The TCG pocket has been downloaded 200 million times. Japan and the United States account for nearly 70% of the global market.

The Dream TCG pocket version announced on social platforms that there were more than 200 million installed globally. This phenomenon-class interactive card game, developed jointly by Bocoma and DeNA, has been on the line since the end of October 2024, and is one of the fastest-growing trades of the mobile side, the Dream of Boco.

According to the combined data released by third-party data agencies and the official anniversary, in its first year on-line, the Chelsea TCG pocket was downloaded more than 150 million times, with a total revenue of more than $1.3 billion, exceeding the first year of the same period ‘ s poaching rate of the HO, making it one of the most profitable hand-swaps under the banner of BMZ.

In terms of global market distribution, the United States has the highest share of downloads at about 20 per cent; but Japanese players, while only about 10 per cent (the third-largest in the world), have contributed wildly to 45 per cent (the first) of the global total, and the per capita cost is far higher than the rest of the world. The United States is the second largest market for the game, accounting for 24 per cent of its lifetime in-sourcing income.

As of the 20 billion milestones, global players had accumulated more than 18 billion digital card packets in the game, built their own collections more than 490 million copies and completed more than 12 billion battles in the ladder and match.

Although 200 million downloads were alarming, DeNA, in its financial statements for the first half of 2026, stated that the game was currently facing a serious loss of players and the difficulty of maintaining active monthly users.

Two free card packs per day are provided in the Dream TCG pocket, so many players frequently open small-named white-boys’ cards, which leads to high downloads and low retention of games. Moreover, since the number of exchange points per card is independent of each other, the combined probability of getting a rare card is low, with many players playing for two weeks after exhausting the benefits of the new hands or having a continuous low-insurance period.

Officially, it has been explicitly reaffirmed that the version of the BMCTG pocket is not planned to develop into a major global electric competition project in the future, and that it will continue to maintain the light positioning of leisure social and fun collection. This has led to the loss of TCG hard-core players who are partially pursuing in-depth strategy confrontations.

In order to retain the player, official preparations are under way for an entirely new face-to-face double-card trading system for players and an acclaimed online collaborative raid that allows players to work together in shared halls to open special packages to save declining retention rates.

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