Gacha RPGs emerge as primary growth engine in maturing free-to-play market

Newzoo's analysis shows that while free-to-play's overall playtime share declined 2.9 percentage points between 2021 and 2025, absolute hours remained stable as other genres grew, contradicting claims of an F2P decline. Gacha games have become the primary growth area on PC, with playtime surging 92% over the period and now representing 17 major titles compared to just three in 2021. Despite these successes, annual F2P live-service launches have fallen 31% since the early 2020s, reflecting higher development costs and increased market competition.
The analysis covers 37 markets excluding China, India, and mobile platforms, measuring engagement through Newzoo's Game Performance Monitor. While free-to-play's share of total playtime contracted by 2.9 percentage points from 2021 to 2025, the absolute number of hours spent in these games remained steady, indicating that growth in competing categories like premium titles and platform experiences like Roblox simply outpaced F2P expansion rather than displacing it.
The gacha category's emergence reflects a substantial shift in the F2P landscape. Seventeen major gacha titles now operate across PC and console compared to only three five years earlier, with playtime hours increasing by 864 million on PC alone. However, this engagement surge has not proportionally increased revenue generation, suggesting that despite attracting players, gacha games face monetization challenges relative to their playtime investment.
The data may influence how publishers allocate development resources, potentially steering more investment toward gacha mechanics while reducing support for traditional F2P models. Game developers and investors could face pressure to adopt proven monetization frameworks, which might affect game design diversity. Players may encounter more titles emphasizing progression-based reward systems, while the declining number of new F2P launches could reduce entry opportunities for independent studios, potentially narrowing the range of accessible gaming experiences available to mainstream audiences.