Game Publishing
Documents
China WeChat Mini Games Industry Report 2026
The WeChat Mini Games industry in China has emerged as a dominant, high-growth sector within the broader digital ecosystem. As of 2026, the market is characterized by a rapid shift from simple casual titles toward mid-to-hardcore genres, including strategy, RPG, and tower defense games. This evolution is underscored by a significant increase in paid user acquisition, with over 51,000 games actively running advertisements in 2025, a figure that substantially outpaces traditional mobile game growth.
Market data indicates that the Mini Games sector generated RMB 53.535 billion (approximately $7.65 billion) in 2025, representing a 34.39% year-over-year increase, with projections exceeding RMB 70 billion for 2026. Revenue is primarily driven by in-app purchases, which account for 68.11% of total earnings, while advertising monetization contributes the remaining 31.89%. WeChat maintains a leadership position among competing platforms, boasting a 51.5% penetration rate and an industry-wide monthly active user base of 571 million as of August 2025.
User engagement remains high, with the average daily playtime exceeding 60 minutes and a daily session frequency of approximately 5.1 times. The core demographic is aged 24–40, with a majority residing in tier-3 cities or below. Successful titles increasingly utilize hybrid gameplay mechanics, such as combining MMORPG elements with idle or strategy features, to maintain player retention.
For international developers, the market presents significant opportunities but requires navigating complex regulatory and technical barriers. Successful entry necessitates partnering with local Chinese publishers to manage ISBN licensing, payment integration, and platform-specific performance optimizations. Technical requirements are stringent, as games must typically load in under 10 seconds and adhere to strict package size limits, often requiring the use of specialized engines like Cocos or Laya to ensure compatibility within the WeChat environment.
- The WeChat Mini Games market reached RMB 53.535 billion in 2025, a 34.39% year-over-year increase, with projections exceeding RMB 70 billion for 2026.
- WeChat dominates the sector with a 51.5% platform penetration rate and 571 million monthly active users as of August 2025.
- Revenue is primarily driven by in-app purchases (68.11%), supplemented by advertising monetization (31.89%).
- The industry is shifting toward mid-to-hardcore genres like RPG and strategy, supported by over 51,000 games actively running paid advertisements in 2025.
- Core user engagement is high, averaging over 60 minutes of daily playtime across 5.1 daily sessions, primarily among users aged 24–40 in tier-3 cities or below.
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. Net sales rose 157.5% year-on-year to 20,281 million yen, primarily driven by the launch of three core video games and robust performance in the amusement sector. Despite the revenue surge, operating profit fell 61.8% to 226 million yen due to high development costs for new titles. However, ordinary profit and net income saw modest gains, aided by a shift from foreign exchange losses to gains.
The Digital Contents business experienced nearly doubled sales, reaching 12,414 million yen. Key performers included Rune Factory: Guardians of Azuma and Story of Seasons: Grand Bazaar, both of which surpassed half a million units sold and contributed to profits ahead of schedule. Conversely, the segment recorded a loss of 1,070 million yen, and sales for Daemon X Machina: Titanic Scion were characterized as sluggish. The Amusement business remained a strong profit driver, growing 36.3% in revenue and 41.2% in segment profit, fueled by the domestic and international success of Pokémon-themed kids' amusement machines like Pokémon Frienda and Pokémon Mezastar.
The Audio & Visual business saw a revenue decline of 16% following the liquidation of unprofitable units, yet segment profit nearly tripled to 483 million yen due to high-performing stage productions and secondary usage of past anime titles. Looking ahead, the company maintained its full-year forecast of 35,000 million yen in net sales and 2,000 million yen in operating profit. Management plans to focus on the continued expansion of its core first-half releases and upcoming titles like The Thousand Musketeers: Rhodoknight for the Nintendo Switch.
- 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'.
- Despite revenue growth in Digital Contents, the segment recorded a 1,070 million yen loss, with 'Daemon X Machina: Titanic Scion' noted for sluggish sales performance.
- The Audio & Visual business segment profit nearly tripled to 483 million yen despite a 16% revenue decline, following the liquidation of unprofitable units and strong performance from stage productions and back-catalog anime.
Square Enix Special Feature: Erdrick Trilogy Reimagined
The Dragon Quest franchise continues to expand its global footprint, reaching over 95 million units in total shipments and digital sales as of June 2025. A central focus of the current release strategy is the reimagining of the foundational Erdrick Trilogy through HD-2D remakes. Dragon Quest I & II HD-2D Remake is scheduled for a February 5, 2026, launch on a wide array of platforms, including the Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and the Microsoft Store. This multi-platform approach reflects a broader commitment to utilizing contemporary technology to modernize classic role-playing experiences for a global audience.
Beyond the core Dragon Quest series, the broader portfolio demonstrates significant market penetration across several flagship intellectual properties. The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, supported by the ongoing expansion of Final Fantasy XIV: Dawntrail and the continued rollout of Final Fantasy VII Rebirth across various ecosystems. Additionally, the Kingdom Hearts series, a collaborative effort with Disney, has achieved over 38 million units in sales, with new entries currently in development for unspecified launch windows.
The strategic roadmap emphasizes cross-platform accessibility and the revitalization of legacy content. By targeting next-generation hardware like the Nintendo Switch 2 alongside established consoles and PC storefronts, there is a clear intent to maximize reach across diverse geographic markets. This strategy is complemented by a robust pipeline of mobile and niche titles, including Dragon Quest Tact and various entries in the Bravely Default and Octopath Traveler series, ensuring a steady cadence of content across the role-playing game segment through 2026.
- The Dragon Quest I & II HD-2D Remake is scheduled for release on February 5, 2026, across Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC.
- The Dragon Quest franchise has reached 95 million units in total shipments and digital sales as of June 2025.
- The Final Fantasy franchise has surpassed 204 million units globally as of mid-2025, driven by Final Fantasy XIV: Dawntrail and Final Fantasy VII Rebirth.
- Square Enix is prioritizing a cross-platform strategy that targets next-generation hardware alongside established consoles and PC storefronts to maximize global market reach.
- The Kingdom Hearts series has achieved over 38 million units in sales, with new entries currently in development.
Annual Report 2025
Annual Report 2025 details a landmark financial year for Games Workshop, characterized by record-breaking growth and the company’s promotion to the FTSE 100. For the 2024/25 period, total revenue rose to £617.5 million, with profit before taxation reaching £262.8 million. This performance was driven by a 14.2% increase in core sales—particularly within the trade channel and North American markets—and a near-doubling of licensing operating profit to £49.5 million, bolstered by the exceptional success of the Space Marine 2 video game.
The company continues to leverage a vertically integrated model, expanding its global footprint to 570 retail stores across 24 countries and an independent retailer network spanning 71 nations. To support this growth, significant capital investments are underway, including the construction of a fourth manufacturing facility by 2026 and a comprehensive IT systems overhaul slated for completion by 2029. While navigating macroeconomic challenges such as projected tariff impacts and supply chain disruptions, the Group maintained a robust liquidity position with £132.6 million in cash and distributed a record £20 million in profit-sharing to its workforce.
Strategic priorities have shifted toward long-term value alignment, evidenced by a new remuneration policy that introduces share-based compensation for executives and a "Triennial Share Award" linked to revenue and profit targets. Sustainability remains a core focus; despite a rise in total emissions driven by global freight, the company surpassed its 2032 reduction targets for Scope 1 and 2 emissions through facility electrification. Looking forward, the Group is prioritizing internal talent development, digital engagement through Warhammer+, and a potential media partnership with Amazon to further scale the brand's global reach.
- Games Workshop achieved record financial results for 2024/25 with £617.5 million in revenue and £262.8 million in profit before taxation, leading to its promotion to the FTSE 100.
- Licensing operating profit nearly doubled to £49.5 million, largely driven by the commercial success of the Space Marine 2 video game.
- Core sales grew by 14.2%, fueled by strong performance in the trade channel and North American markets.
- The company is scaling infrastructure with a fourth manufacturing facility scheduled for 2026 and a major IT systems overhaul targeted for 2029.
- Management has implemented a new executive remuneration policy featuring share-based compensation and a Triennial Share Award tied to specific revenue and profit targets.
The State of PC Game Distribution
The study aims to map the contemporary PC game distribution ecosystem and evaluate whether Steam functions as a de‑facto monopoly, while outlining alternative channels, associated risks, and growth opportunities for developers and publishers. It positions Steam’s dominance against emerging storefronts, physical media, and gray‑market platforms, offering strategic guidance for navigating a fragmented market beyond 2025.
Steam’s market power is evident: 2024 revenue reached $10.8 billion and concurrent active users rose from 25.4 million in 2021 to 40.5 million by September 2025. Eighty‑eight percent of surveyed studios report that Steam delivers over 75 % of their revenue, with 37 % relying on it for more than 90 %. Consequently, 72 % of respondents view Steam as a monopoly and 53 % express concern over this reliance. Nonetheless, diversification is growing—48 % have launched titles on the Epic Games Store, a similar share on the Xbox PC store, while 10 % and 8 % have used GOG and itch.io respectively. Physical releases persist, with 32 % of developers still issuing boxed copies and 72 % of consumers indicating a continued appetite for them.
Alternative distribution via e‑stores (e.g., Humble, Fanatical) and marketplaces (e.g., G2A, Kinguin) is gaining traction: 38 % of developers sell through e‑stores and 30 % through marketplaces. Seventy‑five percent anticipate at least a 10 % revenue uplift from these channels, and 80 % expect them to become
- Steam maintains a dominant market position, generating $10.8 billion in 2024 revenue with concurrent users increasing from 25.4 million in 2021 to 40.5 million by September 2025.
- Developer reliance on Steam is extreme, with 88% of studios deriving over 75% of their revenue from the platform and 37% relying on it for more than 90%.
- Despite 72% of developers labeling Steam a monopoly, diversification is underway, with 48% of studios utilizing the Epic Games Store and the Xbox PC store for distribution.
- Alternative distribution channels are gaining significant traction, as 38% of developers now sell through e-stores like Humble or Fanatical, and 30% utilize marketplaces like G2A or Kinguin.
- Financial projections for alternative channels are optimistic, with 75% of developers anticipating at least a 10% revenue uplift and 80% expecting these platforms to become increasingly vital.
People Can Fly Q4 2024 Financial Results Presentation
People Can Fly presents a strategic pivot toward cash flow optimization and a refined production focus as of April 2025. The primary thesis centers on transitioning away from the virtual reality segment to concentrate exclusively on AAA and compact-AAA video games. This shift is driven by changes in the global VR business model, specifically the cessation of platform subsidies. Consequently, the company will conclude its VR publishing activities following the release of Project Bison in late 2025.
Financial data for the 2024 fiscal year shows cumulative revenue of PLN 190.4 million, an increase from PLN 150.1 million in 2023. This growth was supported by work-for-hire contributions from Project Maverick and Project Echo, alongside the launches of Bulletstorm VR and Green Hell VR Co-op. However, the group reported a significant net loss of PLN 175.3 million, largely attributed to one-off write-offs for Project Red, Project Bifrost, and the impairment of the Incuvo subsidiary.
The strategic roadmap emphasizes securing new work-for-hire contracts, including a recently signed project with Sony Interactive Entertainment, with a target of adding two more projects this year. In the self-publishing segment, Lost Rift is scheduled for early access in 2025. Notably, Krafton Inc. has waived its right of first refusal for Projects Bifrost and Victoria, granting the company freedom to seek new publishing partners.
Operational efficiency measures include optimizing team structures and office spaces while limiting disbursements to critical investments. As of late 2024, the group maintained a workforce of 756 employees across global studios in Warsaw, Montreal, Newcastle, and other locations. The company is currently evaluating various scenarios to secure additional financing to support its revised development pipeline.
- People Can Fly is exiting the virtual reality market following the release of Project Bison in late 2025, citing the cessation of platform subsidies as the primary driver.
- The company reported a net loss of PLN 175.3 million for fiscal year 2024, driven by significant one-off write-offs for Projects Red and Bifrost and the impairment of its Incuvo subsidiary.
- Annual revenue grew to PLN 190.4 million in 2024, up from PLN 150.1 million in 2023, bolstered by work-for-hire contributions from Project Maverick and Project Echo.
- The company is prioritizing work-for-hire revenue, having recently signed a new contract with Sony Interactive Entertainment with a goal to secure two additional projects in 2025.
- Krafton Inc. has waived its right of first refusal for Projects Bifrost and Victoria, allowing People Can Fly to seek new publishing partners for these titles.
Games Industry Region Report: China 2025
China maintains its position as the world’s most lucrative and influential gaming market, generating $48.7 billion in total revenue during 2024. While the domestic landscape has faced challenges such as stringent regulatory licensing, rising production costs, and intense competition, the industry has successfully transitioned from a mobile-centric model toward the development of high-end, triple-A intellectual property. This evolution is underscored by the global success of titles like Black Myth: Wukong and the fact that Chinese companies or their subsidiaries now account for 14 of the top 30 highest-grossing games worldwide.
The financial performance of the sector remains robust, with mobile App Store revenue reaching $15.6 billion and PC gaming experiencing significant growth bolstered by platforms like Steam. Although domestic App Store downloads have receded from their 2020 peak, Chinese publishers have effectively offset this by expanding their international footprint, generating over $18.5 billion in worldwide gross revenue. Furthermore, the ecosystem is diversifying through the rise of accessible platforms such as WeChat Mini Games, which provide unique avenues for engagement alongside traditional gaming segments.
Looking toward the future, the Chinese games industry is poised to lead in the integration of artificial intelligence and the export of original, globally recognized content. As regulatory barriers show signs of easing, the market is increasingly fostering international collaboration, positioning itself as a strategic gateway for Western studios. By balancing domestic market saturation with aggressive global expansion, the region is cementing its role as a primary architect of the modern gaming landscape, moving beyond its historical reliance on mobile titles to become a comprehensive powerhouse of interactive entertainment.
- The Chinese gaming market generated $48.7 billion in total revenue in 2024, maintaining its status as the world's most lucrative region.
- Chinese publishers generated $18.5 billion in international gross revenue, successfully offsetting a decline in domestic App Store downloads from their 2020 peak.
- Chinese companies or their subsidiaries now account for 14 of the top 30 highest-grossing games worldwide, signaling a shift toward high-end, triple-A intellectual property.
- Mobile App Store revenue reached $15.6 billion in 2024, while PC gaming experienced significant growth supported by platforms like Steam.
- The domestic market is diversifying through the rise of WeChat Mini Games, which offer new engagement avenues alongside traditional gaming segments.
Monetization Landscape for Video Games in MENA
The gaming market across the MENA-3 region—comprising Saudi Arabia, the United Arab Emirates, and Egypt—is undergoing a period of rapid expansion, with total revenue projected to reach $2.7 billion by 2028. This growth is fueled by a confluence of high internet penetration, significant government investment, and a young, tech-savvy demographic. While the region presents a lucrative opportunity, it remains highly fragmented, necessitating nuanced monetization strategies that account for stark economic differences, such as the preference for premium and subscription models in wealthy Gulf states versus the dominance of free-to-play structures in Egypt.
A critical barrier to entry in this market is the low penetration of traditional credit cards, which has historically hindered revenue conversion. To address this, developers are increasingly shifting toward Direct-to-Consumer platforms. This strategic pivot allows companies to bypass high app store commissions while integrating essential local digital wallets and alternative payment methods. By adopting these flexible, localized payment infrastructures, developers can effectively reach the region’s significant unbanked and underbanked populations, ensuring broader accessibility and higher conversion rates.
Recent performance data underscores the efficacy of this localized approach, as evidenced by a 12.6% increase in regional sales and a 45% surge in games distributed through D2C ecosystems over the past two years. Long-term success in the MENA region depends on a developer’s ability to navigate these complex payment landscapes while simultaneously prioritizing cultural adaptation. By combining region-specific pricing strategies with multi-platform engagement, stakeholders can better capitalize on the region’s burgeoning digital economy and secure a sustainable foothold in this high-growth market.
- The MENA-3 gaming market (Saudi Arabia, UAE, and Egypt) is projected to reach $2.7 billion in total revenue by 2028.
- Direct-to-Consumer (D2C) distribution has surged by 45% over the past two years, helping developers bypass app store commissions and integrate local payment methods.
- Localized payment strategies, including the integration of digital wallets, have contributed to a 12.6% increase in regional sales.
- Monetization models must be bifurcated by economic region, favoring premium and subscription services in wealthy Gulf states while prioritizing free-to-play structures in Egypt.
- Low traditional credit card penetration remains a primary barrier to entry, necessitating the adoption of alternative payment infrastructures to capture unbanked and underbanked demographics.
Take Rates in China: Will Quality Development Beat Out Traditional Distribution?
The Chinese mobile gaming market is currently undergoing a significant shift in distribution dynamics as developers increasingly challenge the traditional 50% take rates imposed by domestic Android app stores. While global discourse remains focused on the 30% take rate standard contested in the Epic v. Apple litigation, Chinese developers face a more restrictive domestic environment where smartphone manufacturers and major tech firms consolidate power through the Mobile Hardcore Alliance and the Global Developer Service Alliance. These entities justify high fees by providing integrated marketing and distribution services, yet these costs have become a primary point of contention for major studios.
To circumvent these high fees, prominent developers such as miHoYo, Lilith Games, and NetEase are increasingly adopting direct-to-consumer distribution models. By leveraging high-quality intellectual property, substantial marketing budgets, and community-driven platforms like TapTap and Bilibili, these studios can bypass traditional stores entirely. This strategy allows developers to retain significantly higher gross profit margins—often exceeding 95%—compared to the 50% margin typically realized through standard distribution channels. The success of these titles has begun to force concessions, as evidenced by Xiaomi offering reduced take rates to high-profile games like Genshin Impact.
The industry landscape is bifurcated, as smaller developers often remain dependent on traditional stores for the reach and infrastructure necessary to sustain their operations, viewing the 50% fee as an acceptable cost of doing business. However, the rise of direct distribution and community-centric marketing signals a broader trend where quality content and brand loyalty are becoming more influential than traditional store placement. As developers continue to prioritize direct engagement and alternative platforms, the dominance of traditional Android app stores in China faces mounting pressure, potentially reshaping the economic model of the global mobile gaming industry.
- Major Chinese developers like miHoYo, Lilith Games, and NetEase are bypassing traditional Android app stores to achieve gross profit margins exceeding 95%, compared to the 50% margin typical of standard distribution.
- The Chinese mobile gaming market is dominated by a 50% take rate imposed by smartphone manufacturers and tech firms organized under the Mobile Hardcore Alliance and the Global Developer Service Alliance.
- High-profile titles are successfully leveraging direct-to-consumer models and community platforms like TapTap and Bilibili to circumvent traditional distribution fees.
- The shift toward direct distribution has forced some concessions from traditional stores, such as Xiaomi offering reduced take rates for high-profile games like Genshin Impact.
- The market is bifurcated, as smaller developers remain dependent on traditional stores for necessary infrastructure and reach, accepting the 50% fee as a standard cost of business.
Taxation in the Video Game Sector: Spain
The guide explains the tax framework that applies to video‑game companies operating in Spain, outlining both mandatory obligations and the range of incentives available to reduce fiscal burdens. It establishes that resident legal entities must pay corporate income tax at 25 % of profit, value‑added tax generally at 21 %, and the Economic Activities Tax, which is exempt for the first two years or for turnover below €1 million. Non‑resident individuals and firms are subject to the non‑resident income tax, with rates of 25 % when a permanent establishment exists and 19‑24 % otherwise, and must file the appropriate IRNR forms within prescribed periods. Personal income tax for self‑employed developers ranges from 19 % to 47 % depending on income level, and withholding obligations apply to employee and contractor payments.
Key fiscal incentives include a research and development and technological innovation deduction that allows a 12 % credit on qualifying expenses, capped at 25‑50 % of the tax liability, and a patent‑box regime that reduces the taxable base on income from patents, utility models, designs, and advanced software. The Start‑ups Law offers a reduced corporate tax rate of 15 % for four periods and defers advance instalments, while small entities with turnover under €10 million benefit from accelerated depreciation, finance‑lease deductions, and an equalisation reserve that can lower the tax base by up to 10 %. Companies located in the Canary Islands can access the REF and ZEC regimes, featuring a 4 % corporate tax rate and exemptions on property‑transfer and IGIC taxes when specific investment and employment criteria are met.
The guide also lists practical tools to support compliance, such as the tax‑agency’s query database, an annual calendar of filing deadlines, virtual assistance services, and a telephone help line. It emphasizes the need for proper registration, reporting of activity start‑up and cessation, and electronic filing using certified certificates, ensuring that video‑game developers can meet statutory requirements while exploiting available tax efficiencies.
- Resident video game companies in Spain are subject to a 25% corporate income tax rate, while qualifying start-ups can access a reduced 15% rate for four tax periods.
- The Canary Islands offer a highly competitive 4% corporate tax rate and exemptions on property-transfer and IGIC taxes for companies meeting specific investment and employment criteria.
- R&D and technological innovation expenses qualify for a 12% tax credit, capped at 25–50% of total tax liability, alongside a patent-box regime that reduces the taxable base for advanced software.
- Small entities with an annual turnover under €10 million are eligible for fiscal benefits including accelerated depreciation, finance-lease deductions, and an equalisation reserve that lowers the tax base by up to 10%.
- Non-resident firms without a permanent establishment face income tax rates between 19% and 24%, while resident entities must generally apply a 21% value-added tax.
Interview with Kim Yoo, License Manager at Bandai Namco Korea
The Japanese character market has evolved from a niche subculture into a mainstream value chain driven by a diverse demographic of high-spending fans. While male consumers maintain a strong presence in the traditional collectible figure segment, women in their 20s and 30s have emerged as a dominant force, shifting market demand toward lifestyle goods, customizable plush toys, and shareable social media content. This transformation is fueled by the global reach of streaming platforms, the normalization of fandom culture through K-pop, and an increasing consumer preference for immersive offline experiences such as pop-up stores and collaboration cafés.
Strategic success in this landscape requires a dual-track approach that balances mass-market accessibility with premium, limited-edition offerings. Current growth is heavily concentrated in cross-category collaborations where character intellectual properties intersect with fashion, digital goods, and the music industry. Navigating this market necessitates a deep understanding of multi-tiered licensing structures and a commitment to protecting the narrative integrity, or worldview, of each IP. Establishing long-term credibility through disciplined execution remains a prerequisite for international partners seeking to enter this competitive ecosystem.
Looking toward 2026, the industry is moving toward a hybrid model that prioritizes experiential content and convergence-driven trends. To remain competitive, businesses must develop the agility to identify these shifts early and execute initiatives swiftly. The integration of character IPs into broader cultural sectors like exhibitions and music suggests that the future of the market lies in creating holistic brand experiences rather than simple product manufacturing. This evolution underscores the necessity for strategic flexibility and rapid response to the changing tastes of a globalized fandom.
- The Japanese character market has shifted from a niche segment to a mainstream industry driven by high-spending female consumers in their 20s and 30s.
- Market demand is moving away from traditional collectible figures toward lifestyle goods, customizable plush toys, and content optimized for social media sharing.
- Strategic success requires a dual-track model that balances mass-market accessibility with premium, limited-edition product offerings.
- Growth is increasingly concentrated in cross-category collaborations that integrate character intellectual property with fashion, digital goods, and the music industry.
- The industry is transitioning toward a hybrid model by 2026 that prioritizes experiential, holistic brand experiences like pop-up stores and collaboration cafés over simple product manufacturing.
CEDEC 2025 Schedule Announcement
The announcement establishes the official timetable for CEDEC 2025, Japan’s premier three‑day conference for computer‑entertainment developers organized by the Computer Entertainment Developers Association (CESA). By moving the event to July 22‑24, 2025—approximately one month earlier than the traditional late‑August slot—the schedule compresses several preparatory phases, prompting participants to adjust their planning accordingly.
Key milestones are detailed: the public call for proposals opens on January 6, 2025, followed by the launch of sponsor and partnership programs in early‑to‑mid February. The final deadline for submissions is set for February 17 at 10 a.m. JST, with selection results communicated in late March. An early‑application deadline for sponsorships occurs on March 31, while ticket‑sale dates remain pending and will be announced later. The conference itself occupies three consecutive days, Tuesday through Thursday, in late July.
The scope is national, targeting Japanese developers, studios, and related stakeholders within the computer‑entertainment sector, and it outlines a timeline that spans from early January through late July 2025. Although the schedule is provisional and subject to minor adjustments, contact information for the CEDEC operations office and the official website are provided for inquiries and future updates.
- CEDEC 2025 will take place from July 22–24, 2025, shifting the conference approximately one month earlier than its traditional late-August schedule.
- The call for session proposals opens on January 6, 2025, with a strict submission deadline of February 17, 2025, at 10 a.m. JST.
- Selection results for proposed sessions will be communicated to applicants in late March 2025.
- Sponsorship and partnership programs launch in early-to-mid February 2025, with an early-application deadline for sponsors set for March 31, 2025.
- The conference is organized by the Computer Entertainment Developers Association (CESA) and targets Japanese developers, studios, and computer-entertainment stakeholders.