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How the money works

Mobile: a portfolio that depends on breakouts

A portfolio of games: some become habits and last, some spike and fade, and almost all the money comes from two. What TPC needs next is a game that does both, and that it sells itself.

Key figure
23m
TCG Pocket’s average monthly players in April–June 2026, about two-fifths fewer than a year earlier, as its developer DeNA reports them.

FiledReportedEstimate — tap any mark for the source and assumptions

On this page5 parts
  1. Two games carry the money
  2. Pocket is fading on schedule
  3. The hole in TPC’s revenue
  4. GO, the licence that lasted
  5. What replaces Pocket

Pokémon on phones is two games, and the one The Pokémon Company sells itself is fading on schedule. TCG Pocket averaged 23m monthly players in April–June 2026, against 39 million a year earlier, and its developer DeNA’s game revenue fell 33.2%. On our model that leaves a ¥64–100bn hole in TPC’s revenue for the year to February 2027. Pokémon GO, the other game, is steadier but licensed: its operator books the sales and TPC takes a fee. The question for TPC is whether its next own-sold game, Champions, can refill a channel Pocket opened.

Two games carry the money

Pokémon’s phone portfolio is wide: GO, Pocket, Sleep, UNITE, Champions, Café ReMix and Masters EX. The money is narrow. On our model Pocket alone was 57–70% of TPC’s games income in the year to February 2026, its first full year; GO’s licence fee and the console games make up most of the rest. Two years earlier there was no Pocket at all.

Fig. 1

Pocket became most of TPC’s games income in one year

Revenue TPC books from games, by source, ¥ billion, model. Pokémon GO is TPC’s licence income, estimated from the profit it added.

  • Console games, low estimate
  • Own mobile games, before paying DeNA, low estimate
  • Pokémon GO licence income (estimated from profit), low estimate
  • Whole games line, low to high estimate
Tap the chart to read its valuesConsole–Own mobile–Pokémon GO–Low–high–

Before Pocket, TPC’s games income was mostly GO’s licence fee and the console games. In the year to February 2026 it was mostly Pocket, a game TPC sells itself.

Built from and .
Show the numbers
YearConsole games, low estimate, ¥bnOwn mobile games, before paying DeNA, low estimate, ¥bnPokémon GO licence income (estimated from profit), low estimate, ¥bnWhole games line, low to high estimate, ¥bnSource
2020 – (32–68)
2021 – (23–45)
2022 (54–98)
2023 (48–100)
2024 (28–52)
2025 (111–186)
2026 (142–255)

Console games, low estimate. What Nintendo pays TPC, from million-seller units. The undocumented console tail is left out.

Own mobile games, before paying DeNA, low estimate. Pocket, Sleep and UNITE, net of app-store fees at the low end. Not sized for 2020–21.

Pokémon GO licence income (estimated from profit), low estimate. A profit-equivalent floor, not licence revenue.

Whole games line, low to high estimate. The pale part is the possible extra up to the high estimate. 2022 is capped at the parent’s gross profit of ¥98bn; the 2021 and 2023 highs are implausible (they need 80% or more of gross profit).

The two big games also differ in deal. GO is built and run by an outside operator, Niantic until 2025 and Scopely since, and TPC is paid as owner of the rights. Pocket, Sleep and Champions TPC sells itself, paying its developers a share. Selling means TPC books the whole sale, and it keeps more: on Pocket, after the app stores and DeNA, about 43–49% of what players spend. It also means TPC’s revenue falls when players leave.

Fig. 2

TPC keeps a little under half of every yen spent on Pocket

Estimated split of players’ Pocket spending in the year to February 2026.

  • Paid out
  • Left for The Pokémon Company
Tap a row to read its valuesPaid out–Left for TPC–

After the app stores and DeNA, TPC keeps a little under half of player spending, before paying Creatures and its own costs.

Built from .
Show the numbers
YearPaid out, yen per ¥100Left for The Pokémon Company, yen per ¥100Source
Store fees (app stores, assumed rate) (27.0–33.0)–
DeNA (its share, from its filings) (23.6–24.4)–
Left for The Pokémon Company – (42.6–49.4)

Paid out. Year to February 2026, estimate. The store-fee rate is an assumption; DeNA’s share is calibrated on its October 2024–March 2025 filings. Players spent about ¥143–155bn.

Left for The Pokémon Company. About ¥61–76bn is left after stores and DeNA. Creatures’ development share and TPC’s own costs are not deducted. This is not what TPC books: it records Pocket as revenue and pays DeNA out of it.

Pocket is fading on schedule

Pocket put the oldest moment in the card game, opening a pack, on a phone. It launched in October 2024 and peaked at once. Monthly players, as DeNA reports them, fell from 51m in early 2025 to 23m five quarters later. DeNA put its own fall down to the reaction from Pocket’s high year-earlier level.

Fig. 3

Pocket’s monthly players have more than halved

TCG Pocket average monthly players by quarter, millions, as DeNA reports them.

Tap the chart to read its valuesMonthly players–

Players fell fastest in the first year; the latest quarter barely moved from the one before.

Built from and .
Show the numbers
QuarterTCG Pocket average monthly players, as DeNA reports them, m playersSource
Jan–Mar 2025
Apr–Jun 2025
Jul–Sep 2025
Oct–Dec 2025
Jan–Mar 2026
Apr–Jun 2026

TCG Pocket average monthly players, as DeNA reports them. DeNA’s quarterly figures. April–June 2026 against April–June 2025: 23m against 39m. The January–March 2026 reading is graded C in the trainer’s notes.

Players are now spending less each, too. On our estimate spending per monthly player fell from about ¥495 a month in early 2025 to ¥239 in April–June 2026. That latest quarter is a single reading, and DeNA did not publish player spending for it, so the estimate is derived. DeNA has already guided its game business to lower revenue and profit for the year to March 2027.

The hole in TPC’s revenue

Because Pocket’s spending counts as TPC’s own sales, the fade lands on TPC’s top line. On our model Pocket brought TPC ¥105–150bn in the year to February 2026, net to gross of app-store fees. If spending decays about 5% a quarter from April–June 2026, the year to February 2027 brings ¥64–100bn less, about 16% of the Tokyo company’s revenue. Whether some of the players Pocket loses move on to paper cards is not measured in anything we have read. TPC says only that some app users become interested in the cards, the page for its 2026 paper-card beginner events does not mention Pocket, and the one number in circulation, that most new players at one collector’s local events started on Pocket, is an anecdote about where newcomers came from, not a conversion rate. Until a measured figure appears, the fade counts here as lost revenue, not as the cost of recruiting card players.

Fig. 4

Pocket’s revenue to TPC is on course to more than halve

Pocket’s player spending that reaches TPC, launch period and each year to February, ¥ billion, estimated. Low end after app-store fees, high end before.

Tap a row to read its valuesPocket to TPC–

The first full year brought TPC over a hundred billion yen. The year to February 2027, on the central decay, brings less than half that.

Built from .
Show the numbers
YearPocket spending reaching TPC, after to before app-store fees, ¥bnSource
Oct 2024–Feb 2025 (launch, four months)
Year to Feb 2026
Year to Feb 2027 (estimate)

Pocket spending reaching TPC, after to before app-store fees. Low end assumes 30% app-store fees, high end is before fees; TPC’s own basis is not published. Built from DeNA’s filed revenue from TPC divided by DeNA’s implied share (0.236). The year to February 2027 assumes spending decays about 5% a quarter from April–June 2026.

None of this has dented Nintendo’s share of TPC’s profit yet (Nintendo): that is the group’s profit, carried by cards in the anniversary year, while Pocket’s fade sits in the Tokyo parent’s revenue.

GO, the licence that lasted

GO is the game that became a habit. Nearly ten years after launch it has more than 20m players a week, and Scopely says it made “more than $1 billion in revenue in 2025 alone”. Its app-store spending in TPC’s latest year was back near the level of the year to February 2018: 0.98–1.13× in dollars and, with the weaker yen, 1.32–1.50× in yen.

Fig. 5

GO’s app-store spending fell from its 2020 peak, not to nothing

Pokémon GO’s spending through the Apple and Google app stores, US$ million a year, estimate. Its own web shop is not included.

  • App-store spending, estimate
  • 2026 projection
  • Estimate
Tap the chart to read its valuesApp stores–Projection–

App-store spending has fallen from its 2020 peak, but at least a quarter of GO’s spending now goes through its web shop, outside these figures.

Built from .
Show the numbers
YearApp-store spending, estimate, US$m2026 projection, US$mSource
2016 –
2017 –
2018 (854–902)–
2019 (919–971)–
2020 –
2021 –
2022 –
2023 –
2024 –
2025 (722–733)–
2026 – (550–750)

App-store spending, estimate. AppMagic estimates of spending through Apple and Google, calendar years. 2018, 2019 and 2025 are midpoints of implied ranges. GO’s own web shop is not included: at least about a quarter of 2025 player spending went there, so the fall overstates the drop in total spending.

2026 projection. A vendor projection for the full year, drawn as a range.

What TPC takes from that is a fee, worth on our model ¥13–26bn in the latest year. The range is wide because nobody publishes the rate or the base. If the fee is on app-store receipts, at least 27–28% of GO’s 2025 revenue sat outside it, in the web shop.

What replaces Pocket

The candidate TPC sells itself is Champions, a battle game made by PokéWorks, the studio TPC set up with Ilca. It launched on Switch on 8 April 2026 and on phones on 17 June, free to play, with Nintendo selling the Switch version and TPC the phone version. It passed 20m downloads by August, but a vendor puts its first month of phone spending at only about $7.2m. UNITE, the team battle game, stopped selling items in October and closes in March 2027. Sleep has held steady on our model but is small.

The other new success of 2026 is not a phone game. Pokopia, on Switch 2, has sold 4.04m overseas on Nintendo’s table, and TPC sells it itself in Japan. It is a one-off purchase, not a monthly spend, so it cannot replace Pocket’s run rate.

The records

29 numbers on this page, in the order they appear: 3 filed, 7 reported and 19 estimates. Open any grade for its source.

NumberWhat it isSourceGrade
23mTCG Pocket average monthly players, April–June 2026, DeNAQ1 year to March 2027 (avg, quarter)gamebiz
39 millionTCG Pocket average monthly players, April–June 2025, DeNAQ1 year to March 2027 (avg, quarter)gamebiz
33.2%DeNA game segment revenue change, April–June 2026, year on yearQ1 year to March 2027 (1 April 2026..30 June 2026)gamebiz
¥64–100bnPocket revenue headwind for TPC, year to February 2027 against the year before, modelTPC year to February 2027 (Mar 2026–Feb 2027)Our calculation
57–70%Pocket’s share of TPC’s games income, year to February 2026, modelTPC year to February 2020-year to February 2026 (Mar-Feb; year to February 2026 first)Our calculation
43–49%TPC’s share of Pocket player spend, modelDeNA year to March 2025 H2 calibration; TPC year to February 2025-year to February 2027Our calculation
51mPocket monthly players, January–March 2025Q4 year to March 2025 (Jan-Mar 2025)gamebiz.jp
23mPocket monthly players, April–June 2026Q1 year to March 2027 (Apr-Jun 2026)DeNA via investgame.net mirror
495Pocket gross spending per monthly player, January–March 2025, modelQ4 year to March 2025–Q1 year to March 2027Our calculation
239Pocket gross spending per monthly player, April–June 2026, modelQ4 year to March 2025–Q1 year to March 2027Our calculation
¥10.6–12.8bnDeNA game revenue, July–September 2026, model rangeQ2 year to March 2027; year to March 2027Our calculation
¥14.4bnDeNA revenue from TPC, year to March 2027, modelQ2 year to March 2027; year to March 2027Our calculation
¥154bnDeNA consolidated revenue guidance, year to March 2027year to March 2027 forecastDeNA Co., Ltd. (TDnet via Yahoo Finance mirror)
¥105–150bnPocket revenue reaching TPC, year to February 2026, net to gross of store fees, modelTPC year to February 2025–year to February 2027Our calculation
5%Assumed quarterly decay of Pocket spending, central caseTPC year to February 2027 (Mar 2026–Feb 2027)Our calculation
16%Pocket headwind as share of TPC parent revenue, year to February 2026TPC year to February 2027 (Mar 2026–Feb 2027)Our calculation
¥531.4bnTPC parent revenue, year to February 2026year to February 2026国立印刷局 (官報)
19–25%Ex-Pocket parent revenue growth needed for flat revenue, gross basisTPC year to February 2025–year to February 2027Our calculation
32%Ex-Pocket parent revenue growth, year to February 2026, gross basisTPC year to February 2025–year to February 2027Our calculation
20mPokémon GO weekly active players, operator release, March 2025Mar 2025Scopely (operator press release)
0.98–1.13×GO app-store gross, year to February 2026 over year to February 2018, US dollarsTPC year to February 2018 vs year to February 2026Our calculation
1.32–1.50×GO app-store gross, year to February 2026 over year to February 2018, yenTPC year to February 2018 vs year to February 2026Our calculation
¥13–26bnTPC’s take from Pokémon GO, year to February 2026, profit-equivalent, modelTPC year to February 2026 (Mar 2025-Feb 2026)Our calculation
27–28%Share of GO’s 2025 revenue outside the app stores, minimum, gross reading2025Our calculation
$550–750mGO app-store gross, calendar 2026, projection2026Our calculation
20mPokémon Champions downloads, Switch and phones combined, August 2026to 3 August 2026gamebiz
$7.2mPokémon Champions mobile player spending, first month, AppMagic, a vendor17 June 2026 to ~17 July 2026PocketGamer.biz (AppMagic)
4.04mPokopia cumulative units, overseas only, Nintendo’s table, September 2026cumulative to 30 September 2026Nintendo Co., Ltd.
$200mTCG Pocket player spending in its first month, Sensor Tower, a vendor30 October 2024 to ~30 November 2024Famitsu (Sensor Tower release)