Uma Musume: Pretty Derby makes 50.3% revenue outside Japan in first global month

Date | Type | Companies Involved | Key Datapoint |
---|---|---|---|
Jul 29, 2025 | other | Cygames |
- Uma Musume: Pretty Derby earned $22.6m in Japan and $22.8m outside the country after 30 days globally on mobile.
- The US has contributed 68% of overseas spending and 34% of total spending since global launch.
Uma Musume: Pretty Derby has generated $45.4 million on mobile in its first 30 days since global launch.
The figure is the sum of all its revenue worldwide between Google Play and the App Store, and notably, less than half of it came from Japan.
AppMagic estimates suggest that developer Cygames’ home country Japan has remained Uma Musume’s most lucrative region following the global expansion on June 26th, but that it only represented 49.7% of player spending in its first 30 days worldwide.
This means players spent approximately $22.6m in Japan and $22.8m internationally over the timeframe.
Now the horse girl racer has entered its second month globally, Japan’s percentage share of player spending has fallen lower still, down to 47.7%.
Gold, silver and bronze

Uma Musume: Pretty Derby quickly became Cygames’ flagship mobile game after its 2021 launch, the year's biggest mobile hit in Japan overall. Thus, with a four-year lead, lifetime revenue has still come predominantly from Japan, at a 98% contribution.
But the global launch this summer has seen the US take a quick lead in overseas player spending, from 65% over its first 18 days to 68% over 30 days. In that time, the country has also contributed 34% of global spend when including Japan.
At $15.6m in spending, this makes the US Uma Musume’s second most-lucrative market behind Japan.
US spending was also more than 10 times that seen in Uma Musume’s third-biggest market, Canada, where the anime gacha generated $1.4m in its first 30 days. Canadian players contributed 6% of overseas spending and 3% of total spending when including Japan, therefore.

While Uma Musume remains a lucrative title in Japan four years after launch, the game did go through three years of decline prior to the global rollout.
The decision to release the title globally indicates Cygames was confident in the West’s increasing reception to Japanese media - a confidence which appears to be paying off so far, at least in the US.
Meanwhile, Cygames’ Shadowverse: Worlds Beyond also launched globally last month, already generating $66.7m in gross player spending on mobile.