GOODROID Surpasses 600 Million Downloads Worldwide: Carving Out New Strategies for Global Expansion through Casual Games

IR

Casual games are currently one of the most popular game genres for users worldwide.
In our Game Business, we view casual games as a strategic pillar for expanding user touchpoints, complementing the global rollout of our major titles.
We dive into the strategy of GOODROID, Inc., a subsidiary that has achieved over 600 million downloads and generates 90% of its revenue internationally.
*As of February 2026

 

Market Trends and Global Expansion of Casual Games

The global mobile gaming market continues high growth, with in-app purchase revenue projected to exceed $100 billion by 2028.
While the U.S. and China lead the market, Japan ranks third in the world's gaming economy.
In North America, the shift in user demand is palpable as casual games with short, accessible play sessions consistently dominate the top rankings.
*1 Source: Sensor Tower, 2024 Mobile Market Forecast

Our Game Business is committed to creating big hit titles, leveraging a dual-axis strategy of original IP and premier third-party IP.
To broaden our global reach, we launched Litpop, Inc. in December 2025, further strengthening our strategic focus on the casual gaming sector.
Leveraging our agile development framework, we are dedicated to fostering new connections with users worldwide.

GOODROID, Inc. has surpassed 600 million cumulative downloads worldwide, steadily building a track record in this field.
How do they compete in the international market? We spoke with Kazuaki Matsuda, President of GOODROID, about their frontline efforts.

The Pursuit of Data and Reproducibility: A Japan-Based Studio’s Vision Beyond 600 Million Downloads

[Interview] Kazuaki Matsuda, President of GOODROID, Inc.

— With 600 million downloads so far, how do you see GOODROID’s position in the global landscape?

 In the expanding mobile game market, the momentum of casual games that offer instant fun is undeniable.We recognized the potential of this area early on and entered the business in 2014.Since 2019, we expanded into "hyper-casual" games, which attract a wide range of users through intuitive gameplay and generate revenue through advertising.Today, overseas sales account for over 90% of this category.
This model, based on in-app ad revenue, requires massive reach.With some global publishers exceeding 50 billion yen in annual revenue, we aim to further grow as a Japan-based studio to stand shoulder to shoulder with these competitors.

Our competence in challenging the massive international market, including North America, stems from our obsession with tactile feel, playability, and UI/UX.
By embedding the delicate craftsmanship unique to Japan into our products, our title, Hexa Away, reached No. 2 on the U.S. Google Play rankings.
Conversely, we see room for growth in our organizational marketing operations. We are accumulating proprietary expertise to reach top-tier global standards.
*3 Source: data.ai by SensorTower

— How do you maintain a rapid release pace of 19 titles per year while increasing the reproducibility of hit games?

 Our defining characteristic is the speed of our release criteria and PDCA cycles.Unlike large-scale development that takes years, we first release a minimum viable product to evaluate user response quantitatively.
We are meticulous about this process, sometimes conducting nearly 100 A/B tests for a single title.
It allows us to maximize the resolution of the user experience to ensure maximum comfort.
Our style is rapid verification and improvement—delivering products quickly and refining them based on user feedback.

This is supported by a flat organization without job/departmental silos.
Unlike the siloed structures of many global publishers, our engineers are deeply involved in creative production with a marketing perspective.Cross-functional collaboration is our DNA. Every member takes ownership of the data and repeats speedy improvements.This cycle ensures that reliable sense, based on empirical data rather than subjective opinion, is accumulated across the entire organization.

— Recently, you have also been focusing on "Hybrid-casual" games.

Hybrid-casual games, combining accessibility with deeper gameplay, are a significant growth area.This model, combining ad revenue with in-app purchases, increases profitability.It allows us to reach a vast audience while offering the deep, immersive experiences that core gamers crave.FAIRY TAIL: Mage's Chronicle, launched in December 2025, is a good example of combining a powerful IP with this method.

In collaborations with such IPs, our group’s comprehensive strength—including anime production—is a major advantage.
However, no matter how well-equipped the system is, the root is always the creator's pure passion for making the best games.Our teams bring a deep love and respect for the source material, which underpins our partnerships.  

FAIRY TAIL: Mage's Chronicle: A mobile game based on the TV anime FAIRY TAIL, adapted from the popular manga by Hiro Mashima.Global distribution began in December 2025. ©Hiro Mashima, KODANSHA/FAIRY TAIL Committee, TV TOKYO © GOODROID, Inc.
FAIRY TAIL: Mage's Chronicle: A mobile game based on the TV anime FAIRY TAIL, adapted from the popular manga by Hiro Mashima.Global distribution began in December 2025. ©Hiro Mashima, KODANSHA/FAIRY TAIL Committee, TV TOKYO © GOODROID, Inc.

— What role do casual games play in CyberAgent's multi-layered growth strategy for long-term value creation?

For our Game Business as a whole, a central pillar is creating large-scale titles through meticulous refinement of high-quality products.
Given that, carving out new winning strategies in the agile casual game sector, where we can take many "at-bats" quickly, adds critical strategic depth as development cycles lengthen.

We are in a phase of discovery, where all group companies are building a diverse library of successful models.
I am confident that the human resources and knowledge cultivated at GOODROID will be a source of significant synergy.

— What is your future outlook, and how will you continue to strengthen the resilience of our Game Business?

We will scale both Hyper-casual and Hybrid-casual tracks simultaneously, expanding our global footprint to every corner of the world.Our goal is to elevate our original IPs into global phenomena that resonate with audiences everywhere.

The data and insights from 600 million downloads are powerful assets that transcend the gaming industry.We will leverage our marketing knowhow to challenge new frontiers like cross-border e-commerce, driving sustainable group growth.  

[CyberAgent Integrated Report 2025]

Our focus on casual games plays an important role in our multi-layered growth strategy.
It plays a key role in expanding global user touchpoints.
For more on our growth strategy centered on original IP and partner IP, please see here.

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Leadership Transitions: The Handover from the Founding President to the Second Generation

IR

The founder and president of CyberAgent, Susumu Fujita, announced his intention to step down and began grooming a successor in spring 2022. After selecting 16 candidates and a preparation period spanning three and a half years, we announced our next presidential candidate on November 14, 2025. This matter is set to be officially approved at the 28th Annual Shareholders Meeting on December 12, followed by the Board of Directors meeting. We spoke with current president Susumu Fujita and incoming president-designate Takahiro Yamauchi about this transition.

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