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Hololive Dreams Mobile Game Launches Worldwide as Pre-Registrations Cross 1.5 Million

Hololive Dreams Mobile Game Launches Worldwide as Pre-Registrations Cross 1.5 Million

TOKYO (GNP): COVER Corporation, in collaboration with CyberAgent Inc. and its subsidiary QualiArts Inc., officially launched “Hololive Dreams” on Thursday, marking the first-ever official smartphone game built around the popular VTuber group hololive production.

The game, also known by its shortened name “holodori,” went live simultaneously on the App Store, Google Play and Steam. It combines rhythm-game mechanics with theme-park building, casting players on an uninhabited island where they work to construct a “Dream Park” alongside hololive talents.

At the outset of the game, players are given a Redraw Gacha that guarantees their chosen talent at the highest rarity, allowing newcomers to start with a favorite member of the roster rather than relying on chance.

Ahead of launch, pre-registrations for the title surpassed 1.5 million, triggering a rewards package for players that includes 2,500 Diamonds, a guaranteed four-star-or-higher gacha ticket, three Music Disks, two in-game memory items, five additional gacha tickets, and cosmetic accessories, including “Pixel Sunglasses” and “Kawaii Hairpin” items, distributed across all 54 participating talents.

To mark the launch, the developers have begun a 15-day rollout of new music, adding a total of 25 songs, spanning original hololive compositions and cover tracks, in daily installments. A separate login-bonus campaign will also reward players with Diamonds equivalent to ten gacha pulls for logging in during the celebration period.

The developers noted that release details, including reward content and campaign timelines, remain subject to change and encouraged players to follow official in-game announcements and the “holodori” X account for updates.

The scale of hololive Dreams’ pre-launch numbers points to how far VTuber IP has moved from niche streaming fandom into mainstream mobile gaming economics. Crossing 1.5 million pre-registrations before a single day of live service is a meaningful benchmark in Japan’s crowded gacha-game market, where user acquisition costs are typically the single largest expense for publishers.

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That CyberAgent’s QualiArts and COVER chose a simultaneous three-platform launch, mobile plus a Steam version with cross-save, also signals an attempt to capture PC-based fans who may prefer a larger-screen experience, a strategy increasingly common among rhythm and idol-management titles seeking to widen their addressable audience beyond mobile-only players.

The choice to let new players lock in a favorite talent at maximum rarity from the very first pull is also notable: it lowers the early frustration curve that has hurt retention in other gacha titles, front-loading goodwill before monetization mechanics take over later in the game’s lifecycle. Whether the 25-song rollout and login incentives are enough to sustain engagement past the initial launch window will likely determine how the title performs against established hololive merchandise and streaming revenue over the coming months.

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Managing Editor at Global News Pakistan (GNP), with a Bachelor's degree in International Relations from Riphah International University, graduated with a Gold Medal. Reach out at sabahtareengnp@gmail.com