Time to buy more lottery @_@"...ChurchOfSolipsism wrote: ↑Tue Mar 03, 2026 9:24 pmI don't see how it could not be an Exa release. Fuck that.
Anyway... will need it... since everyone decided AI take all jobs!!~
Time to buy more lottery @_@"...ChurchOfSolipsism wrote: ↑Tue Mar 03, 2026 9:24 pmI don't see how it could not be an Exa release. Fuck that.

That's certainly one for the shmup tabloids; Cave's sudden and recent re-emergence from whatever proverbial, er, dark, hollowed-out recess it's been hiding in for the past few years has certainly taken some unexpected turns.EmperorIng wrote: ↑Tue May 26, 2026 4:53 pmAnd apparently, Cave has acquired Success. That news completely slipped out of my radar, but they became the majority stakeholder in Success in December of 2024!


Fk really hope they fix the input lag because on 360 ver it is quite horrible even on Xenia x_x"...
The screenshots seem to not have whatever ugly upscaling/filter the 360 version has, so I'm not sure if it'll be identical.
Do not really trust Wikipedia for this. I echo the musings of others in this thread as to how Cave is still around and what they actually do.Creamy Goodness wrote: ↑Mon Mar 02, 2026 4:15 amCave actually has their hands in a lot of stuff. They are now a media/marketing/investment firm. Besides being masters of shmup development, someone in the company had some serious business acumen and knew how and when to pivot as the arcade market died out.ChurchOfSolipsism wrote: ↑Tue Feb 17, 2026 2:08 pm I'm simply really confused by the fact that Cave is still alive. How do they do it, were the sales of that dumb mobile game so good? Is it still selling?
Tying up to what I wrote above, I fully agree but would go even further. During the 2000s shmups golden era the target demographic for shmup was a niche of a niche. Outside of Japan, the vast majority of games were not even available to play. Situation got a bit better in the 2010s port/revival/Touhou era, but as you said, it still translated to little sale and did not expend the playerbase. What actually expended the playerbase were games that modernized or hybridized the bullet hell mechanics with other genres (e.g., Binding of Isaac, Enter the Gungeon, and all those godawful auto-shooters).Light1000 wrote: ↑Tue Feb 17, 2026 3:24 am I mean, sure, but all of that is still downstream of getting the games to sell in the first place. Re-releasing games without any reason to think they'd sell more is also a far worse option if the companies stocks are in bad shape, not the other way around. In my opinion the issue really lies first and foremost in actually presenting the games in a way which will even make "normies" capable of understanding the appeal, not marketing. We had a ton of shmup marketing 10 years ago with all of the new shmups on steam, and that did translate to good sales (Ikaruga 128k, CCWI 78k, Mushi 45k, all by 2018) but 99% of the people who bought those ports never actually appreciated the games, and never moved on to playing shmups after that, so there was no real point. What could CAVE even realistically do now in terms of marketing to get even a tenth of the buzz that there was back then? Compare to Zeroranger - the devs said in a recent talk they sold 45k and the game essentially plays very similar to most shmups just with progress saving.
cul wrote: ↑Fri May 29, 2026 9:48 pmDo not really trust Wikipedia for this. I echo the musings of others in this thread as to how Cave is still around and what they actually do.Creamy Goodness wrote: ↑Mon Mar 02, 2026 4:15 amCave actually has their hands in a lot of stuff. They are now a media/marketing/investment firm. Besides being masters of shmup development, someone in the company had some serious business acumen and knew how and when to pivot as the arcade market died out.ChurchOfSolipsism wrote: ↑Tue Feb 17, 2026 2:08 pm I'm simply really confused by the fact that Cave is still alive. How do they do it, were the sales of that dumb mobile game so good? Is it still selling?
So, I did some really shallow digging and I had a quick look at their latest interim consolidated financial statements for Q3 FY2026, dated February 28, 2026.
Total balance sheet: JPY 8.9 billion (approximately USD 56 million).
Let’s have a look at their assets (i.e., what they have/own), as this is usually a good way to determine what a company really values in terms of what it has or does:
-Out of those JPY 8.9 billion, they are sitting on JPY 6.7 billion in current assets, consisting mostly of cash (JPY 3.9 billion) and trade receivables (JPY 1.3 billion).
-They have around JPY 2.1 billion in total investments, which includes the stakes in their subidiaries.
-More to the point of the current discussion, what is really interesting is that their total intangible assets (think intellectual property here) are valued at JPY 142 million (yes, with an “m”). In other words, in their bookkeeping, they value their entire IP portfolio at around USD 891,646. They also appear to have recorded a JPY 2.1 billion loss on intangible assets since FY2025.
Based on the information they publicly provide, they are really active in two business segments: video games, and live streaming. This is actually supported by their income statement, most of their income comes from sales. So, at first glance you would think that with a current market capitalization of JPY 4,1 billions (USD 25.7 millions) they are quite cheap and may wonder why a larger game publisher has not tried to acquire them yet for those juicy IP.
But if you look a bit closer, you realize that by their own book keeping they value their IP at less than USD 1 million. I'm going to spoil the beans here but IP is where you expect to see the value in a video game/live streaming company, whether it is technology it develops or brands it can market.
Tying up to what I wrote above, I fully agree but would go even further. During the 2000s shmups golden era the target demographic for shmup was a niche of a niche. Outside of Japan, the vast majority of games were not even available to play. Situation got a bit better in the 2010s port/revival/Touhou era, but as you said, it still translated to little sale and did not expend the playerbase. What actually expended the playerbase were games that modernized or hybridized the bullet hell mechanics with other genres (e.g., Binding of Isaac, Enter the Gungeon, and all those godawful auto-shooters).Light1000 wrote: ↑Tue Feb 17, 2026 3:24 am I mean, sure, but all of that is still downstream of getting the games to sell in the first place. Re-releasing games without any reason to think they'd sell more is also a far worse option if the companies stocks are in bad shape, not the other way around. In my opinion the issue really lies first and foremost in actually presenting the games in a way which will even make "normies" capable of understanding the appeal, not marketing. We had a ton of shmup marketing 10 years ago with all of the new shmups on steam, and that did translate to good sales (Ikaruga 128k, CCWI 78k, Mushi 45k, all by 2018) but 99% of the people who bought those ports never actually appreciated the games, and never moved on to playing shmups after that, so there was no real point. What could CAVE even realistically do now in terms of marketing to get even a tenth of the buzz that there was back then? Compare to Zeroranger - the devs said in a recent talk they sold 45k and the game essentially plays very similar to most shmups just with progress saving.
The brand/nostalgia recognition is simply not there for classic shmups. What is even the current market for golden era shmups ports? A few dozen thousands people worldwide?
In that context, why would you even bother porting older IP? It is sad but I think their business decisions have been right considering the cards they have been dealt with. If anything, they should triple down on mobile games and loli-nonsense. This is why I am quite suprised of this announcement for Mochi/Pink Sweets. I really would like to see the agreement between Cave and City Connection for this.
Are we looking at same screenshot? The screenshot on Steam have ugly blur: https://store.steampowered.com/app/4229 ... s_Boosted/
Indie devs aren't in for the money (or, to better put it, profits). They can afford to work in their free time, with no budget, no deadlines to reach milestones (or no deadlines at all), they don't have to answer to shareholders, they don't need to follow batshit crazy guidelines from people injecting money in their projects, etc. etc.indie devs do in their bedrooms
