Why are so many mobile teams still overlooking female gamers, when games built for them are dominating charts and revenue?
I remember when dress-up and dating sims were dismissed as “fluff” or “niche.” Now, studios like Papergames (Infold Games) are proving those assumptions wrong and the numbers are impossible to ignore.
🪐 Love & Deepspace (Jan 2024 global launch) has: Hit 50M+ players within its first year Generated $826M+ revenue in just over a year $84M in its first month and 6.8M MAU at launch Delivered mobile-first gameplay with 3D graphics, real-time combat, and emotional storytelling
👗 Meanwhile, Infinity Nikki (Dec 2024 launch) pulled in: 20M+ downloads within its first week Strong performance in China and globally, with $4.90 ARPU in China, $3 in the U.S. Over $16M in first-month revenue with a dress-up RPG + open-world adventure mix
As someone working closely with mobile games, I believe it’s clear that these aren’t surface-level casual titles; they’re high-retention, high-LTV experiences built with intentional design and deep understanding of their audience.
For designers, PMs, and mobile teams: Stop thinking of otome, dress-up, or romance-driven games as fringe genres. Start building for women as a core audience, not an afterthought. The next billion-dollar mobile hit might come from where you least expect it.
The opportunity is huge. Let’s build better games for a broader, hungrier audience.