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Umamusume: Pretty Derby

GameBy Cygames, Inc.

16 documents in the library are about Umamusume: Pretty Derby, from writers such as CyberAgent, Mobilegamer.biz and GameDiscoverCo. Each has a summary and key insights with the page they come from.

Documents
16
newest 1 Sep 2026
Sold on Steam
2.1M
units

Connections

The documents about Umamusume: Pretty Derby 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.

Key figures from the reports

  • 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.

    CyberAgent, 2025 · 3Q FY2025 Presentation Material, p. 5

  • The Game business returned to growth for the first time in three years, generating 195.9 billion yen in sales and a 34.6% increase in operating profit driven by Umamusume: Pretty Derby and five new title launches.

    CyberAgent, 2024 · FY2024 Presentation Material, p. 5

  • The Game business returned to profitability with 5.1 billion yen in operating income on 38.8 billion yen in sales, driven by the May 2024 launch of Gakuen iDOLM@STER and the performance of Umamusume: Pretty Derby.

    CyberAgent, 2024 · 3Q FY2024 Presentation Material, p. 5

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
2.1M
Price
Free
Positive reviews
94%
of 61K reviews
Peak players
87K
at the same time
Followers
33K
Average playtime
76 h
Revenue by year
YearShare of the best yearRevenueUnits
2025$01.8M
2026 so far$0371K

On Steam since Jun 25, 2025 · Developer Cygames, Inc.Steam store page

Documents about Umamusume: Pretty Derby

Article

Japan Gaming 2026: The Games, Strategies, and IP Defining a Global Powerhouse

The Japanese gaming market remains a premier global powerhouse, characterized by high-value monetization and a mature player base that prioritizes engagement over sheer download volume.

  • Japan’s mobile gaming market generated over USD $10 billion (¥1.56 trillion) in IAP revenue over the 12 months ending July 2026, maintaining its status as the second-largest market in Asia despite a 5.1% year-over-year revenue decline.
  • Mobile game downloads in Japan reached 585 million in the 12 months ending July 2026, a 5.4% year-over-year decrease that reflects a mature market prioritizing high-value engagement over new user acquisition.
  • The title 'eFootball' became Japan’s highest-grossing mobile game from January through July 2026, driven by World Cup-related live operations that contributed to an 8% growth in the realistic sports subgenre.
Sensor TowerSep 2026
Cover of CyberAgent Investor Presentation: August 2026
Financial report79 pages

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.
CyberAgentAug 2026
Cover of Top Grossing Mobile Games in Japan (2025 & 2026)
Article

Top Grossing Mobile Games in Japan (2025 & 2026)

The Japanese mobile gaming market remains a distinct and highly lucrative landscape characterized by a significant divide between revenue-generating titles and high-volume download leaders.

  • Japan generates 11.5% of global mobile gaming revenue from only 2.0% of the world's mobile players, highlighting an exceptionally high average revenue per user (ARPU) market.
  • The Japanese mobile market is dominated by domestic gacha and RPG titles, with long-running franchises like Monster Strike, Fate/Grand Order, and Uma Musume consistently securing top revenue positions.
  • In 2025, Pokémon TCG Pocket and Last War: Survival led the market in revenue with $326.1 million and $326.0 million respectively, though Pokémon TCG Pocket's revenue cooled to eighth place by mid-2026.
UdonisJul 2026
Cover of Weekly Industry Briefing: June 2026
Article

Weekly Industry Briefing: June 2026

The July 2026 industry briefing provides a comprehensive overview of significant developments within the global mobile gaming sector.

  • Xbox is cutting 3,200 jobs, spinning out four console game studios, and restructuring its mobile gaming division so that King and Mojang will report directly to Xbox boss Asha Sharma, recognizing them as significant platforms by monthly active players.
  • Meta has soft-launched 'Pocket,' an AI-powered 'TikTok for games,' which it acquired through the Gizmo team earlier this year.
  • Scopely is actively expanding its influence, rebranding Niantic's games team (responsible for Pokémon Go, Pikmin Bloom, and Monster Hunter Now) as Scopely Explore, and funding a new studio from the creator of Umamusume: Pretty Derby to strengthen its presence in the Japanese market.
Mobilegamer.bizJul 2026
Cover of 🚨📢 BREAKING NEWS: Xbox Layoffs, Niantic rebrand, New Turkish puzzle studio
13 min
Two & a Half Gamers13 min

🚨📢 BREAKING NEWS: Xbox Layoffs, Niantic rebrand, New Turkish puzzle studio

The gaming industry is currently navigating a period of significant structural change, marked by large-scale workforce reductions and shifts in corporate strategy.

  • Microsoft is restructuring its gaming division with 3,200 layoffs and the spin-out of four console studios, including Double Fine and Ninja Theory, to prioritize mobile growth and P&L efficiency.
  • The Chinese mini-game market is projected to reach nearly $10 billion in revenue by 2025, supported by a 34% year-over-year growth rate and 1.2 billion monthly active users.
  • M&A activity in the second quarter of 2026 reached $2.3 billion, marking the highest deal volume recorded since 2022.
Two & a Half GamersJul 2026
Cover of King and the Xbox cuts, Meta's 'TikTok for games', alot of Scopely news, game closures, MTG, more
18 min
Mobilegamer.biz18 min

King and the Xbox cuts, Meta's 'TikTok for games', alot of Scopely news, game closures, MTG, more

The mobile games industry is currently navigating a period of significant structural realignment, marked by major workforce reductions at Xbox and a strategic pivot toward mobile-first engagement.

  • Microsoft is cutting 3,200 jobs across its Xbox division, with 1,600 layoffs announced immediately and the remainder occurring throughout the financial year, primarily impacting PC and console operations.
  • Meta has soft-launched 'Pocket,' an app that utilizes AI prompts to generate a TikTok-style feed of interactive mini-games, marking the company's latest attempt to enter the 'TikTok for games' market.
  • Pokémon Go has generated approximately $6.37 billion in lifetime in-app purchase revenue over its 10-year history, with 39% of revenue originating from the U.S. and 30% from Japan.
Mobilegamer.bizJul 2026
Cover of Q1 FY2026 Presentation Material
Financial report41 pages

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.
CyberAgentFeb 2026
Article

Wuchang, Grounded 2 Lead July's New Steam Hits

July 2025 saw a relatively quiet period for new game releases on Steam, with only three titles surpassing $10 million in gross revenue compared to six in the previous month.

  • July 2025 Steam revenue for new releases slowed significantly, with only three titles surpassing $10 million in gross revenue compared to six in June.
  • Wuchang: Fallen Feathers led July's new releases with $19.1 million in gross revenue and achieved strong cross-platform performance with over 400,000 paid units on PlayStation 5.
  • Grounded 2 generated nearly $16 million in gross revenue on Steam despite being available on Game Pass from day one.
GameDiscoverCoAug 2025
Cover of 3Q FY2025 Presentation Material
Financial report44 pages

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.
CyberAgentAug 2025
Cover of 2Q FY2025 Presentation Material
Financial report43 pages

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.
CyberAgentMay 2025
Cover of FY2024 Full Year Earnings Release Q&A
Financial report2 pages

FY2024 Full Year Earnings Release Q&A

CyberAgent is prioritizing a transition toward global expansion and diversified revenue streams as it enters the 2025 fiscal year.

  • CyberAgent is shifting its strategic focus toward international expansion, as domestic operations currently account for over 90% of total business.
  • The game segment is driving global growth through the multi-language release of Jujutsu Kaisen Phantom Parade and the upcoming English version of Umamusume: Pretty Derby.
  • The media segment is diversifying revenue beyond advertising and the WINTICKET platform by expanding into distribution fees, merchandising, and live entertainment.
CyberAgentDec 2024
Cover of FY2024 Presentation Material
Financial report54 pages

FY2024 Presentation Material

CyberAgent achieved record consolidated sales of 802.9 billion yen in fiscal year 2024, representing an 11.5% year-over-year increase, while operating profit surged 70.4% to 41.8 billion yen.

  • CyberAgent achieved record consolidated sales of 802.9 billion yen in FY2024, an 11.5% year-over-year increase, with operating profit surging 70.4% to 41.8 billion yen.
  • The Game business returned to growth for the first time in three years, generating 195.9 billion yen in sales and a 34.6% increase in operating profit driven by Umamusume: Pretty Derby and five new title launches.
  • ABEMA reached a record 30.29 million weekly active users with a 22.4% increase in sales, and is now transitioning to a tiered pricing model to improve monetization.
CyberAgentOct 2024