Shadowverse: Worlds Beyond
GameBy Cygames, Inc.
5 documents in the library are about Shadowverse: Worlds Beyond, from writers such as CyberAgent and Sensor Tower. Each has a summary and key insights with the page they come from.
Connections
The documents about Shadowverse: Worlds Beyond 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, and without in-game spending in a free game.
- Revenue to date
- $0
- Units sold
- 495K
- Price
- Free
- Positive reviews
- 29%
- of 24K reviews
- Peak players
- 120K
- at the same time
- Followers
- 15K
- Average playtime
- 115 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2025 | $0 | 448K | |
| 2026 so far | $0 | 46K |
On Steam since Jun 15, 2025 · Developer Cygames, Inc.Steam store page
Documents about Shadowverse: Worlds Beyond
CyberAgent Investor Presentation: August 2026
CyberAgent continues to demonstrate robust financial health, marking its 28th consecutive year of sales growth in fiscal year 2025.
- CyberAgent achieved 874.0 billion yen in total sales for fiscal year 2025, marking 28 consecutive years of growth and a 9.1 percent year-over-year increase.
- Operating profit grew by 78.9 percent to 71.7 billion yen, driven primarily by the ABEMA streaming platform reaching profitability ten years after its launch.
- The company has upwardly revised its fiscal year 2026 forecasts and increased dividends to 20 yen per share, reflecting strong confidence in long-term capital efficiency.
Q1 FY2026 Presentation Material
CyberAgent achieved record-high consolidated sales of 232.3 billion yen and a nearly threefold increase in operating profit during the first quarter of fiscal year 2026.
- CyberAgent achieved record-high consolidated sales of 232.3 billion yen in Q1 FY2026, reaching nearly 47% of its annual operating profit target in the first three months.
- The Game segment drove performance with a 69.2% year-over-year sales increase and a fivefold surge in operating profit, largely fueled by the global success of Jujutsu Kaisen Phantom Parade.
- AbemaTV reached a key milestone by achieving independent profitability within the Media & IP segment.
3Q FY2025 Presentation Material
CyberAgent’s third-quarter results for fiscal year 2025 demonstrate a significant financial recovery and a strategic pivot toward a high-profit business model.
- CyberAgent’s 3Q FY2025 operating profit surged 138.3% year-on-year to 19.6 billion yen, leading the company to raise its full-year operating profit forecast by 57.1% to 66 billion yen.
- The Gaming segment was the primary growth driver, achieving a 30.4% sales increase and tripling its operating profit to 16.4 billion yen behind the success of new titles and the global Steam release of Umamusume: Pretty Derby.
- The ABEMA media platform transitioned from an investment phase to profitability, recording a 7.8-fold year-on-year increase in operating profit.
2Q FY2025 Presentation Material
CyberAgent achieved record-high consolidated sales of 217.3 billion yen in the second quarter of fiscal year 2025, representing a 1.2% year-on-year increase.
- CyberAgent achieved record-high consolidated sales of 217.3 billion yen in 2Q FY2025, a 1.2% year-on-year increase driven by Media and Internet Advertisement segments.
- Operating profit reached 20.8 billion yen, putting the company on track to meet its annual targets with 70% of the full-year forecast already realized.
- The Game business experienced a 23.4% year-on-year revenue decline due to a high-base comparison from the previous year, though segment profit recovered 4.6x quarter-on-quarter.
Japan Game Market Insights 2025
The analysis demonstrates that Japan’s mobile gaming sector has reached a mature equilibrium, with download volumes stabilising after 2020 while in-app purchase (IAP) revenue continues to grow, largely driven by high-spending iOS users.
- Domestic publishers maintain a dominant market position, capturing roughly one-third of total downloads and over 50% of all in-app purchase (IAP) revenue in Japan.
- Anime-style intellectual property remains the primary revenue driver, accounting for 42% of total IAP revenue between January and July 2025.
- Mobile action and strategy titles accounted for 63% of total digital advertising spend during the first half of 2025.
Companies behind it
As the documents state it.
