
Dragon Quest Walk
GameBy COLOPL, Inc. · Released Sep 12, 2019
Let's go on an adventure with your smartphone! Equipped with a life log function "Aru-kun de W"! Going out is even more fun! Life log management with adventure! If you walk in the real world and move, the characters will move in tandem. Everyday movement is an adventure!
Connections
Each row is a game or company named alongside Dragon Quest Walk, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
About the game
- Released
- Sep 12, 2019
- Developers
- COLOPL, Inc., Square Enix Creative Business Unit II
- Publisher
- Square Enix
- Genres
- Role-playing (RPG), Simulator, Adventure
- Platforms
- Android, iOS
- Links
- Official site
Game data from IGDB.com
Dragon Quest Walk sales and key figures
The Digital Entertainment segment drove the growth with net sales of ¥142.4 billion, helped by console releases such as Final Fantasy VII Remake and mobile titles Dragon Quest Walk and Dragon Quest Tact.
Square Enix, 2020 · Square Enix Holdings 2Q FY2021/3 Financial Results Briefing, p. 2
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
The Entertainment Business remains the primary revenue driver, generating 14,676 million yen, largely anchored by the performance of the title Dragon Quest Walk.
COLOPL, 2026 · Consolidated Financial Results for the Nine Months Ended June 30, 2026: Japan, p. 4
Dragon Quest Walk saw a massive revenue surge during its 5th-anniversary celebration, pushing the game’s lifetime revenue to $2 billion exclusively from the Japanese market.
Sensor Tower, 2024 · Mobile Gaming Pulse: September 2024
The core Entertainment business achieved a 49% increase in operating profit, driven by disciplined advertising cost management and the sustained performance of Dragon Quest Walk and Shironeko Project.
COLOPL, 2026 · 2Q FY Sep. 2026 Financial Results Presentation: Japan, p. 34
Documents about Dragon Quest Walk
Consolidated Financial Results for the Nine Months Ended June 30, 2026: Japan
COLOPL, Inc. reported its consolidated financial results for the nine-month period ending June 30, 2026, reflecting a strategic shift toward cost optimization and improved profitability despite a decline in top-line revenue.
- COLOPL, Inc. achieved a significant profit turnaround for the nine months ending June 30, 2026, reporting a net profit of 1,504 million yen compared to a 601 million yen loss in the same period last year.
- Operating profit surged 116.7% to 1,320 million yen and ordinary profit rose 135.7% to 2,533 million yen, despite a 17.4% decline in net sales to 15,700 million yen.
- Profitability improvements were driven by aggressive cost-cutting measures, specifically a group-wide reduction in advertising and operational expenses within the Entertainment Business.
3Q FY Sep. 2026 Financial Results Presentation: Japan
COLOPL has achieved a notable financial turnaround during the third quarter of fiscal year 2026, reporting 5.6 billion yen in sales—a 13.2% year-over-year increase—and an operating profit of 787 million yen.
- COLOPL achieved a financial turnaround in 3Q FY2026, reporting 5.6 billion yen in total sales (up 13.2% YoY) and an operating profit of 0.7 billion yen, compared to an 804 million yen operating loss in the same period last year.
- The Investment and Development business segment saw significant growth, with sales reaching 0.7 billion yen—a 600.2% increase YoY—and contributing 0.3 billion yen to operating profit.
- The core Entertainment business generated 4.8 billion yen in sales, maintaining steady performance with a 0.2% YoY increase, supported by collaboration events for titles like 'Alice Gear Aegis' and 'Quiz RPG: The World of Mystic Wiz'.
3Q FY Sep. 2026 Financial Results Presentation: Japan
COLOPL’s financial results for the third quarter of the fiscal year ending September 30, 2026, demonstrate a successful turnaround to profitability, driven by robust performance in its core mobile gaming portfolio and strategic exits within its investment arm.
- COLOPL returned to profitability in 3Q FY2026 with 5.6 billion yen in consolidated sales, a 13.2% year-on-year increase, and an operating profit of 0.7 billion yen.
- The Entertainment Business generated 4.8 billion yen in sales, supported by the continued performance of core titles DRAGON QUEST WALK and the 12th-anniversary milestone of Shironeko Project.
- The Investment and Development Business saw a 600.2% year-on-year sales increase to 0.7 billion yen, primarily driven by the divestment of SALOWIN Co., Ltd.
COLOPL Semi-annual Securities Report: 18th Business Term
COLOPL's results for the six months ended March 31, 2026 show a company with sharply lower sales and operating profit but a rebound in bottom-line earnings, reflecting a shift toward cost discipline over top-line growth.
- COLOPL reported a 28.2% year-over-year decline in consolidated net sales to 10,088 million yen for the six-month period ending March 31, 2026.
- Net income attributable to owners of the parent surged 364% to 825 million yen, driven primarily by a significant reduction in extraordinary losses compared to the previous year.
- Basic earnings per share increased from 1.39 yen to 6.42 yen during the first half of the 2026 business term.
Consolidated Financial Results for the Six Months Ended March 31, 2026: Japan
COLOPL, Inc., the Tokyo-listed Japanese mobile game developer, reported consolidated results for the six months from October 2025 to March 2026 under Japanese GAAP.
- 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.
2Q FY Sep. 2026 Financial Results Presentation: Japan
COLOPL’s financial performance for the second quarter of fiscal year 2026 reflects a period of significant structural transition and contraction.
- COLOPL reported a 39.1% year-over-year decline in total sales to 5.3 billion yen and a 71.1% drop in operating profit to 0.6 billion yen for 2Q FY 2026.
- The core Entertainment business achieved a 49% increase in operating profit, driven by disciplined advertising cost management and the sustained performance of Dragon Quest Walk and Shironeko Project.
- The company’s significant financial contraction is primarily attributed to a strategic exit from its Investment and Development segment.
Financial Results Presentation: 2Q FY Sep. 2026
COLOPL’s financial results for the second quarter of the fiscal year ending September 30, 2026, reflect a period of transition characterized by a significant year-over-year decline in consolidated revenue, primarily driven by the absence of major investment exits that bolstered the prior-year period.
- COLOPL reported a 39.1% year-over-year decline in consolidated sales to 5.3 billion yen and a 71.1% drop in operating profit to 0.6 billion yen for 2Q FY 2026.
- The Entertainment segment achieved a 49% increase in operating profit to 0.7 billion yen, driven by disciplined cost management and reduced advertising spend.
- The Investment and Development business saw sales plummet 90.9% to 0.1 billion yen, resulting in an operating loss of 0.09 billion yen due to the absence of major divestments seen in the prior year.
Financial Results Presentation: 1Q FY Sep.2026
The presentation outlines COLOPL’s first-quarter results for the fiscal year ending September 30, 2026, highlighting a mixed performance across its entertainment and investment segments.
- COLOPL reported consolidated sales of 4.7 billion yen for 1Q FY2026, a 10.2% year-over-year decline, with an operating loss of 80 million yen.
- Net profit rose 279% to 170 million yen, while ordinary profit surged 752% to 480 million yen, primarily due to foreign-exchange gains and reduced advertising expenditures.
- The core entertainment segment generated 4.6 billion yen in sales—a 10.6% decline—though the segment's operating loss narrowed compared to the same period last year.
1Q FY Sep. 2026 Financial Results Presentation
COLOPL's first-quarter results for fiscal year ending September 2026 show a company in a prolonged revenue contraction that is nonetheless stabilizing its bottom line through cost control while pursuing a long-term global ambition.
- COLOPL returned to profitability in 1Q FY2026 with an ordinary profit of 0.4 billion yen, despite a 10.2% year-on-year decline in net sales to 4.7 billion yen.
- The company’s mobile segment is experiencing a significant contraction, with Quarterly Active Users falling to 400,000 from a 2022 peak of 575,000 and ARPU dropping from 862 JPY to 680 JPY.
- Profitability recovery was driven primarily by aggressive reductions in advertising expenditures, supported by a strong financial foundation with a 91.7% equity ratio.
Q&A for 1Q FY2026 Operating Results Briefing
The document summarizes the Q&A session from COLOPL, Inc.'s 1Q FY2026 operating results briefing, held on February 4, 2026.
- COLOPL is pivoting its development strategy toward two core pillars: AI-powered titles and location-based games utilizing globally recognized intellectual properties.
- The company is diversifying beyond mobile by expanding into PC and console gaming, exemplified by the release of 'Tsukuyomi' on Nintendo Switch.
- First-quarter fiscal year 2026 results were impacted by extraordinary losses from a Career Transition Support Program, with personnel cost savings expected to materialize in the second quarter.
Consolidated Financial Results for the Three Months Ended December 31, 2025 (under Japanese GAAP)
COLOPL, Inc. released its consolidated financial results for the three months ended December 31, 2025, prepared under Japanese GAAP.
- COLOPL reported a 10.2% year-on-year decline in net sales to 4,772 million yen for the quarter ending December 31, 2025, driven by aging smartphone titles in the Entertainment Business.
- Operating losses narrowed significantly to 86 million yen from 730 million yen in the prior year, primarily due to a group-wide reduction in advertising and selling expenses.
- Ordinary profit surged 752.4% to 484 million yen, heavily supported by 442 million yen in foreign exchange gains.
COLOPL FY Sep.2025 Financial Results
COLOPL returned to operating profitability in the fiscal year ended September 2025, reporting sales of 25.9 billion yen (down 0.2% year over year) and operating profit of 1.0 billion yen, an improvement of 1.1 billion yen.
- COLOPL returned to operating profitability in FY2025 with 1.0 billion yen in operating profit, marking a 1.1 billion yen improvement over the previous fiscal year.
- The company has set a mid-term growth target to become a top 20 global mobile game developer, aiming for over 100 billion yen in consolidated sales and 50 billion yen in operating profit.
- Despite achieving operating profit, the company recorded a net loss of 0.3 billion yen for the fiscal year ending September 30, 2025, due to investment valuation adjustments.
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