Home › Articles › History of gacha games
History of gacha games
From Japan's first capsule-toy machine in 1965 through the 2012 kompu gacha ban, Granblue's 2016 spark, and Genshin Impact's global era, to the multi-platform gacha industry of 2026. Every date sourced.
Contents7 sections
Gacha games grew out of a physical vending-machine business, were shaped twice by Japanese consumer regulation, and became one of the largest revenue models in gaming. This article traces the mechanics: where the draw came from, and how each safety net the genre now takes for granted was added, usually after something went wrong.
Capsule origins, 1965 to 2010
Japan's first capsule-toy machine was set up on February 17, 1965 by Ryuzo Shigeta of Penny Shokai in Tokyo, an adaptation of American bulk vendors with the toys sealed in capsules, at 10 yen a turn. [1] Bandai entered in 1977 under the Gashapon brand, selling character-licensed capsules at 100 yen when competitors charged around 20, and built the model into a permanent industry. [2] The essential mechanics were fixed here: a set price per random draw, and themed sets that reward collecting. See gashapon.
Social games digitize the draw, 2010 to 2012
Konami's Dragon Collection, launched September 14, 2010 on the GREE platform, is the usual reference point for gacha becoming the engine of a hit mobile game; it passed 7.5 million registered users within a year and a half. [3] By 2011 the mechanic was standard across GREE and DeNA's Mobage, and the two platforms rode it to record revenues. [4]
The era's signature excess was kompu gacha: complete a set of random items, win a rarer prize. Set completion has explosive mathematics (see gacha probability), and spending scandals reached national television.
The kompu gacha ban, 2012
On May 18, 2012, Japan's Consumer Affairs Agency announced that kompu gacha constituted prohibited "card matching" under the Act against Unjustifiable Premiums and Misleading Representations, with revised standards applying from July 1, 2012. [5] The six major platform operators had already pledged on May 9 to remove kompu gacha by May 31, and GREE and DeNA shares fell more than 20% while reports circulated. [4] That September, the industry body JOGA put its first gacha operating guidelines into force, including rate-display rules and the guidance that obtaining any gacha rare item should be expected to cost no more than 100 draws or 50,000 yen. [7]
The same year produced the pivot in game design. GungHo's Puzzle & Dragons, released February 20, 2012 on iOS in Japan, moved gacha from platform card games into a real-time puzzle RPG, and industry press later declared it the first mobile game to gross US$1 billion. [6] The native-app gacha RPG became Japan's default game format.
Rate disclosure and the spark, 2015 to 2016
Fate/Grand Order (July 2015) showed a story-driven gacha RPG could top revenue charts with a 1% rate and no safety net; see Fate/Grand Order.
The correction came from Granblue Fantasy. During the New Year 2016 festival, a player documented spending about 700,000 yen in roughly a day chasing the zodiac character Anchira, complaints reached the Consumer Affairs Agency, and Bloomberg reported the fallout cut over US$1 billion from Japanese mobile game shares. [8] On March 10, 2016 Cygames shipped per-item rate disclosure and the 300-draw exchange ceiling, the original spark. CESA adopted industry-wide disclosure guidelines on April 27, 2016. [9] China made odds disclosure law the following year, effective May 1, 2017, the first country to do so; see rate disclosure.
The global era, 2020 to 2024
Genshin Impact, launched worldwide September 28, 2020 on PC, consoles, and mobile, took an estimated US$2 billion in first-year mobile spending and normalized gacha for a global, multi-platform audience. [10] Its Wish system's 90-pull pity and 50/50 guarantee became the genre's reference design, carried into Honkai: Star Rail (2023), Zenless Zone Zero (2024), and competitor Wuthering Waves (2024). In Japan, Cygames' Umamusume: Pretty Derby (February 2021) became the domestic phenomenon of the period.
The safety-net ratchet only tightened: Fate/Grand Order added its 330-roll guarantee in January 2022, Arknights added a 300-pull spark to limited banners in 2024, and Genshin Impact softened its own 50/50 with Capturing Radiance in August 2024. Designs that launched without a bounded worst case became rare.
Consolidation and scrutiny, 2025 to 2026
Regulation went global: South Korea's mandatory disclosure law took effect in March 2024, the US FTC settled with Genshin Impact's publisher for US$20 million in January 2025 with age-gating and disclosure requirements, and EU institutions spent 2025 building toward the Digital Fairness Act. [11] The full picture is in gacha regulation by country.
The business kept expanding onto every platform. Umamusume launched globally in June 2025, [12] Granblue Fantasy finally released worldwide via Steam on its twelfth anniversary in March 2026, Hypergryph's Arknights: Endfield launched simultaneously on PC, PlayStation 5, and mobile in January 2026, [13] and Perfect World's Neverness to Everness followed in April 2026. As of mid-2026 the gacha model runs natively on phones, PC storefronts, and both console families, with day-one multi-platform releases now the default for major titles.
References
- The elderly man who invented Japan's capsule toys Nippon.com. Accessed 2026-07-09.
- About Gashapon Bandai. Accessed 2026-07-09.
- Dragon Collection Android rollout press release (June 14, 2011) GREE. Accessed 2026-07-09.
- Why "kompu gacha" was banned Game Developer. Accessed 2026-07-09.
- Operational standards on premium offers (May 18, 2012 revision) Consumer Affairs Agency (Japan). Accessed 2026-07-09.
- Puzzle & Dragons is the first mobile game to $1 billion in revenue PocketGamer.biz. Accessed 2026-07-09.
- JOGA guidelines for random-item provision methods (August 15, 2012) 4Gamer. Accessed 2026-07-09.
- $6,065 hunt for a blonde avatar exposes dark side of Japan gaming Bloomberg. Accessed 2026-07-09.
- CESA guidelines for random-item provision in network games (April 2016) Computer Entertainment Supplier's Association (Japan). Accessed 2026-07-09.
- Genshin Impact generates $2 billion on mobile in first year Sensor Tower. Accessed 2026-07-09. Third-party estimate, mobile app stores only.
- FTC settlement with Genshin Impact developer (January 17, 2025) US Federal Trade Commission. Accessed 2026-07-09.
- Cygames announces global release of Umamusume Pretty Derby (June 26, 2025) Cygames. Accessed 2026-07-09.
- Arknights: Endfield sets January 22, 2026 global launch Games Press (publisher press release). Accessed 2026-07-09.
From GachaWiki, the gacha games encyclopedia. Text is available under CC BY-SA 4.0; cite this page as a source when you reuse it. Also available as Markdown or JSON.