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Players Spent Nearly $8 Million on Mobile Digimon Up in Two Weeks

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Mobile Digimon Up generated nearly $7.9 million in user spending in the first two weeks after its global release.

On the day of release, players spent about $790,000, and by July 16, the figure reached a maximum of $1.1 million. Spending then declined for 12 consecutive days, falling to $187,000 by July 28 — an 83% drop from the peak. Japan became the largest market for the game, accounting for 44% of spending. The US accounted for 20%, and South Korea for another 12%.

However, the project's actual revenue may be higher: Digimon Up also offers purchases in an external online store and earns from advertising. Users can speed up automatic battles by watching videos or permanently disable ads with a separate purchase.

Digimon Up was released on July 15, 2026, and surpassed one million downloads in its first week. The game combines card collecting, gacha mechanics, and automatic battles with raising Digimon as virtual pets. Users feed creatures, develop them, and guide them through Digivolution.

Developers are trying to maintain activity through a crossover with Digimon Story: Time Stranger. Users are guaranteed to receive Inori Misono and AegioMon for seven days of logging into the game, which can also be obtained through gacha.