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Shadowverse: Worlds Beyond daily revenue spikes 786% with first new card set Infinity Evolved

Cygames’ latest card game has generated $66.7m in its first six weeks on mobile
Shadowverse: Worlds Beyond daily revenue spikes 786% with first new card set Infinity Evolved
Date Type Companies Involved Key Datapoint
Jul 28, 2025 milestone Cygames $66.7 million in six weeks
  • Shadowverse: Worlds Beyond had its most lucrative day yet on July 18th, one day after the version 1.2.0 update.
  • Daily revenue spiked by 786% to $4.4 million.
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Cygames’ anime-style card game Shadowverse: Worlds Beyond saw daily spending spike by 786% on mobile after the debut of its first new card set post-launch.

According to AppMagic estimates, daily player spending rose from $480,000 on July 17th to almost $4.3 million on July 18th, before peaking at a current record of $4.4m on the 19th.

This peak beat the original launch set’s strongest day by approximately $500,000, having maxed out at $3.9m on June 21st.

Between the two sets, and over the game’s first six weeks since its June 17th release, Shadowverse: Worlds Beyond has generated a total of $66.7m in gross player spending on mobile.

This already makes it Cygames' fifth most lucrative mobile game between the App Store and Google Play.

Card contributions

Cygames updated Shadowverse: Worlds Beyond to version 1.2.0 on July 17th and introduced the Infinity Evolved set, bringing 77 new cards, two fully animated cards and three different exchange tickets. Celebratory missions and new story content were also added, as was a new battle tutorial and a puzzle game mode.

Infinity Evolved was introduced on July 17th
Infinity Evolved was introduced on July 17th

Notably, the major spending surge came one day after the update, but this may be a result of version 1.2.0 not going live until 5PM in Japan, the game’s biggest spender. The market has contributed 91% of Shadowverse: Worlds Beyond’s total mobile revenue thus far, so it is possible many mobile players waited until the following day to spend.

Furthermore, July 18th introduced version 1.2.1, launched a day later to fix a freezing issue and enhance stability.

Overall, the game’s second card set also helped to accelerate lifetime player spending beyond the $50m milestone on mobile in little more than a month, achieved on July 19th.

Spending has slowed again since the new cards and content were added, but has remained above pre-update levels for more than a week and continues to generate more than $1m daily. Most recently, the title made $1.7m on July 27th.

Already two-thirds of the way to $100m in just six weeks, Shadowverse: Worlds Beyond’s success has come in the context of its sequel status to $575m maker Shadowverse, but also in the context of a mobile market that’s increasingly interested in spending in strategy games.

Collectable card games have also had a recent hit in the digital realm with Pokémon Trading Card Game Pocket, which generated $1 billion in just over 200 days. Since then, the Digimon franchise has also unveiled a TCG mobile game.

Meanwhile, Cygames has also been testing the waters with its multi-billion hit Uma Musume: Pretty Derby arriving on the global stage.