Per-banner gacha revenue over time — game-i's Japan estimate in yen (売上予測), plus toggles: a Sensor Tower combined-worldwide layer in US$, a CN all-platform layer in CN¥, and a Qimai China-iPhone layer in US$. Third-party estimates, approximate — not official.
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Where the game-i (JP ¥) and Sensor Tower (combined $) figures come from — and why they change.
This site doesn't measure or estimate anything itself. It re-presents two third-party datasets in a more readable form: game-i.daa.jp's per-banner Japan revenue (the default, in ¥), and the community Sensor Tower monthly reports' combined worldwide revenue (the “Sensor Tower $” toggle, in $). They measure different things and are shown side by side — never added together.
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.
These are game-i's own stated rules, from its ガチャ売上分析について page. The model assumes all of the app's estimated revenue that day is gacha revenue (推定売上が全てガチャによるものと仮定), and assigns it to whatever banners are running:
The published figures bear this out: adding up every banner in a year comes to 88–98% of game-i's own monthly totals, never more (the gap is days no banner was listed), and two banners on exactly the same dates carry exactly equal figures — which is what an equal split produces. game-i's own summary of its precision: どこまでいってもどんぶり勘定です — “it's rough accounting however you slice it.”
On the charts, a hatched section of a bar (and a “▨ shared” tag) marks the portion of a run that overlapped another listed banner — i.e. revenue that was split rather than earned alone. This shows up mostly on games that run several banners at once (like Umamusume); HoYo titles usually merge simultaneous characters into one “A&B” banner, so the split happens inside a single entry and the bar stays solid.
game-i publishes two numbers per game, and they come from two different parts of its system that read the store charts differently:
What game-i's published figures show is that it didn't: a banner stops growing the day its game leaves the overall top 200, while the monthly total keeps growing.
So the monthly total is never smaller than the banners. For a game that stays in the top 200 the difference is just days with no listed banner (its banners come to 88–98% of the monthly totals, above). For a game that spends weeks below #200 the gap gets large — Stella Sora's banners add up to under half of its monthly totals, and a run spent entirely below the chart shows ¥0. A banner that straddles two months also takes a share of both, and the current month is still being added to. The By Month view always shows the monthly totals next to the banners.
game-i also draws a faint line on its rank graphs below #200 (推測) — a separate estimate from the virtual top 1000, used only for those graphs: it's worked out from Android's top 600 with spline interpolation (AndroidのセルランTOP600及び数値解析を用いて), assumes the game won't climb back into the top 200 (上昇予測でも200位以内にはならない), and game-i doesn't say it feeds the monthly total. game-i doesn't publish a game's place in the virtual top 1000, so where this site needs a value for a day below the chart — the Monthly share view of a game whose banners aren't on game-i (below) — it uses that faint line, the nearest thing game-i does publish, only to weigh the days within a month against each other; the month's total is still game-i's own figure (same note).
⚠ These are reconstructions. game-i publishes no banner figures for these games, so every per-banner number on their game-i tab is rebuilt by this site from game-i's daily ranks and monthly totals. Treat them as an estimate of what game-i would show, not as game-i's own numbers.
Some games are tracked by game-i — it records their Japan top-grossing rank every day and publishes their monthly totals (月次売上予測) — but it never made a banner page for them. Chaos Zero Nightmare is one. For these, the banner list comes from the game's official Japanese notices (for Chaos Zero Nightmare, its STOVE community), with English names matched from its English channel, and each banner's figure is rebuilt the way game-i builds its own: a day's share of game-i's monthly total, weighted by that day's rank, goes to whatever banners are running, split equally with the first day +80% and the last −80%.
As on every game-i banner, a banner only earns on days the game is in the overall top 200 (see above), so a run spent entirely below the chart shows ¥0; the Monthly share toggle shares out the whole month instead. By Month and the Monthly graph show both figures side by side, so they have no toggle and always use game-i's daily rule.
Love and Deepspace is the other kind: game-i did list its banners, but stopped in June 2025. Its list here comes from Infold's Japanese press releases on PR TIMES, which announce every new limited ★5 event with its dates and the leads it features; reruns and small wishes that get no release aren't listed. Rebuilt the same way, the nine banners game-i did publish come out mostly within about 10% of its figures. An event that lets players pick three of the five leads' cards is one banner here — no source splits its money by lead.
Banners are listed the way game-i lists them: a rerun or standard-pool rate-up running alongside a new character isn't an entry of its own — its days belong to the new banner, as with WuWa's reruns, or Star Rail's "A & B" entries when both start and end together — and only gets its own entry for a stretch when it was the only banner up. Where a game genuinely runs two new banners at once (Stella Sora overlaps each new Trekker banner with the next for about a week), they share those days, split equally as game-i does.
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.
game-i only covers Japan. The “Sensor Tower $” toggle switches every figure on the page — the bars, the ranking order, the Graph, and the header tiles (Total revenue, Highest banner, Highest month, Average) — to a game's estimated combined worldwide revenue in US dollars, and a short disclaimer appears above the chart. The two layers measure different things, so the ¥ and $ are shown side by side and are never added together.
The monthly “Gacha Revenue / Sensor Tower” reports posted to r/gachagaming, read straight from the report images. Coverage runs from October 2021 to the latest published month; older, region-summed months are marked with a * and are approximate.
A game's combined worldwide mobile revenue for a whole month — every regional server summed (JP + global/US + KR where they exist) plus China. It is not per-banner and not Japan-only, so it isn't directly comparable to game-i's ¥ figure.
October 2026 is a rough month. On revenue.ennead.cc (r/gachagaming's Gacha Revenue Monthly Report), the report's main data source changed, so that month has no per-app breakdown or download estimates: each game is one rounded total for iOS and Android across all regions. It's marked * here and is a general trend only; the report's publishers expect to give an update on its future before the end of November.
Sensor Tower's “global” line historically left China out, and where China was reported it was often iOS only. In those cases China Android is modelled at 1.75× the China-iOS figure — the iOS-to-Android ratio seen in the recent reports that split both — so a month's China total is:
China total = China iOS + (China iOS × 1.75) = China iOS × 2.75
A few of the earliest months had no China figure at all; those are tagged global only and are undercounted. From 2024 onward the reports break China out cleanly, so no reconstruction is needed.
The method above is the same throughout; what changed year to year is where the China-iOS number was found.
2022 & early 2023 — from the report's own China row. The community “sensortower stats” spreadsheet listed each region on its own line, including an explicit CN row (iOS only, Android blank). So the month is just the global/US total plus that China row, grossed up for Android:
Mid-to-late 2023 — from the post's comments. Those reports shared only the single global figure, not China. The China-iOS number was taken from the post's comments — fairly upvoted, but less reliable. It's kept because, without it, 2023 would read oddly low next to the years on either side:
2024 onward — read straight from the image. From 2024 the monthly reports already publish each game as a single combined figure with China (both platforms) folded in — the 1.75× Android split is baked into the number the report shows. So these months need no comment-digging and no reconstruction on our side: the value is simply read off the report image as-is.
Sensor Tower never breaks a month down by banner. This site credits a banner with its share of the month applied to the month's combined total, then sums those slices across every month the banner ran (a banner spanning two months adds both). Click any banner for the full month-by-month math, who else ran each month, and whether its run is only partly covered.
That share now rests on two daily sources, not one. A month has to be divided between the banners that ran in it, and two independent daily estimates say how: game-i (a banner's Japan revenue ÷ the game's Japan month) and Qimai (a banner's China-iPhone revenue ÷ the game's China-iPhone month). Wherever Qimai has data for the month the share is the average of the two, and a real zero from either side still counts: a banner that sat below game-i's top 200 (¥0 in Japan) but that Qimai saw earning in China takes half its Qimai share, not the full one — so its missing Japan value weighs on the split (and vice-versa for a banner that earned in Japan but nothing in China). Only where there's no Qimai data at all (older banners, games not gathered) does it fall back to game-i alone. Two daily reads of the same split are steadier than one — a banner that was front-loaded in Japan but slow in China (or the reverse) no longer leans entirely on the Japanese shape.
Treat the $ figures as ballpark context for scale and trend, not precise sales — and, again, never add them to the ¥ figures.
A third, independent estimate: 天天背锅崩坏娘's monthly 二次元手游全球总流水 ranking on Bilibili — 57 consecutive months from November 2021 to today, the longest continuous CN-side gacha revenue record that exists. Roughly 118k followers and 22.7M views across the series.
It is global revenue across every platform — mobile plus PC, PlayStation and overseas Xbox — reported in yuan. That makes it a different measurement again from game-i (Japan, mobile) and Sensor Tower (worldwide, mobile). All three are shown side by side and never added together.
Stated on-screen in every episode, under the heading 「流水计算方法」:
The per-game coefficients themselves are never published, so no individual figure here is independently reproducible.
miHoYo sells top-ups through its own 支付中心 portal, bypassing the stores. Those takings have never been disclosed, so the author excludes them entirely and exempts miHoYo from the platform coefficients above. Every miHoYo card carries the on-screen note 注:暂无支付中心数据.
Genshin · Star Rail · Zenless Zone Zero are understated by an unknown amount, and published as a band rather than a point.
Captions up to October 2023 read 总收入; from November 2023 they read 总流水. In Chinese industry usage 收入 is normally revenue net of the store's cut and 流水 is gross billings — roughly a 30% difference. Whether the underlying basis changed or the author only tightened his wording is unverified, so the two halves are labelled per month and a banner or period spanning the change is tagged mixed basis. Don't read across it as one line.
The author publishes no table — his own note says 这不是表格视频 — so the numbers exist only as burned-in captions in the video. They're extracted by OCR (scripts/scrape_bilibili_cn.py), with each entry's figure decided by a vote across every frame it appears in, a rank-ordering check (the chart counts down, so revenue must not decrease), and a spot-check of sampled months read by eye against the video. Rows where the reading was shakier carry a lower confidence in the data file.
This layer isn't a live feed. Each month exists only once the author has edited and uploaded that month's video, and he posts on roughly the 12th to 18th of the following month. So there is always a gap of two to three weeks at the end: through the first half of any month, the previous month simply has no figure yet, and the site shows nothing rather than guessing.
A missing newest month therefore means “not published yet”, not “zero” and not “an error”. It fills itself in automatically the next time the data is refreshed after his upload.
The same waiting period applies to the Sensor Tower layer for its own reasons, so it's normal for the last month on the page to be complete in yen (game-i updates daily) while both comparison layers are still blank.
As with Sensor Tower, only a monthly total per game is published, so a banner is credited with its share of the CN month, summed across the months it ran. That share is the average of two daily sources — game-i (its Japan share) and Qimai (its China-iPhone share) — wherever Qimai data exists, and game-i alone otherwise, the same blend the Sensor Tower tab uses. The split is still a rougher proxy here than on the ST tab: both daily sources are mobile, while this total spans the whole world and includes PC and console, which no daily source sees — so how a banner split mobile revenue is only an approximation of how it split all-platform revenue. Click any banner and open its CN tab for the month-by-month math.
Use it for scale and trend, and as a second opinion against the Sensor Tower layer — not as sales.
Not an estimate — the actual ranking Apple publishes for the China iPhone App Store, top grossing, all apps. A position, not a revenue figure. It appears on a banner's CN chart tab as the daily line for that run.
All apps is the point. Games sit in one list with Douyin, WeChat, Alipay and the video apps, so a banner launch that climbs past them is a far stronger signal than moving inside a games-only chart.
Every day comes from Qimai (七麦数据)'s record of the chart, read from a signed-in account: 200 places deep, from each game's first day on it — Genshin's goes back to its launch on 28 September 2020.
Two readings are kept for each day, both on China time:
The two differ because a banner usually goes live mid-morning and peaks that evening. A single reading taken early each morning — what this page used until October 2026 — filed launch day as "off the chart" while the game was down for its update, and caught the peak only after it had started to fade, so peaks read a place or several too low.
Qimai's day starts with a midnight reading, which is simply where the game closed the night before. On a day the game is falling, its "best" would just be yesterday carried over — so when a day's best equals the previous day's close and the game finished the day lower, that day counts at its end-of-day rank instead, and a peak is never counted on two days.
Handover days. When a new banner starts on the same date the old one ends, that date's China chart is the newcomer's launch, so in China (rank and Qimai revenue) it counts for the incoming banner only and the outgoing banner's run stops the day before. Japan keeps the date on the outgoing banner: game-i's midnight reading that day is from before the new banner went up.
There is no published industry standard for a "daily" rank: Appfigures and data.ai (App Annie) read the chart every hour, while game-i, where the Japan ranks come from, reads the chart once a day at midnight JST.
It deliberately isn't mixed with anything else. Apple's own feed stops at 100, Appfigures' archived pages at 50, and each source reads the chart at its own hour — so a game "missing" from a day would mean below #50, below #100 or below #200 depending on who recorded it, and two days would not be comparable. Those other sources are still collected and cross-checked against this one; they just don't go into the line you see.
Hover any day on the line for its date, its end-of-day rank, the best rank it reached that day when that was higher, how deep the chart is known, and where it was read from.
Apple's China chart changes through the day, and every recorder reads it at its own moment. A day here can therefore differ by a few places from Apple's own feed or from diandian without either being wrong — an end-of-day reading and a morning one are simply different moments of the same chart.
When a banner has China days, its CN chart tab places the run against this game's other banners: where its opening rank sits within the version, the year and all-time, and how its peak and median compare with a contemporary banner — the same year, not the game's launch era, so a 2026 run isn't measured against 2020 form.
Below that sit the banners whose openings were closest to this one, with every revenue figure that exists for them. The headline figure there is game-i's Japanese estimate — the only per-banner revenue anyone publishes — so the closing line ("those five earned X to Y") is an association across two markets, not a forecast: a China rank placed next to Japanese revenue, over a handful of runs. A banner can open high on a rerun and earn little, or hold a modest rank for weeks and out-earn a spike.
The wording changes with how much is actually known: a finished run states what it earned against what similar openings earned, a run a week in says what it is tracking towards, and a run a few days old says plainly that it's too early to call. Everything in it is measured except that last step.
The forward-looking part — what a run is tracking towards — also appears on the game-i tab, since that is where the yen figure it is guessing at lives. It shows up only while a banner is still running with at least three days left: once a run is over, or within a day or two of over, game-i's own figure is all but final and an estimate of it would add nothing. The comparison itself (where the run sat, and what similar openings earned) stays on finished banners, because that is measurement rather than prediction.
How the "tracking towards" figure is worked out. It starts from where the run is now — its latest day's rank (on the Qimai tab, its latest day's China dollars) — and runs it forward over the banner's own scheduled length, following how this game's finished banners that stood at a similar level on that same day carried on from there ("similar" = within ×1.5 of it, widened to ×2 or ×3 until at least four banners qualify). Days it would spend below #200 add nothing, as on game-i. A run longer than any past one (a 43-day banner against three-week ones) keeps falling past the last covered day at the pace those banners were falling at the end, and on days 2–3 the rest of the run is trimmed by 10%, because openings that strong tested as fading faster than their peers. The range is the 10th–90th percentile of where each of those banners' own paths would take it. Tested on every finished banner of every game here (each left out of its own comparison), cut off at day 2 / 3 / 5 / 7 / 10 and projected to the end, its typical miss is 24 / 15 / 8 / 5 / 4% on game-i and 19 / 14 / 8 / 5 / 4% on Qimai — against 29 / 23 / 17 / 13 / 10% and 25 / 18 / 13 / 10 / 8% for the simpler read this replaced (what share of its total a typical banner has banked by that day), which ignored both how long the run is and how strong it still is. The final total lands inside the range about 70% of the time; the first two or three days of a game with few finished banners (Chaos Zero Nightmare, Stella Sora) remain the shakiest.
A rank is not revenue. It says a game out-earned everything below it that day, not by how much — and nothing about Android, which China's App Store has no equivalent of. For money, use the revenue layers; for “did this banner break through”, use this.
An estimate of a banner's China iPhone App Store gross revenue, in US dollars, from Qimai (七麦数据) — a Chinese mobile-analytics platform. Qimai calls it a data-model estimate of App Store 销售额 (gross sales), “仅供参考” (for reference only). It is iPhone only and China only, reported per day.
Because it is daily — like game-i, unlike Sensor Tower or the CN ranking — a banner's figure is summed directly from the days it ran, not guessed from a monthly total.
Qimai dates a day's estimate about one day behind the spending it describes. Set beside the App Store chart, a day's revenue follows the previous day's rank far more closely than its own, and at a banner launch the chart peaks on launch day while Qimai's figure peaks the day after — a game can close launch day at #3 with a Qimai figure a fifth of the next day's. Of 225 launches, the chart peaked on launch day in 206 and Qimai's revenue the day after in 193.
The figures are shown exactly as Qimai dates them — nothing is moved — so on a banner's daily table the best rank usually sits on day 1 and the biggest revenue on day 2.
All dates here are China time, as Qimai records them. Qimai's own website shows each day in the viewer's time zone, so from the Americas its charts read one day earlier than this page — the same figures, labelled a day apart (a $748K day dated 16 October here shows as 15 October on qimai.cn from Brazil).
Qimai reports one number per game per day, not per banner — but games often run two banners at once (Genshin and HSR almost always do). So each day's China-iPhone total has to be divided between the banners live that day. The rule: split it in proportion to game-i's reconstructed daily revenue for each running banner (its estimated Japan take that day). A day with one banner gives it 100%; two concurrent banners split by their game-i daily shares; a day where none of the running banners is on game-i's Japan chart splits equally.
So Qimai sets the dollar level of each day, game-i sets how that day divides between co-running banners. It's the best available split — Qimai gives no per-banner China signal — and it lands 99.8–100% of each game's Qimai revenue onto its banners (the rest is days with no banner running). The one imported assumption: on shared days, the two banners split China the way they split Japan, which is only a proxy.
This is China, iPhone, gross. game-i is Japan, mobile; Sensor Tower is worldwide, mobile, net; the CN ranking is global, all platforms. So Qimai's figure is the smallest of the four and measures a different slice — shown alongside the others and never added to them.
Sensor Tower and the CN ranking only publish a monthly total per game. To break that down by banner, the site takes each banner's share of the month and applies it to the monthly total. That share used to come from game-i alone (a banner's Japan revenue ÷ the game's Japan month).
Now, wherever Qimai data exists, the share is the average of two independent daily reads — game-i's Japan split and Qimai's China-iPhone split — so the Sensor Tower and CN per-banner figures rest on two daily sources instead of one. Where Qimai has no data (older banners, games not yet gathered) it falls back to game-i alone, exactly as before.
They are a small slice of a game's total on purpose — China × iPhone × the App Store — so they sit far below the other layers, which measure much wider things. Three reasons stack up:
So a banner reading, say, $40M here is not its worldwide take — it's roughly the China-iPhone corner of it. Read it against other banners of the same game, where all three limits apply equally, rather than against the yen or the worldwide dollar figures.
Qimai's free tier shows revenue for only 3 apps per day per account, so the games are read on a rotation (the HoYo titles one day, the rest another) rather than a live daily feed — the most recent day or two can lag. Only games that have been gathered show the Qimai toggle. As a model estimate it is directional, not exact — use it to compare banners, not as reported sales.
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 · Sensor Tower figures: the monthly r/gachagaming revenue reports