
Wonderpla
Wonderplanet designs and develops native language applications and games for smart phones and tablets.
Date | Investors | Amount | Round |
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- | investor | €0.0 | round |
N/A | €0.0 | round | |
investor investor | €0.0 | round | |
N/A | €0.0 | round | |
N/A | €0.0 | round | |
investor investor | €0.0 | round | |
investor | €0.0 | round | |
investor | €0.0 | round | |
investor | €0.0 | round | |
investor investor | €0.0 | round | |
* | N/A | N/A | IPO |
Total Funding | 000k |







JPY | 2020 | 2021 | 2022 | 2023 | 2024 |
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Revenues | 0000 | 0000 | 0000 | 0000 | 0000 |
% growth | - | 4 % | (5 %) | 1 % | (29 %) |
EBITDA | 0000 | 0000 | 0000 | 0000 | 0000 |
% EBITDA margin | 9 % | 8 % | (36 %) | 4 % | 8 % |
Profit | 0000 | 0000 | 0000 | 0000 | 0000 |
% profit margin | 7 % | 23 % | (55 %) | (7 %) | 4 % |
EV | 0000 | 0000 | 0000 | 0000 | 0000 |
EV / revenue | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
EV / EBITDA | 00.0x | 00.0x | 00.0x | 00.0x | 00.0x |
R&D budget | 0000 | 0000 | 0000 | 0000 | 0000 |
Source: Company filings or news article
WonderPlanet Inc. is a Japanese game development company headquartered in Nagoya, specializing in the mobile games sector. The company was founded on September 3, 2012, by Tomoki Tsunekawa, who currently serves as the Representative Director and CEO. Tsunekawa, a Nagoya native, established his first IT media and content company in Tokyo in 2004 before returning to his hometown to launch WonderPlanet, aiming to create a global-facing game company from a region with few startups in the industry at the time.
The company's core business involves the planning, development, operation, and marketing of mobile game applications for both domestic and international markets. WonderPlanet operates on a publisher model, managing the entire lifecycle of its game titles from conception to global distribution. A significant milestone was the June 2021 IPO on the Tokyo Stock Exchange's Mothers market, later transitioning to the Growth market (TYO: 4199). This public listing was pursued to ensure the company's long-term sustainability and growth.
One of its flagship titles, "Crash Fever," exemplifies the company's global strategy and resilience. Initially struggling in the domestic Japanese market, the company pivoted by actively incorporating user feedback, which led to a significant turnaround. The game achieved remarkable success internationally, particularly in Taiwan and Hong Kong where it surpassed Pokémon GO in App Store revenue rankings shortly after its 2016 release. The company also develops and operates other successful titles like "JUMPUTI HEROES" and collaborates with popular anime and manga franchises. Reflecting its international focus, a notable portion of its revenue comes from overseas markets, and its Tokyo office is a multilingual environment dedicated to global operations.
Keywords: mobile gaming, game development, Japanese game developer, Nagoya startup, Tomoki Tsunekawa, Crash Fever, JUMPUTI HEROES, IPO, Tokyo Stock Exchange, entertainment software, global games, app publisher, puzzle RPG, free-to-play, in-app purchases, live operations, game monetization, community management, Asian gaming market, cross-platform games