for projects focused on public health, sustainability, diversity, and education.
  • The Nintendo Switch has officially surpassed the Nintendo DS to become the best-selling console in Nintendo's history.
Video Games Industry MemoFeb 2026
Cover of Progress Report on the Medium-Term Business Plan: Square Enix Reboots and Awakens
Financial report21 pages

Progress Report on the Medium-Term Business Plan: Square Enix Reboots and Awakens

The medium-term business plan, titled Square Enix Reboots and Awakens, outlines a three-year strategic transformation aimed at achieving long-term growth through a shift from quantity to quality in game development.

  • Square Enix is shifting its development strategy from quantity to quality, prioritizing major intellectual properties and adopting a multi-platform release model.
  • The company is restructuring its overseas publishing operations by consolidating 11 regional divisions into four, a move projected to reduce annual costs by over 3 billion yen.
  • A strategic partnership with the University of Tokyo aims to automate 70% of quality assurance and debugging tasks using artificial intelligence by the end of 2027.
Square EnixNov 2025