Estimated per-banner gacha revenue over time, shown in yen. Third-party estimates (売上予測) from game-i; approximate, not official.
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Where game-i's estimates come from — and why they change.
This site doesn't measure or estimate anything itself — it simply re-presents the figures game-i.daa.jp already publishes, in a more readable form (per-banner charts, rankings, and translated character names). All numbers and the methodology below are game-i's.
An estimate of how much a banner earned from mobile gacha in Japan, shown here in yen. game-i reports it in “G” — a deliberately vague unit it says just means “about” (〜ぐらい). By common convention 1億G ≈ ¥100 million (so 1G ≈ ¥1), which is how the yen figures here are derived.
game-i records each app's App Store / Google Play top-grossing rank every day at midnight (JST), converts that daily rank into an estimated daily revenue using a model calibrated against companies' publicly disclosed earnings, and adds up the days a banner runs. It's a rank → revenue estimate, not reported sales.
Because a rank isn't worth a fixed amount. game-i multiplies each day's rank by a daily value that changes with the date (its own note: 加算値は月/日によって変動します — “the value varies by month and day”). Its live table shows the same rank paying different amounts day to day — e.g. #2 was worth ≈¥344M on Jul 26 but ≈¥282M on Jul 27.
The biggest swing is the start of the month: game-i deliberately sets early-month days as the highest of the month — 月初の加算値は月内で最も高い数値 — because credit-card billing and carrier spending-limit resets push spending up then (it cites New Year's Day sales records). So whichever banner's peak lands nearer the 1st gets a bigger multiplier. A #3 that peaked on the 2nd can out-earn a #2 that peaked mid-month — even though #2 is the better rank on any single day. (There's also a smaller correction based on how spread-out that day's rankings were — 標準偏差に応じて補正.)
In short: rank sets the shape, the calendar scales it. That's why the cumulative total can rank a lower-peaking banner higher, and why the daily ranks are the more dependable part of game-i's data than the exact yen.
The model assumes all of the app's estimated revenue that day is gacha revenue, and assigns it to whatever banners are running:
On the charts, a hatched section of a bar (and a “⇄ shared” tag) marks the portion of a run that overlapped another banner — i.e. revenue that was split. This shows up mostly on event games like FGO or Arknights; HoYo titles usually merge simultaneous characters into one “A&B” banner, so they rarely split.
Yes — but mostly in the first few days. Each day the banner is live adds that day's estimate from the game's current top-grossing rank. Because a banner spikes to its highest rank at launch and then steadily falls, most of the increase lands in the opening days; after that the daily additions get small and the total barely moves. It stops changing once the game drops out of the tracked ranking (below ~rank 200) or the banner ends.
Japan only, iOS (App Store, incl. iPad) + Android (Google Play). It excludes overseas stores, PC and browser versions (DMM / mobage / GREE), and merchandise — so a game's true worldwide revenue is meaningfully higher than what you see here.
Directional, not exact. game-i itself calls the method どんぶり勘定 — a deliberate back-of-the-envelope built from statistics, regression analysis and machine prediction, with no guarantee of matching official figures. Known blind spots it discloses:
It's better for top-ranked titles (more disclosed earnings to calibrate against) and rougher for smaller ones. Use these numbers to compare banners, not as official figures.
Each game's tiles include its current top-grossing rank (iOS & Android, Japan) straight from game-i, with a two-month sparkline of the daily iOS rank — the raw ingredient every estimate on this page is cooked from. Gaps in the line are days below the trackable ~top 200.
Click any banner to see its daily iOS top-grossing rank across the whole run (#1 = top of the chart). A few things to keep in mind:
The banner card also shows an estimated revenue build-up. game-i reports only one total per banner, so this splits that total across the run by each day's rank (using game-i's published rank→revenue curve) purely to illustrate how the total accumulated. The per-day yen is a reconstruction — the run's total still equals game-i's own figure — not a separately reported number.
Source & full methodology: game-i.daa.jp — セルランとは? · サイトについて · ガチャ売上分析について · よくある質問