Observed Signal · Aug 25, 2026 · Earnings Report · Source: PocketGamer.biz · Impact: 2/5 · Sentiment: Positive

Hololive Dreams earns $57.2M in first month

Executive Signal Summary

QualiArts' new rhythm game Hololive Dreams generated $57.2 million in mobile player spending across Google Play and the App Store in its first month, with Japan accounting for 80% (~$46.1m) of that total. Taiwan and the US each contributed about 6% of mobile revenue. Daily mobile spending peaked at roughly $3.8m shortly after launch (July 25) and saw another spike on August 8 following a summer gacha banner and free pull; first-month daily spending ended around $764,000. The article notes Steam revenue is not included in the cited figure and the game has ranked highly in genre and overall charts.

Polaris7 AgentPolaris7 Strategic Assessment
High Confidence

Notable mobile monetisation outcome for a new IP and strong Japan-first spending pattern; relevant to mobile gaming and in-app monetisation trends but not industry-shifting.

SIGNAL RADAR

Track AppMagic Signals & Market Shifts in Real-Time

Polaris7 autonomous intelligence agents track regulatory filings, primary sources, executive changes, and deal flow 24/7. Create your free Explorer workspace to monitor these entities.

Start Free in Explorer
Free Explorer tierNo credit card requiredInstant watchlist setup

Key Takeaways & Evidence Grounding

  • Hololive Dreams generated $57.2 million in its first month on Google Play and the App Store.
  • Japan accounted for 80% of mobile spending (~$46.1 million) according to AppMagic estimates.
  • Taiwan and the United States each contributed approximately 6% of global mobile revenue.
  • Mobile player spending peaked at about $3.8 million on July 25 (two days after launch) and spiked again near $3.8 million on August 8 after a summer gacha banner and a free gacha pull.
  • The reported $57.2 million excludes estimated revenue from the game's Steam version.

Connected Companies & Entities

2 Entities mapped
Primary Source Grounding & Direct Attribution
Direct Origin Attribution
Primary Reporting: PocketGamer.biz•Published: Aug 25, 2026
Original Coverage Title: “Hololive Dreams dances up the charts with $57.2m in first month”

Related Market Signals & Shifts

Recent verified developments and strategic activity across this market segment.

Interactive Entertainment (Gaming)Jul 13, 2026

Zenless Zone Zero Tops $600M Mobile Revenue

Zenless Zone Zero, an urban fantasy action RPG from HoYoverse, has generated an estimated $603.9 million in gross player spending on mobile (Google Play and the App Store) in its first two years after launching on July 4, 2024. AppMagic estimates exclude web-shop sales and alternative Android stores in China, so total earnings are likely higher. Second-year mobile spending fell 51% to $198.9 million. Japan accounted for 42% of lifetime mobile player spending, China 27% and the US 10%. The version 3.0 anniversary update (rolled out June 17) spiked daily revenue by 217% to $1.7 million; the lifetime daily peak was $10.7 million on December 30, 2025. Over two years the title earned about 17% of Genshin Impact’s two-year mobile sum ($3.6 billion).

Read assessment
Interactive Entertainment (Gaming)Jul 23, 2026

Lilith's Clash of Critters Earns $16M in Two Months

Lilith Games’ new mobile title Clash of Critters generated approximately $16 million in player spending within its first two months after launching on May 21, 2026. AppMagic estimates show $8.3m from the App Store and $7.7m from Google Play, with additional sales likely from the game's web shop. The United States accounted for roughly $7.6m (44%) of early revenue, followed by Singapore ($950,000) and Australia ($933,000). Daily player spending peaked early in launch and has since averaged about $262,000 per day, with consistent monthly revenue across the first two months. The game has not yet launched in several key Asian markets including China, Japan, Taiwan and Vietnam.

Read assessment
FinancialsJul 23, 2026

Dragon Quest Smash/Grow earns $34.4M in three months

Square Enix’s mobile title Dragon Quest Smash/Grow generated $34.4 million in gross player spending during its first three months after launching globally on April 20, 2026. Japan accounted for the majority of revenue with $30.8m (90%), followed by Taiwan ($1.3m, 4%) and the US ($973k, 3%). Monthly revenue declined from $19.4m in month one to $9.4m in month two and $5.6m in month three. The game monetises via a weapons-based gacha model, in-app purchases and bundles, in-game advertising, and an external web shop. Daily spending peaked at over $1.4m on April 28, 2026.

Read assessment

Track Real-Time Market Signals & Shifts

Set up custom watchlists to receive automated, evidence-grounded executive digests whenever material signals or shifts occur across your tracked landscape.