Story of Seasons
Game
11 documents in the library are about Story of Seasons, from writers such as GameDiscoverCo, Marvelous and Push to Talk. Each has a summary and key insights with the page they come from.
Connections
Each row is a game or company named alongside Story of Seasons, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Story of Seasons sales and key figures
The Digital Contents segment saw sales nearly double to 12,414 million yen, driven by 'Rune Factory: Guardians of Azuma' and 'Story of Seasons: Grand Bazaar' each surpassing 500,000 units sold.
Marvelous, 2025 · Results Briefing Materials: Fiscal Year Ending March 2026, First Half (Semi-annual Period), p. 7
The consumer game segment was the primary growth driver, recording a 105.2% increase in segment profit to 4,158 million yen behind strong global sales for 'Sakuna: Of Rice and Ruin' and the 'Story of Seasons' series.
Marvelous, 2021 · Marvelous Inc. Consolidated Financial Results for the Fiscal Year Ended March 31, 2021, p. 3
Consumer game net sales reached 3,900 million yen, with profitability driven by repeat software sales and the international performance of the 'Story of Seasons' series.
Marvelous, 2020 · Marvelous Results Briefing Materials: First Half of Fiscal Year Ending March 31, 2021, p. 5
The Consumer Games segment was the main growth engine, with sales up 20.2% to 9.07 billion yen, fueled by hits including Story of Seasons, Fate/EXTELLA, and Senran Kagura.
Marvelous, 2017 · Marvelous Inc. Fiscal Year Ended March 31, 2017: Results Briefing Materials, p. 5
Documents about Story of Seasons
Results Briefing Materials: Fiscal Year Ending March 2026, First Half (Semi-annual Period)
Marvelous Inc. reported a significant revenue increase for the first half of the fiscal year ending March 2026, covering the period from April to September 2025.
- Marvelous Inc. reported a 157.5% year-on-year revenue increase to 20,281 million yen for the first half of FY2026, though operating profit dropped 61.8% to 226 million yen due to high development costs.
- The Digital Contents segment saw sales nearly double to 12,414 million yen, driven by 'Rune Factory: Guardians of Azuma' and 'Story of Seasons: Grand Bazaar' each surpassing 500,000 units sold.
- The Amusement business remains the company's primary profit driver, achieving a 36.3% revenue increase and 41.2% profit growth, largely due to the success of 'Pokémon Frienda' and 'Pokémon Mezastar'.
The Strange Descent of the Cozy Farming Sim
The evolution of the cozy farming simulator genre is defined by a process of familial descent, where new titles emerge as iterative responses to established predecessors rather than entirely original concepts.
- Stardew Valley has achieved global sales of over 41 million copies as of late 2024, cementing its status as the primary evolution of the farming simulator genre.
- The cozy farming genre operates through a lineage-based development model where new titles iteratively refine the foundational mechanics established by the 1996 release of Harvest Moon.
- Community-driven projects like Stardew Valley Expanded have reached over 20 million downloads, demonstrating a symbiotic relationship between core products and their derivative modifications.
Plus: How an Only Up! Clone Made Millions on Fortnite
The emergence of Fortnite as a robust platform for independent creators is highlighted by the massive success of an unofficial "Only Up!" clone.
- Fortnite’s UEFN platform is a major commercial competitor to Steam, with an unofficial 'Only Up!' clone reaching 100,000 concurrent users (CCU) compared to the original game's 11,000 CCU peak.
- The top 100 third-party Fortnite levels now aggregate nearly one million CCU, a scale of engagement that rivals the top ten games on the Steam platform.
- Fortnite’s engagement payout model allows top-tier map creators to generate potential annualized earnings in the millions of dollars.
Plus: Xenonauts 2, Punch Club 2 Head This Week's Steam Debuts
This analysis examines the performance of recent video game launches and market trends across major digital platforms, including Steam, PlayStation, Xbox, and the Epic Games Store, for the week of July 17, 2023.
- Remnant II is positioned as a major market breakout, entering its launch window with over 54,000 Steam followers and top-grossing status driven by pre-orders.
- Mid-sized Steam titles are showing healthy engagement, with Punch Club 2: Fast Forward peaking at nearly 4,800 CCU and Xenonauts 2 debuting at 3,500 CCU.
- Niche genres remain viable on Steam, evidenced by the successful launches of factory automation title Techtonica and perspective-based puzzle game Viewfinder.
Which Games Got Most Steam Hyped for the Rest of 2023?
This GameDiscoverCo Plus newsletter, written in July 2023, assesses which unreleased Steam games are most anticipated for the rest of the year, previews the following week's launches, and rounds up console, Epic Games Store and Meta Quest charts.
- Starfield, Payday 3, and Party Animals are the most anticipated upcoming Steam releases for the remainder of 2023, based on a proprietary Hype score derived from over 16,000 unreleased titles.
- Sea of Stars and Payday 3 are demonstrating the highest wishlist velocity, indicating stronger pre-launch momentum than games relying solely on follower counts.
- Market trends show a divergence where AAA action titles like Lies of P and Lords of the Fallen are positioned for PC and console crossover, while simulation and roguelite games like Cities: Skylines II and Endless Dungeon remain PC-centric.
Plus: What's Grossing the Best in Steam's Summer Sale?
This analysis examines the performance of PC and console games during the 2023 Steam Summer Sale, focusing on how seasonal discounting affects global top-grossing charts.
- Major Steam sales disproportionately benefit established AAA titles and 'long-tail' evergreens that are rarely discounted, such as Elden Ring and Dark Souls III.
- Launching new titles during major Steam sale windows is strategically disadvantageous, as the competitive environment makes it difficult for new releases to gain traction.
- Despite the crowded sale environment in late June 2023, BattleBit Remastered and Dave the Diver successfully maintained high concurrent user counts.
Marvelous Inc. Consolidated Financial Results for the Fiscal Year Ended March 31, 2021
Marvelous Inc. reported its consolidated financial results for the fiscal year ending March 31, 2021, reflecting a period of significant growth in profitability despite the operational challenges posed by the COVID-19 pandemic.
- Marvelous Inc. achieved significant profit growth in the fiscal year ending March 31, 2021, with operating profit rising 80.2% to 4,414 million yen and net profit increasing 81.6% to 3,265 million yen.
- The consumer game segment was the primary growth driver, recording a 105.2% increase in segment profit to 4,158 million yen behind strong global sales for 'Sakuna: Of Rice and Ruin' and the 'Story of Seasons' series.
- The online game business saw a 399.7% surge in segment profit to 1,359 million yen, largely due to the strategic disposal of unprofitable titles and the performance of long-term operations.
Plus: New Switch eShop Trending Charts and Steam Hype Updates
This analysis introduces a new methodology for tracking performance on the Nintendo Switch eShop while providing updates on Steam market trends.
- Nintendo first-party titles account for approximately 50% of the top 20 rankings on the UK Switch eShop.
- Small-scale titles on the Switch platform can generate between $100,000 and $200,000 in gross revenue through strategic discounting.
- Niche 'chill' farming and village simulation games, such as Story of Seasons and Harvest Moon, demonstrate significant market strength on the Switch.
Marvelous Results Briefing Materials: First Half of Fiscal Year Ending March 31, 2021
The Marvelous results briefing for the first half of the fiscal year ending March 31, 2021, outlines the company’s financial performance amidst the global COVID-19 pandemic.
- Marvelous reported a 134.4% year-over-year increase in operating profit to 1,699 million yen for the first half of the fiscal year, despite net sales declining to 9,419 million yen (86.9% of the previous year's performance).
- Strong performance in the online and consumer game segments offset pandemic-related losses in the amusement and audio-visual divisions.
- The online game segment generated 3,998 million yen in net sales, bolstered by the stability of titles including 'Logres of Swords and Sorcery' and 'SHINOVI MASTER'.
Marvelous Inc. Fiscal Year Ended March 31, 2017: Results Briefing Materials
Marvelous Inc.’s fiscal year ended March 31, 2017, results briefing highlights a period of sustained profitability, marking the fifth consecutive year of earnings growth since the company’s management integration.
- Marvelous Inc. posted record-high earnings at all levels for the fiscal year ended March 31, 2017, even as net sales fell 7.6% to 29.39 billion yen, marking the fifth consecutive year of earnings growth since management integration.
- Operating income rose 6.2% to 5.75 billion yen and profit attributable to owners of the parent increased 15.6% to 4.17 billion yen, driven by improved marketing efficiency and the removal of underperforming titles.
- The Consumer Games segment was the main growth engine, with sales up 20.2% to 9.07 billion yen, fueled by hits including Story of Seasons, Fate/EXTELLA, and Senran Kagura.
Notice Regarding the Termination of the Capital and Business Alliance
Marvelous Inc. has formally resolved to terminate its capital and business alliance with Image Frame Investment (HK) Limited, a subsidiary of Tencent Holdings Limited, effective July 31, 2026.
- Marvelous Inc. will terminate its capital and business alliance with Tencent subsidiary Image Frame Investment (HK) Limited, effective July 31, 2026.
- Tencent is divesting its shareholding in Marvelous Inc., resulting in the loss of its status as the company's largest major shareholder and an affiliated company.
- The partnership dissolution includes the cancellation of a specific mobile game project under development, though existing license agreements for the Story of Seasons IP remain in effect.