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Why are so many mobile teams still overlooking female gamers?

Chris Han

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.

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