During the first half of 2026, the Japanese market saw a notable uplift in hardware‑related game sales, with PC and PlayStation titles collectively moving 21 million units—a 13 percent increase over the same period a year earlier. The growth was spearheaded by Capcom’s flagship release, Resident Evil Requiem, which not only topped the sales charts but also reshaped expectations for premium Japanese titles on the Steam platform. Sensor Tower’s most recent Japan Game Market Insights report highlights that Capcom emerged as the leading publisher for both PC and PlayStation hardware sales, outpacing all competitors in unit volume.

It is important to note that the data set used by Sensor Tower focuses exclusively on Steam and PlayStation ecosystems, thereby providing a clear picture of how these two distribution channels performed in Japan’s highly competitive gaming landscape. Resident Evil Requiem delivered an unprecedented opening on Steam, with estimates suggesting that roughly 2.6 million copies were purchased within the first month of release. This figure represents the strongest debut for any Resident Evil title on the service, underscoring the franchise’s enduring appeal and the effectiveness of Capcom’s launch strategy. Sensor Tower commented that the result "underscores Steam’s growing importance to premium Japanese games, giving Capcom immediate access to a large global audience while extending the series beyond its traditional console strength." Beyond raw sales, the report points to exceptionally high engagement metrics.

Steam users who bought Requiem logged an average of 25 hours of playtime during the launch window, the highest average among comparable entries in the series. This deep level of involvement suggests that players are not only purchasing the game but are also investing considerable time in its content, which can translate into stronger word‑of‑mouth promotion and longer‑term revenue through post‑launch DLC and micro‑transactions.

A key element of the successful rollout was the early establishment of a dedicated Steam store page, which went live 264 days before the official release date. This long‑lead‑time allowed Capcom to build awareness, accumulate wishlists, and nurture a community of eager fans. The campaign resonated across multiple regions, including the United States, China, Japan, and various European markets, converting anticipation into sustained gameplay and sales momentum.

By July 2026, Resident Evil Requiem had surpassed the eight‑million‑unit milestone, a landmark that bolstered Capcom’s quarterly financial results alongside the performance of its other major release, Pragmata. The company also reported continued sales growth for legacy titles Resident Evil 4 and Resident Evil 2, indicating a healthy back‑catalog that benefits from the heightened visibility of the new entry. While console and PC sales flourished, the mobile segment painted a more nuanced picture. In‑app‑purchase (IAP) revenue from mobile games fell 5.1 percent year‑on‑year, reaching ¥1.56 trillion (approximately $10 billion).

Download numbers also slipped by 5.4 percent, settling at 585 million installs. Despite these declines, Japan retained its status as the second‑largest mobile gaming market in Asia, generating twice the IAP revenue of South Korea and nearly four times that of Taiwan. According to Sensor Tower, domestic publishers accounted for 65 percent of total IAP revenue, with the remaining 35 percent coming from overseas developers.

Japanese publishers captured 28 percent of all mobile game downloads in the second quarter of 2026. Although this share has stabilized since late 2026, it remains below the 32 percent recorded a year earlier, reflecting the expanding reach of foreign publishers among Japanese gamers. Advertising activity within the gaming sector remained robust. The industry spent $749.7 million on ads and generated 208 billion impressions in the first half of the year, ranking third among Japan’s top advertising categories.

This level of investment highlights the continued confidence of brands in gaming as a high‑impact medium for reaching consumers. In terms of revenue leaders, Konami’s eFootball emerged as the highest‑grossing mobile title from January through July 2026, followed by Monster Strike, Last War: Survival, and Whiteout Survival. Sensor Tower attributed eFootball’s strong performance to Konami’s strategic alignment of football‑themed content with the heightened global interest surrounding the World Cup, sustaining player momentum from April to July.

Among action RPGs, Dragon Quest Smash/Grow claimed the top spot for both IAP revenue and overall earnings during the same period, demonstrating the genre’s continued popularity on mobile devices. Genre‑level analysis revealed that role‑playing games (RPGs) dominated mobile IAP revenue, capturing 32.8 percent of total spend. Strategy games followed with 23.8 percent, while puzzle titles led in download volume, accounting for 37.8 percent of all installations. These figures illustrate the diverse preferences of Japanese mobile gamers, with a clear appetite for both deep, narrative‑driven experiences and quick‑play puzzle formats.

Overall, the first half of 2026 showcased a dynamic shift in Japan’s gaming ecosystem. PC and PlayStation titles experienced solid growth, driven largely by a flagship Resident Evil release that leveraged early marketing, cross‑regional appeal, and strong player engagement.

Meanwhile, the mobile sector faced modest headwinds in revenue and downloads but maintained its position as a pivotal market within Asia, supported by strong domestic publisher presence and continued advertiser interest. The data suggests that while traditional console and PC platforms remain vital, Steam’s expanding role and the nuanced performance of mobile titles will shape strategic decisions for developers and publishers moving forward.