hololive Dreams has emerged as one of the notable commercial successes among mobile games released in 2026. According to analytics company AppMagic, the rhythm and RPG title generated an estimated $46.4 million in lifetime in-app purchase revenue after reaching its first $1 million within just 15 days of launch.
The figures come from AppMagic’s analysis of 158 mobile games released between January 1 and October 13, 2026, that had crossed $1 million in lifetime in-app purchases by October 17. The report highlights how games based on established intellectual properties can attract spending much faster than original projects.
hololive Dreams Reaches $46.4 Million After a Fast Start
Developed jointly by COVER Corporation and QualiArts, hololive Dreams launched worldwide on July 23, 2026. It is the first official mobile game based on the hololive production brand.
The game combines rhythm-based gameplay with RPG mechanics and theme park development. It features more than 50 hololive talents, alongside music, character progression, and various mini-games. Its initial music lineup also includes more than 150 songs.
Reaching its first million dollars in 15 days puts the game among the faster-monetizing titles in AppMagic’s sample. Its estimated $46.4 million lifetime revenue also demonstrates how an established fanbase can contribute to a game’s commercial performance.
The success of hololive Dreams also reflects a wider trend identified in AppMagic’s research. Among the 42 IP-based games included in the study, 20 reached $1 million in revenue within their first 30 days. That represents 48% of the sample.

By comparison, only seven of the 116 original-IP games achieved the same milestone, equivalent to approximately 6%.
IP-based games also reached the first million faster on average. Their median time was 35.5 days, compared with 83.5 days for original games. However, the difference in median lifetime revenue was considerably smaller, at $2.6 million for IP-based games and $2 million for original titles.
AppMagic’s findings suggest that recognizable franchises can provide a significant early advantage when attracting paying players. However, licensed projects may also need to share a portion of their revenue with intellectual property owners.
The study only includes games that had already crossed $1 million in lifetime in-app purchase revenue. Its estimates cover the App Store, Google Play, and iPad, exclude advertising revenue, and omit 36 titles that generate at least half their revenue through Chinese markets.
